Search found 23 matches

by cbtmessageman
Wed Jun 24, 2026 2:48 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 251
Views: 160081

Re: Version 2.1.7

I like how the current power info is seen while hovering over a power pole.
06-24-2026, 09-48-15.png
06-24-2026, 09-48-15.png (17.05 KiB) Viewed 3281 times
by cbtmessageman
Fri Jun 12, 2026 11:43 am
Forum: News
Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
Replies: 386
Views: 55653

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

I like all of the visual changes, but I'm hoping there is another one that didn't get mentioned: Coal on Vulcanus. It's tough to spot the differences between the coal and the ground at times, hopefully there is time to address this before the update drops.
by cbtmessageman
Wed Jun 10, 2026 1:51 am
Forum: Logistic Train Network
Topic: I need a little (a lot of) help.
Replies: 1
Views: 247

I need a little (a lot of) help.

I'm not sure what happened between 1.1 and 2.0 that I just can't wrap my head around, but I can't seem to get my stations to work anymore. Here's what I'm looking for:

Depot: ok, this is working fine for me.
Wiring standard: Red wire is handling my inventory management (storage chests), green wire ...
by cbtmessageman
Fri Mar 13, 2026 2:00 pm
Forum: General discussion
Topic: Why can't bots plant trees?
Replies: 5
Views: 1720

Re: Why can't bots plant trees?

I've used the Agricultural Roboport mod to handle vegetation planting duties.
by cbtmessageman
Thu Mar 12, 2026 1:59 pm
Forum: General discussion
Topic: The relief of construction bots
Replies: 3
Views: 1246

Re: The relief of construction bots

NineNine wrote: Tue Mar 10, 2026 4:07 pm Am I right?
It's your game, play it whatever way makes you happiest.
by cbtmessageman
Mon Mar 09, 2026 11:53 am
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.16
Replies: 160
Views: 236527

Re: [MOD 1.1] Sea Block Pack 0.5.16

I've been keeping an eye on the GitHub project: https://github.com/modded-factorio/SeaBlock/milestones

I did the same with Angel's, the Milestones page was great for a quick "How far along are they?" check.
by cbtmessageman
Thu Jan 15, 2026 2:39 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3958
Views: 2459625

Re: Bugs & FAQ

Thanks for letting me know.

Also, I do appreciate the work you're putting in to keep the mods updated. Thanks!
by cbtmessageman
Wed Jan 14, 2026 9:04 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3958
Views: 2459625

Re: Bugs & FAQ

KiwiHawk wrote: Wed Jan 14, 2026 4:33 pm Yes. This is intentional and not a bug.
Ok. If I decide not to run Angel's Petro water consumption goes to 6/sec. Also the expected behavior?
by cbtmessageman
Wed Jan 14, 2026 4:25 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3958
Views: 2459625

Re: Bugs & FAQ

Angel's Petrochem Processing is changing water consumption for boilers from 6/sec to 60/sec.

Running the full stack of Bob's and Angel's mods (minus Bob's Character Classes).
by cbtmessageman
Wed Jan 14, 2026 4:13 pm
Forum: Bob's mods
Topic: [Bob's Power 2.0.2] Is Boiler water consumption supposed to be 60 per second?
Replies: 3
Views: 2902

Re: [Bob's Power 2.0.2] Is Boiler water consumption supposed to be 60 per second?


Are you using any other Mods which modify the energy value of Steam or temperature of the input Water? The numbers all seem correct when running just Base and the Bob's Power mod.

Loads of mods, taking out the new Bobs & Angels set for a run. Poking around when I dropped Angel's Petrochemical ...
by cbtmessageman
Tue Jan 13, 2026 8:58 pm
Forum: Bob's mods
Topic: [Bob's Power 2.0.2] Is Boiler water consumption supposed to be 60 per second?
Replies: 3
Views: 2902

[Bob's Power 2.0.2] Is Boiler water consumption supposed to be 60 per second?

Greetings.

A quick review: Prior to Factorio 2.0 Boilers would consume up to 60 water/second. This was changed in 2.0 to 6 water/second. In Bob's Power the Boilers are drawing 60 water/second. Is this intentional?

