Search found 56 matches

by Lastmerlin
Fri Aug 30, 2019 3:07 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 111050

Re: Friday Facts #309 - Controversial opinions

Well, I'm too late for the party again :( I will post a selection anyway: Inserters should not chase items: Unsure, but not indifferent. Usually, I am not too keen on the optical qualities, and I am always pro any UPS-friendly changes. However, I cant judge, if it will feel right. Perhaps test it in...
by Lastmerlin
Mon Nov 05, 2018 5:51 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 208609

Re: Friday Facts #266 - Cleanup of mechanics

I am perhaps a bit late to the party (and read only the first 15 pages), but need to throw in my personal opinion as well... Pickaxe removal : I like it. In the base game, this was just annoying. I really like the proposal of AntiElitz of making it a research. The praise for the steelaxe should be p...
by Lastmerlin
Thu Sep 20, 2018 9:40 am
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 115260

Re: Friday Facts #260 - New fluid system

What is described here is the difference between an implicit (solve it all with a big equation system) and an explicit (small local updates) solution of the system. Implicit sounds good, because you get the whole solution at once, and its globally correct - but i believe its not the right decision h...
by Lastmerlin
Mon Sep 17, 2018 1:59 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 115260

Re: Friday Facts #260 - New fluid system

Excellent FFF! As usual, the developer-player interaction of factorio is outstanding. Its also nice to see, that the pipes (as one of the most annoying aspects of the game so far) are in the focus now. Concerning the issue itself, I will not claim to have the perfect solution (and there are already ...
by Lastmerlin
Wed Aug 29, 2018 9:23 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007415

Re: [0.16] Sea Block Pack 0.2.13

My proposals are: Something similar to mining productivity, that allows to cut the need in ore generation by a factor of 2 or 3. I made a mod that does exactly that: https://mods.factorio.com/mod/seablock-mining It makes mining drills work like crystallizers, so mining productivity research affects...
by Lastmerlin
Tue Aug 28, 2018 9:44 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007415

Re: [0.16] Sea Block Pack 0.2.13

Ok, then I have to correct: I did not even fully beacon anything (which is something like 30 Beacons 3 around one machine I guess), but used the traditional alternating beacon and machine row builds. This leads to a speed boost of something like 700%. Supplying this with pipes is still an absolute p...
by Lastmerlin
Sat Aug 25, 2018 4:57 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007415

Re: [0.16] Sea Block Pack 0.2.13

Ok, I have finally completed the Modpack a week ago, after investing 200 hours into it (201 and a few minutes, to be precise), and I will give some sort of feedback. I know that it is in fact a mod collection and I will probably post to the threads of the single mods later, but for now this is the e...
by Lastmerlin
Fri Aug 17, 2018 6:34 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 91648

Re: [0.16] Space Extension Mod (SpaceX)

Finally finished the SeaBlock mod pack, clicked *i want home to mummy* and got the error message shown in the image. Not exactly, what I hoped for. Mod version is 0.3.8. Does updating help (I do not update with this modpack, unless absolutely required)?
factorio_spacex_fail.png
factorio_spacex_fail.png (163.41 KiB) Viewed 7473 times
by Lastmerlin
Mon Jul 16, 2018 3:30 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007415

Re: [0.16] Sea Block Pack 0.2.12

If this is true, its excellent news. But I would like a confirmation. By log you mean the messages you get can see after upgrading the mod, right? It would be nice to state it on the starting page of this thread or somewhere else, where you can see it before upgrading. I am not very keen of upgradin...
by Lastmerlin
Mon Jul 16, 2018 8:18 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007415

Re: [0.16] Sea Block Pack 0.2.12

In other words - making SpaceX even more expensive? Are you aware, that all costs got scaled up by a factor of 10 by a recent update of SpaceX? And that the maintainer of SpaceX voted for reverting this for Seablock (but said, that the Seablock mod pack is responsible for doing that)? Reference: htt...
by Lastmerlin
Wed Jul 11, 2018 3:40 pm
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 91648

Re: [0.16] Space Extension Mod (SpaceX)

Official petition: Please remove the factor 10 for bobs mod, if the SeaBlock mod pack is detected. Reasons: SeaBlock deactivates all overpowered Modules (God, raw productivity, raw speed). Best modules available are slightly better than the vanilla ones and have massive energy costs SeaBlock uses S...
by Lastmerlin
Wed Jul 11, 2018 7:30 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007415

Re: [0.16] Sea Block Pack 0.2.11

I'd say that as it is now, prod modules in Seablock are still incredibly powerful. For the raw ingredient -> base intermediate (ore to plate, slag/geode to plate), Seablock is a good bit better. Vanilla allows productivity at two stages vs Seablocks three. For vanilla, prod modules are used at the ...
by Lastmerlin
Tue Jul 10, 2018 12:59 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007415

Re: [0.16] Sea Block Pack 0.2.11

Prod modules are the games way to allow further investing ressources for benefits at the later game. Of course, they dont make sense from a physical point of view, but from game design perspective, they are brilliant. They allow adding new products at the end of the production tree without forcing t...
by Lastmerlin
Tue Jul 10, 2018 9:42 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007415

Re: [0.16] Sea Block Pack 0.2.11

I am aware that this is the combination of two very unfortunate changes. a) The problem with SpaceX is the really deadly one, because it changes the science requirements from high to insane. From the code it just seems that the variable researchcost is just set to 10. I have no idea where this comes...
by Lastmerlin
Tue Jul 10, 2018 7:25 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007415

Re: [0.16] Sea Block Pack 0.2.11

Well my mod settings say: [b]A Seablock Config:[/b] SCT cost multiplier: no adjustment [b]SpaceX:[/b] Research cost multiplier:1 Production cost multiplier:1 All this is in the game Startup section, which I cannot change now. I did start the game without change anything in the mod settings. I do not...
by Lastmerlin
Mon Jul 09, 2018 12:32 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007415

Re: [0.16] Sea Block Pack 0.2.11

I played SeaBlock since early 0.16 and updated to the most recent versions of the mods yesterday, because I really needed this Sulfur filtering recipe. Good news: The sulfur air filtering does exactly what I hoped for and is a very good addition. Bad news: Almost everything else that I got forced on...
by Lastmerlin
Mon Apr 16, 2018 11:41 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007415

Re: [0.16] Sea Block Pack 0.2.6

Just started and created 2 fast inserters and one hydro plant from the first 10 green circuits you get. No idea why, perhaps I just wanted to have a bit of everything. Big mistake, it should be two hydro plants. For getting the slurry loop running you really need two of these, one for cleaning sulfu...
by Lastmerlin
Fri Apr 06, 2018 7:26 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 225823

Re: [MOD 0.12.x] Autofill

Any progress in this regard? Currently, this is the reason that all my maps from 0.15 are not loading anymore. For some reason, using the mod with a fresh map is ok.
by Lastmerlin
Wed Mar 28, 2018 8:49 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 370830

Re: Friday Facts #225 - Bots versus belts (part 2)

The issue is not bots. The issue is that people do not want the SIZE of their FACTORIES getting a hit by a Nerf Bat. In other words: You can nerf bots all you want...but you must preserve the levels of ease of planning, building, managing and upgrading a factory ...at the same level the game curren...
by Lastmerlin
Tue Feb 20, 2018 9:53 am
Forum: General discussion
Topic: Thank you for belt compression
Replies: 8
Views: 3689

Re: Thank you for belt compression

Thats not just pretty ok, thats awesome. Goodbye to the good old underground belt trick. Its really better that way, thanks a lot.

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