Search found 110 matches

by Trainwreck
Thu Nov 16, 2017 7:52 am
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 122129

Re: Feedback

So, I guess I'm asking to have it both ways. I want the "Throw more of the same stuff at it!"/logarithmic results progression of the base game, but with Bob's "Add something new" adding complexity at each step. That's probably easier said than done, but since asked for feedback,...
by Trainwreck
Wed Nov 15, 2017 8:37 pm
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 60504

Re: [MOD 0.15.15+] Factorio NEI 0.0.13

I think the recipe gui should show a list of possible unlock technologies, rather than just a single technology. An example of why this is necessary occurs in the base game when unlocking the roboport recipe. There are two possible technologies that unlock roboports, Logistics Robotics and Construct...
by Trainwreck
Fri Nov 10, 2017 9:01 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1020718

Re: [0.15] Sea Block Pack 0.1.6

I was watching Nilaus play this and he started on grass instead of desert. How do I do that? I try restarting several times and I always get desert. Is this the result of one of the additional mods he is using? I suspect Nilaus has disabled the LandfillPainting mod. It's purely cosmetic, without it...
by Trainwreck
Mon Nov 06, 2017 9:47 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.37] Incomplete landfill placement,on_player_built_tiie
Replies: 8
Views: 2929

Re: [0.15.37] Incomplete landfill placement,on_player_built_tiie

It's a tile placement event triggered when the player is placing landfill tiles, but the set of positions returned apparently includes water tiles. I have not been able to reproduce it, but perhaps it depends on the geometry of the placed tiles. I can reproduce it reliably, following the setup in t...
by Trainwreck
Mon Nov 06, 2017 10:16 am
Forum: Mods
Topic: [0.15] Explosive Excavation & Bot Landfill
Replies: 17
Views: 9515

Re: [0.15] Explosive Excavation & Bot Landfill

GotLag wrote:That looks like it might be a bug in the event handling code, could you submit a bug report?
Bug report posted
by Trainwreck
Mon Nov 06, 2017 10:15 am
Forum: Resolved Problems and Bugs
Topic: [0.15.37] Incomplete landfill placement,on_player_built_tiie
Replies: 8
Views: 2929

[0.15.37] Incomplete landfill placement,on_player_built_tiie

I'm seeing a strange issue with GotLag's Explosive Excavation mod. This mod allows placing of water tiles, and adds an on_player_built_tile event handler that creates explosions when a water tile is placed. When this mod is installed, sometimes random explosions are spawned when placing landfill (no...
by Trainwreck
Mon Nov 06, 2017 9:11 am
Forum: Mods
Topic: [0.15] Explosive Excavation & Bot Landfill
Replies: 17
Views: 9515

Re: [0.15] Explosive Excavation & Bot Landfill

I'm seeing an issue with Explosive Excavation where random explosions are spawned when placing landfill. eecropped.jpg In these screenshots I had just clicked to place a large block of landfill. For some reason (probably due to its no single width/height land blocks weirdness), factorio decided not ...
by Trainwreck
Sat Nov 04, 2017 1:15 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1020718

Re: [0.15] Sea Block Pack 0.1.6

That was a long game :/ Clearly the difficulty level is set too low. 8-) Anyone who has the problem of too low difficulty is welcome to adjust the mod settings: difficulty.png Seriously though, the ScienceCostTweaker 'uberwaffe' technology cost multiplier seems perfectly playable for an extended la...
by Trainwreck
Sun Oct 29, 2017 2:31 am
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 122129

Re: Feedback

You have a point that it does cost less than the base game, but also consider that where in the base game, all it costs is copper and iron (we're just talking ores here), in my mod the processing unit takes 8 ores (stone, iron, copper, gold, lead, nickel, quartz and tin) Specifically for the case o...
by Trainwreck
Wed Oct 25, 2017 6:45 am
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 122129

Re: Feedback

One thing I've noticed, even ignoring the module issues BlakeMW mentions above, is that Bob's mods simply reduces the amount of ore required to produce things. I've written a quick and dirty mod to make the in game "total raw" tooltip decompose the recipe as far as possible. The mod is att...
by Trainwreck
Sat Oct 14, 2017 1:54 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1020718