Thanks.
by cbtmessageman
Mon Jun 23, 2025 12:50 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3958
Views: 2459625

Re: Bugs & FAQ

KiwiHawk wrote: Mon Jun 23, 2025 6:12 am They will be released once they are ready 🙂
If I'm looking for a 30,000 foot view of the progress would the Milestone tracker be an appropriate place to look?
by cbtmessageman
Mon Mar 31, 2025 12:14 am
Forum: Bob's mods
Topic: Thanks for updating the mods to 2.0
Replies: 0
Views: 1364

Thanks for updating the mods to 2.0

I logged on this evening and checked what was new in the Mod Portal. Much to my surprise I saw a lot of Bob's Mods updates.

So thanks again for all your hard work, caretakers!
by cbtmessageman
Tue Jan 28, 2025 5:54 am
Forum: Technical Help
Topic: [2.0.31] Error checking mod updates "InitializeSecurityContext failed"
Replies: 10
Views: 3555

Re: [2.0.31] Error checking mod updates "InitializeSecurityContext failed"

Rseding91 wrote: Mon Jan 27, 2025 9:23 pm Could you explain the issue and what you did to fix it? So if other people have the same problem they can get it resolved.
I cannot, due to our internal policies. If other users report this issue please direct them to speak to their network security team.
by cbtmessageman
Mon Jan 27, 2025 9:09 pm
Forum: Technical Help
Topic: [2.0.31] Error checking mod updates "InitializeSecurityContext failed"
Replies: 10
Views: 3555

Re: [2.0.31] Error checking mod updates "InitializeSecurityContext failed"

Rseding91 wrote: Sat Jan 18, 2025 9:11 am One of the recent versions enabled the TLS check and it sounds like that check is failing on your system. Given we aren’t getting wide spread reports of issues, that makes me think the issue is indeed your system or your network.
Please move this one to Not A Bug, I found the issue on my end.
by cbtmessageman
Tue Jan 21, 2025 2:39 pm
Forum: Technical Help
Topic: [2.0.31] Error checking mod updates "InitializeSecurityContext failed"
Replies: 10
Views: 3555

Re: [2.0.31] Error checking mod updates "InitializeSecurityContext failed"


One of the recent versions enabled the TLS check and it sounds like that check is failing on your system. Given we aren’t getting wide spread reports of issues, that makes me think the issue is indeed your system or your network.

But I’m unsure how to go about verifying that.


That's ...
by cbtmessageman
Fri Jan 17, 2025 4:14 pm
Forum: Technical Help
Topic: [2.0.31] Error checking mod updates "InitializeSecurityContext failed"
Replies: 10
Views: 3555

Re: [2.0.31] Error checking mod updates "InitializeSecurityContext failed"

Portal worked from home, at least enough to populate. I didn't think to try downloading a mod.

However, I'm still seeing some weirdness. I'm staring at both my firewall logs as well as active sessions (I'm a network admin, I have full visibility to our network here). I opened up the game client (2 ...
by cbtmessageman
Thu Jan 16, 2025 9:53 pm
Forum: Technical Help
Topic: [2.0.31] Error checking mod updates "InitializeSecurityContext failed"
Replies: 10
Views: 3555

Re: [2.0.31] Error checking mod updates "InitializeSecurityContext failed"

I tried downloading the CRL, it downloaded fine. Still can't access the mod portal within the game.

I'll try again later tonight, from a different network.
by cbtmessageman
Thu Jan 16, 2025 6:21 pm
Forum: Technical Help
Topic: [2.0.31] Error checking mod updates "InitializeSecurityContext failed"
Replies: 10
Views: 3555

[2.0.31] Error checking mod updates "InitializeSecurityContext failed"

What did you do?

I tried accessing the Mod Portal via the "Main menu" > "Mods" > "Explore" and via the "Main menu" > "Mods" > "Updates" options.

What happened?

When I go to the "Explore" tab I get a red box that says "Unable to search the mod portal". If I hover over the text a pop-up box ...
by cbtmessageman
Thu Jan 16, 2025 5:35 pm
Forum: Gameplay Help
Topic: Space Platform 101 Discussion
Replies: 114
Views: 226328

Re: Space Platform 101 Discussion

gth wrote: Wed Jan 15, 2025 8:55 pm Anywho, I'll voluntarily crash down onto a new planet and get started. :)

Thanks folks!
Bring a landing pad with you. It'll help when you start requesting parts for your new build. Especially with Fulgora, where your initial landing point is rarely where you want to set up a base.

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