Search found 55 matches
- Wed Jul 04, 2018 7:16 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097474
Re: [0.16] Sea Block Pack 0.2.11
regarding wooden board discussion : if you think about it it seems reasonable to be more efficient to make WOODen boards from wood rather than paper ... For seablock, at least at the beginning arboretums are a limited resource as you need to explore to find them and you probably already use them for...
- Mon May 14, 2018 6:48 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097474
Re: [0.16] Sea Block Pack 0.2.7
your isssue is unlikely to be caused by factorio version, but rather some plugins that you updated to a version different than the one in seablock modpack
- Tue Apr 24, 2018 5:41 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097474
Re: [0.16] Sea Block Pack 0.2.7
I'd say the easiest way is to delete all your mods and extract the new pack
- Sat Feb 03, 2018 9:12 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097474
Re: [0.15] Sea Block Pack 0.1.7
I'm using Helmod plugin for thisjonhwoods wrote:[*] Is it possible to use a tool like [https://bitbucket.org/Nicksaurus/forem ... 's Foreman to plan ratios and production lines? I could not manage to make that tool work, and resorted on extensive time consuming Excel sheets instead.[/*]
- Wed Jan 31, 2018 9:54 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097474
Re: [0.15] Sea Block Pack 0.1.7
The more I work on this geodes => sludge process the less appealing it looks like. How many electrolyzers do you need to run to supply one filtration unit ? 1 sludge batch takes 100 mineralized water, so 10 crushed stones. Crushing geodes gives 1/1.5/0.5/1/1/1 crushed stones (blue/cyan/green/purple/...
- Wed Jan 31, 2018 7:08 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097474
Re: [0.15] Sea Block Pack 0.1.7
Here is what I came up with, based on the above screen shot. https://image.prntscr.com/image/6ktmuMG8SXqN21p4iA7WqQ.png I had some throughput issues with belts so washing plants deposit directly into chests. as 1 chest can not be in range of all crushers, 2 filter inserters move the appropriate geod...
- Wed Jan 24, 2018 3:36 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097474
Re: [0.15] Sea Block Pack 0.1.7
I faced the same issue yesterday when i tried the beta.
Had to give up
Had to give up
- Thu Jun 08, 2017 10:16 pm
- Forum: General discussion
- Topic: how long does 'experimental' take?
- Replies: 13
- Views: 5188
Re: how long does 'experimental' take?
for what it's worth i'm about 200H down in a marathon game and i didn't notice any bugs (single player though)
- Thu May 18, 2017 8:27 pm
- Forum: General discussion
- Topic: Logistic network and combinators
- Replies: 7
- Views: 3614
Re: Logistic network and combinators
Thanks !
thtat's the answer i was looking for =)
thtat's the answer i was looking for =)
- Wed May 17, 2017 8:38 pm
- Forum: General discussion
- Topic: Logistic network and combinators
- Replies: 7
- Views: 3614
Re: Logistic network and combinators
because i'm sending the full barrels to remote outposts for mining uranium (and those are not connected to the network), so i want to always have some full barrels available and the total amount to be adjusted upwards when/if i start needing more because of uranium mining expansion
- Wed May 17, 2017 8:28 pm
- Forum: General discussion
- Topic: Logistic network and combinators
- Replies: 7
- Views: 3614
Logistic network and combinators
I wanted to setup a barrel factory to manufactor barrels until the sum of full (only using them for sulphuric acid right now) and empty barrels reaches a threshold in the logistic network. I thought this would be easy by using an aritmetic combinator; but i can't a way to connect it to the logistic ...
- Tue May 09, 2017 10:50 pm
- Forum: General discussion
- Topic: 0.15 Oil Rebalancing - Too Far?
- Replies: 38
- Views: 17412
Re: 0.15 Oil Rebalancing - Too Far?
FWIW, i'm running a Marathon game, and have had a BIG oil field nearby my base (20 pumps, combined yield is still 1270%) and 2 smaller (6/4 pumps) deposits which i had settled on before finding the big one. My whole base runs on solid fuel (furnaces, 74 steam engines even though i have about 350 sol...
- Sat May 06, 2017 10:19 pm
- Forum: General discussion
- Topic: 0.15 and Flare Stack Problem
- Replies: 35
- Views: 13866
Re: 0.15 and Flare Stack Problem
I don't get what the problem is . My factory is running on solid fuel, both furnaces and steam engine. I've set up circuits so that when my storage tanks are fuel this enables processing the relevant oil to solid fuel, this way i don't have any problem, neither full tanks, nor any shortage. I have c...
- Mon May 01, 2017 8:42 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] Game tutorial stuck on automatic trains
- Replies: 5
- Views: 4585
Re: Game tutorial stuck on automatic trains
the train won't move untill you add a 2nd station I think
- Sat Apr 29, 2017 8:50 am
- Forum: Gameplay Help
- Topic: blueprints and 0.15 ?
- Replies: 7
- Views: 4491
Re: blueprints and 0.15 ?
ah thanks !
- Sat Apr 29, 2017 8:45 am
- Forum: Gameplay Help
- Topic: blueprints and 0.15 ?
- Replies: 7
- Views: 4491
blueprints and 0.15 ?
Hi, I've recently started a Marathon game on 0.15, and i can't find blueprints (i've reasearched all techs needed only red/green, recently started on blue science). THe requirement for all science packs untill you can use requester chests seems harsh; but i'd at least appreciate being able to use bl...
- Wed Jun 08, 2016 9:55 pm
- Forum: Gameplay Help
- Topic: Pump Help please - Building 1GW steam plant w/ solid fuel
- Replies: 16
- Views: 5893
Re: Pump Help please - Building 1GW steam plant w/ solid fuel
regarding the logistic bot vs belt one could say that the belts consume no power ... well actually a little bit as the inserters can't use stack bonus for belts (yet), but probably much more than bots, especially if you need to transport over long distances
- Thu May 12, 2016 6:18 am
- Forum: Mods
- Topic: [MOD 0.12.32] Prospect
- Replies: 14
- Views: 7844
Re: [MOD 0.12.32] Prospect
Ok ...the only change required seems to be an optional dependency on angelsinfiniteores so that my plugin is loaded after and can create generic maps for angels's ores
- Tue May 10, 2016 10:16 pm
- Forum: Mods
- Topic: [MOD 0.12.32] Prospect
- Replies: 14
- Views: 7844
Re: [MOD 0.12.32] Prospect
From what I can tell Angels ores are actually Bob's ores, or am I wrong ?
The mod already supports bob's ores
The mod already supports bob's ores
- Tue May 03, 2016 6:56 pm
- Forum: Mods
- Topic: [MOD 0.12.32] Prospect
- Replies: 14
- Views: 7844
Re: [MOD 0.12.32] Prospect
all comments welcome :) 1/ are you talking about the gui update ? I didn't check what impact it had on performance so i kept it low. (1 per minute). the plugin (ResourceMonitor IIRC, it was 1y ago) I used for an example did a full UI rebuild on every call, so i figured it would be a bit expensive. 2...