Re: [0.15] Sea Block Pack 0.1.5

Request: Can Seablock fix the blue science pack to use bronze instead of gold? See Neemys' post on the Science Overhaul Mod thread for why that makes more sense. This is an issue for any Angel/Bob with Science Overhaul Mod, and certainly that mod is the best place to change the recipe. However this...
by Trainwreck
Sun Oct 08, 2017 9:43 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1020718

Re: [0.15] Sea Block Pack 0.1.5

It seems that FNEI doesn't show silicon ore in search list (might be because it has the same texture as crotinnium ore) Can anyone confirm that I'm not the only one with this problem? Can anyone tell me why crotinnium and silicon ores use same texture? Sometimes the factorio built in recipe search ...
by Trainwreck
Fri Oct 06, 2017 8:39 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1020718

Re: [0.15] Sea Block Pack 0.1.5

I have one question. I really like the circuit network and already researched it. But i need rubber or resin to craft the wires. Is there simpler way to create them other than going for naphta or liquid resin? I hoped, there was a unefficient possibility to create resin from algae somehow. There wa...
by Trainwreck
Fri Oct 06, 2017 8:11 am
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 60504

Re: [MOD 0.15.15+] Factorio NEI 0.0.11

Someone over in the sea block pack thread pointed out that FNEI causes multiplayer desyncs. I managed to reproduce a desync with the following procedure: 1. Player 1 starts a new multiplayer game 2. Player 1 presses ctrl+e to open FNEI gui 3. Player 1 clicks right arrow in the FNEI gui to scroll to ...
by Trainwreck
Mon Sep 25, 2017 7:31 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1020718

Re: [0.15] Sea Block Pack 0.1.4

Wow, i really like your Pack :) I never really used Bob&Angels so it was really fun to figure out all the recipes. What REALLY helped me though was the NEI mod ( https://mods.factorio.com/mods/npo6ka/FNEI ). It works just like the mod in Minecraft if you happen to know it. You definitely should...
by Trainwreck
Sun Sep 10, 2017 1:48 am
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 60504

Re: [MOD 0.15.15+] Factorio NEI 0.0.11

Thanks for the update, I noticed few unattainable recipes are still showing up with version 0.0.11. I believe the issue this time is that the technology itself has been disabled. Angels disables the base game oil processing technologies and adds a set of new technologies for its own processing setup...
by Trainwreck
Sun Sep 03, 2017 1:35 am
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 60504

Re: [MOD 0.15.15+] Factorio NEI 0.0.10

Some of the recipes displayed are completely unavailable for crafting. An example of this is the plastic bar recipes when playing with angels petrochem. Angels has removed the technology unlock for the regular plastic recipe, and added an unlock for its own liquid plastic recipe. But FNEI still disp...
by Trainwreck
Mon Jul 17, 2017 6:24 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1020718

Re: [0.14.22+] Sea Block Pack 0.0.6

Time for another update: SeaBlockPack_0.1.2.zip Update: Check first post for latest version This should be pretty close to a stable release (Well, as stable as you can get for the experimental branch of an alpha game with a bunch of constantly changing mods :) ). I don't plan to add any additional ...
by Trainwreck
Tue Jul 04, 2017 10:48 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 135445

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

Good work with the bobsmods recipes, they add a nice challenge. I noticed a couple of minor issues when playing with bob's enabled: 1) Power consumption of Bob's lab MK2 is too low. I recall the 0.14 version increased the power consumption to 3MW. Guess that change got lost somewhere in the 0.15 upd...
by Trainwreck
Thu Jun 29, 2017 12:20 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1406935

Re: Development and Discussion

Coal filtering has a bit of sulfur surplus now, ceramic has a sulfur loss but is faster. So ceramic filtering is not just plain better than the coal filtering. I initially only wanted to balance out crafting speed, but that it was suggested by the "think-tank" to add that. Both methods of...

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