Search found 27 matches

by kenlon
Tue Dec 15, 2020 9:02 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1009032

Re: [1.0] Sea Block Pack 0.4.10

I see that SpaceX updated - as far as I knew, that was the only thing holding up a new revision of Sea Block for 1.1. Is something else broken, or are the mod maintainers just busy?
by kenlon
Wed Sep 02, 2020 8:57 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1009032

Re: [1.0] Sea Block Pack 0.4.10

I think hydrogen is kind of precious to produce plastic via hydrogen + co2. purified water is cheap and easy The methanol from CO2+H2 route never seemed appealing to me, because of the catalyst requirement. Going the algae-to-cellulose-to-methanol route has been my default - what's the advantage of...
by kenlon
Tue Aug 25, 2020 11:57 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1009032

Re: [1.0] Sea Block Pack 0.4.10

For anyone else who's just starting to experiment with Dirt Water Electrolysis II and doesn't want to run purified water all over the place: You can supply the pure water needed for washing 4 plants worth of electrodes with either one hydro plant doing purification, or one electrolyzer doing Electro...
by kenlon
Mon Aug 24, 2020 2:28 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1009032

Re: [1.0] Sea Block Pack 0.4.10

Geodes are still good to produce some power efficient mineral sludge and crystal seedling. Green algae needs a lot of landfill and entities. Farming power is IMO still better and not too far off (f.e. binafran). Geodes for sludge is still a good idea, but there's no reason to have them be your goto...
by kenlon
Mon Aug 24, 2020 12:51 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1009032

Re: [1.0] Sea Block Pack 0.4.10

It's so good that over at Rain's discord we have been running the numbers. The general consensus is that Electrolyzers are now competitive with geodes for power, even very early. This (to me) is a good thing - you need to make interesting decisions, instead of having only one real path to go. The f...
by kenlon
Sun Aug 23, 2020 1:45 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1009032

Re: [1.0] Sea Block Pack 0.4.10

Well, damn, I'd been completely ignoring Dirt Water Electrolysis II because, if I remember correctly, it used to not return all the electrodes when you cleaned them, and it made it not cost-effective. I just went and played with Helmod a bit more - holy shit, this is bananas . Using Electrolysis II ...
by kenlon
Fri Aug 21, 2020 10:06 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1009032

Re: [1.0] Sea Block Pack 0.4.10

The power generation at the start has been reduced. Period. Until you get crushed stone from geodes you have to be very conservative in your power use. And that's slow. That doesn't match my experience - I had a much easier time getting off the ground in 0.4.8 than I did back in 0.3.8. And, through...
by kenlon
Mon Mar 02, 2020 7:54 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1009032

Re: [0.18] Sea Block Pack 0.4.1

Can you share specifically what you edited so that those less savvy with mod editing can do this as well? 😁 Unzip angelsbioprocessing_0.7.3.zip. Go into angelsbioprocessing_0.7.3/prototypes/recipes. Edit bio-processing-algae.lua. The recipe you want to edit is the one that includes this line: name ...
by kenlon
Fri Feb 21, 2020 1:31 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1382924

Re: Development and Discussion

* Rubyte produces Manganese instead of Nickel: Love. Best change ever. I will never try to stone furnace crushed ruby with this change in place. I am reworking the refining as this was not intended, like it changed more than only that recipe. But since removing the nickel from crushed rubyte is req...
by kenlon
Wed Feb 19, 2020 7:04 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1009032

Re: [0.18] Sea Block Pack 0.4.1

Option 2: dry the brown algae and burn it. It doesn't / shouldn't be efficient but it would allow adding a drain for the excess brown algae. Option 3: user brown algae as a kind of fertilizer thing to produce more algae. Maybe just crushing it or drying + crushing could give algae feedstock or some...
by kenlon
Tue Feb 18, 2020 6:06 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1009032

Re: [0.18] Sea Block Pack 0.4.1

I am ok with the change. Algae 1 was too easy(and it used to be harder a while ago), I never did move to Algae 2 before, today i did. I made use of a mix of Algae 1 and Algae 2, with a setup where I had enough charcoal production from Algae 2 to consume my excess crushed stone (from things like geo...
by kenlon
Mon Feb 17, 2020 10:54 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1009032

Re: [0.18] Sea Block Pack 0.4.1

The addition of brown algae to the basic algae farming recipe has utterly wrecked my power generation. If you are going to update to .18, be prepared for this! Problem here ist simple. Tech that you reasearch is worse than that you start with. So why build it in the first place? The only reason to r...
by kenlon
Mon Dec 30, 2019 7:20 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 321
Views: 152113

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

BTW, % work great when you then want to copy-paste whole chains into others : Okay, this has been bugging me since I first saw the option - what, exactly, is the point of being able to set a percentage on a recipe in helmod? It's obviously something that is used by people, but I can't for the life ...
by kenlon
Mon Apr 29, 2019 5:27 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1009032

Re: [0.17] Sea Block Pack 0.3.4

Oh wow I didn't even realize the crafting time had been doubled on the old recipe, I expected the new recipe to just be faster. I suppose that means we'll all have to switch to geodes. That is astonishingly painful for early game progression. It was already hard enough getting up enough production ...
by kenlon
Mon Mar 18, 2019 6:45 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1212968

Re: Bugs & FAQ

Angel, the changelog for Bio Processing mentions that you rebalanced the Paper processing chains, but from a quick look in FNEI with the new version, I'm not seeing differences.

Could you outline what you changed? (Or, I suppose, I could just diff the files myself. . .)
by kenlon
Sun Mar 17, 2019 4:15 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1212968

Re: Bugs & FAQ

Angel, I think something went wrong with the zip file when you were updating Bio Processing. When I install the mod, it doesn't show up in the mod list in game, and I get this in the log: 0.192 Error ModManager.cpp:793: Mod package read error. Error when parsing zip file "E:\Games\Factorio\mods...
by kenlon
Fri Mar 15, 2019 7:36 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 321
Views: 152113

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

It would be really handy if I could specify the input amount of a material, not just the output amount. For example, in my Seablock run, I am trying to calculate out creating Crystal Dust from Geodes. Each washing plant produces a mixture of the six geode types, in varying amounts. If I try to simpl...
by kenlon
Fri Mar 15, 2019 6:19 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1382924

Re: Development and Discussion

Not sure if it's all the other mods conflicting, but after the initial starter ore patches none will load onto the map no matter how long I let the radar scan if I have RSO and Infinite ore patches. If you're trying to verify if there's a bug with ore generation in your game, I'd recommend using co...
by kenlon
Wed Mar 13, 2019 4:43 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 134442

Re: [0.17] Please post bugs and balance issues here.

bobingabout wrote: ↑
Wed Mar 13, 2019 4:39 pm
There is a fix, but it's not exactly friendly. it involves you implementing your own version of the autoplace system, then applying it to base game ores again.
Doesn't RSO do this? I'm pretty sure it does - if so, adding that mod would handle your problem.
by kenlon
Tue Mar 12, 2019 3:53 pm
Forum: Angels Mods
Topic: [MOD 0.16] MadClown01's Processing
Replies: 130
Views: 88176

Re: [MOD 0.16] MadClown01's Processing

When bioprocessing is released you don't have to wait for this mod to also be updated, you can play with both straight away. So no using the other parts of the MadClown stuff while we wait for Angel then, I guess? I hope Bioprocessing gets updated really soon, I'm suffering from complexity withdraw...

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