Search found 55 matches

by Finndibaenn
Wed Jul 04, 2018 7:16 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 805237

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...
by Finndibaenn
Mon May 14, 2018 6:48 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 805237

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
by Finndibaenn
Tue Apr 24, 2018 5:41 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 805237

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 :)
by Finndibaenn
Sat Feb 03, 2018 9:12 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 805237

Re: [0.15] Sea Block Pack 0.1.7

jonhwoods 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.[/*]
I'm using Helmod plugin for this
by Finndibaenn
Wed Jan 31, 2018 9:54 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 805237

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/...
by Finndibaenn
Wed Jan 31, 2018 7:08 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 805237

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...
by Finndibaenn
Wed Jan 24, 2018 3:36 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 805237

Re: [0.15] Sea Block Pack 0.1.7

I faced the same issue yesterday when i tried the beta.

Had to give up
by Finndibaenn
Thu Jun 08, 2017 10:16 pm
Forum: General discussion
Topic: how long does 'experimental' take?
Replies: 13
Views: 3168

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)
by Finndibaenn
Thu May 18, 2017 8:27 pm
Forum: General discussion
Topic: Logistic network and combinators
Replies: 7
Views: 2010

Re: Logistic network and combinators

Thanks !

thtat's the answer i was looking for =)
by Finndibaenn
Wed May 17, 2017 8:38 pm
Forum: General discussion
Topic: Logistic network and combinators
Replies: 7
Views: 2010

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
by Finndibaenn
Wed May 17, 2017 8:28 pm
Forum: General discussion
Topic: Logistic network and combinators
Replies: 7
Views: 2010

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 ...
by Finndibaenn
Tue May 09, 2017 10:50 pm
Forum: General discussion
Topic: 0.15 Oil Rebalancing - Too Far?
Replies: 38
Views: 11307

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...
by Finndibaenn
Sat May 06, 2017 10:19 pm
Forum: General discussion
Topic: 0.15 and Flare Stack Problem
Replies: 35
Views: 9223

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...
by Finndibaenn
Mon May 01, 2017 8:42 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] Game tutorial stuck on automatic trains
Replies: 5
Views: 3180

Re: Game tutorial stuck on automatic trains

the train won't move untill you add a 2nd station I think
by Finndibaenn
Sat Apr 29, 2017 8:50 am
Forum: Gameplay Help
Topic: blueprints and 0.15 ?
Replies: 7
Views: 3315

Re: blueprints and 0.15 ?

ah thanks !
by Finndibaenn
Sat Apr 29, 2017 8:45 am
Forum: Gameplay Help
Topic: blueprints and 0.15 ?
Replies: 7
Views: 3315

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...
by Finndibaenn
Wed Jun 08, 2016 9:55 pm
Forum: Gameplay Help
Topic: Pump Help please - Building 1GW steam plant w/ solid fuel
Replies: 16
Views: 3940

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
by Finndibaenn
Thu May 12, 2016 6:18 am
Forum: Mods
Topic: [MOD 0.12.32] Prospect
Replies: 14
Views: 5473

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
by Finndibaenn
Tue May 10, 2016 10:16 pm
Forum: Mods
Topic: [MOD 0.12.32] Prospect
Replies: 14
Views: 5473

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
by Finndibaenn
Tue May 03, 2016 6:56 pm
Forum: Mods
Topic: [MOD 0.12.32] Prospect
Replies: 14
Views: 5473

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...

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