Search found 858 matches

by mexmer
Sat Jan 16, 2021 9:28 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3687
Views: 685527

Re: Development and Discussion

i'm now playing full ab suite from start, i like steam phase, but what i'm missing is steam crusher. i have steam minner and steam assemblers are from bob mods i think, but steam crusher would really help building early steam powered base. steam ore sorter would be nice also, but ore sorting is clos...
by mexmer
Thu Jan 14, 2021 3:24 pm
Forum: Releases
Topic: Version 1.1.9
Replies: 20
Views: 6593

Re: Version 1.1.9

oh nice
  • String mod setting dropdown items can now have tooltips. (85001)
now i can reduce tooltip on setting label, and put explanation to each.
by mexmer
Wed Jan 06, 2021 8:55 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3687
Views: 685527

Re: Development and Discussion

Yeh, I definitely restart the game every time I had started in a dry area. Grey research I didn't find to much an issue, paper is only 4 research down the line, and they are cheap, the first one "basic technology" is more expensive and you have to hand craft it so, doing for 1.5 (last 3 research, h...
by mexmer
Sun Jan 03, 2021 9:47 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3687
Views: 685527

Re: Development and Discussion

well, splitters/ug are not that huge issue, you don't need that much of them, depends on your build, but much bigger issue is gray research, especially when you get map without forest, only trees scattered in desert ... there needs to be alternate recipe with celulose for grey research.
by mexmer
Sun Jan 03, 2021 9:00 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3687
Views: 685527

Re: Development and Discussion

not quite, celulose fiber is the suggestion that I have, you can't use celulose fiber to craft wood, you can only do wood to celulose fiber. So anything that require wood it self is "kind of issue". For the grey belts (underground and splitters) that require wood and at this early stage you do requ...
by mexmer
Sat Jan 02, 2021 8:38 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3687
Views: 685527

Re: Development and Discussion

i see, i didn't have technology overhaul enabled. but you can make celulose fiber from green algae, so you don't need wood. so that should not be issue anyways.
by mexmer
Sat Jan 02, 2021 9:48 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3687
Views: 685527

Re: Suggestion on the wood farm

Sworn wrote:
Sat Jan 02, 2021 3:51 am
Edit: I'm playing with the full set bobs+angels with the belt tech overall on, which add the first slowest grey belt that require wood to be crafted
if you play with bobs, then bobs greenhouse is tech you seek, and it's early red research.

without bob mods, you would not have wood demand issue.
by mexmer
Mon Dec 28, 2020 12:02 pm
Forum: Mods
Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
Replies: 142
Views: 19270

Re: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM

@Saienai notified me, that science multiplier is not applied to science packs that are defined as objects (eg. type/name/ammount) instead of pairs (name,ammount) as result of this some technologies from other mods were not affected by multiplier settings (normal/uberwafe/extended). this is now fixed...
by mexmer
Sun Dec 27, 2020 2:35 pm
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.1
Replies: 40
Views: 10134

Re: [MOD 1.1] Sea Block Pack 0.5.0

Fyi: Science Cost Tweaker will get some changes. Don't know, if it will work without problem https://forums.factorio.com/viewtopic.php?p=528421#p528421 i have not found any loops due change in t1 and t3, when loading my sea block test save, also new ingredient recipe unlocked properly, but t3 is no...
by mexmer
Sun Dec 27, 2020 2:26 pm
Forum: Mods
Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
Replies: 142
Views: 19270

Re: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM

I'm playing seablock with this mod right now and it might just be me, but I'm not of making laboratories themselves complex to make. For example, I was trying to get purple science and I could do it, but the lab itself required tungsten plates, processing units and etc, which are used for yellow sc...
by mexmer
Fri Dec 25, 2020 9:05 pm
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.1
Replies: 40
Views: 10134

Re: [MOD 1.1] Sea Block Pack 0.5.0

Fyi: Science Cost Tweaker will get some changes. Don't know, if it will work without problem https://forums.factorio.com/viewtopic.php?p=528421#p528421 i have not found any loops due change in t1 and t3, when loading my sea block test save, also new ingredient recipe unlocked properly, but t3 is no...
by mexmer
Mon Dec 21, 2020 11:35 am
Forum: Mods
Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
Replies: 142
Views: 19270

Re: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM

trough winter vacation, while i will be with family, i also plan to save some time for factorio. what it means is, i will recheck some stuff, how it changed over time, and will change some science packs and labs, it will very likely break your builds, might also break some mods. change to T2 and T3 ...
by mexmer
Tue Dec 08, 2020 1:13 pm
Forum: Releases
Topic: Version 1.1.4
Replies: 24
Views: 8973

Re: Version 1.1.4

i tried it, expecting to see it latch on physically. i was disappointed. :P I've thought about doing that for Vehicle Wagon, actually. For example, use the Spider Remote to click on a Vehicle Wagon flatbed car, and it walks over and curls up onto it. I have no idea how to animate the legs, but we c...
by mexmer
Mon Dec 07, 2020 2:49 pm
Forum: Mods
Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
Replies: 142
Views: 19270

Re: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM

just note, version of latest SCTM has been changed to 1.1.0 to follow numbering suite (where first two numbers signified factorio version) and 0.18.3 was deleted from mod portal. it's just cosmetic change, but if anyone added dependency on it, then should be 1.1.0 0.18.x is reserved for possible fix...
by mexmer
Sat Dec 05, 2020 8:38 am
Forum: Mods
Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
Replies: 142
Views: 19270

Re: [MOD 0.16.x, 0.17.x, 0.18.x] SCTM

KiwiHawk wrote:
Fri Nov 27, 2020 9:33 am
Would you be able to update this for 1.1 please? Thanks!! :D
i added @kingarthur as collaborator, since i don't have much time to play with it, but should be soon (tm)
by mexmer
Sat Dec 05, 2020 8:24 am
Forum: Mods
Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
Replies: 142
Views: 19270

Re: [MOD 0.16.x, 0.17.x, 0.18.x] SCTM

Gosh I love your mods' science pack graphics. Any plan to release a "purely cosmetic" version, that only changes the science packs icons? no there is no such plans. most of graphics was made by @Daemoria, it's not mine also there is graphic that need to be updated to highres, for which i don't have...
by mexmer
Tue Aug 18, 2020 12:05 pm
Forum: Releases
Topic: Version 1.0.0
Replies: 130
Views: 61647

Re: Version 1.0.0

Zavian wrote:
Tue Aug 18, 2020 10:49 am
mexmer wrote:
Tue Aug 18, 2020 10:45 am
now we need spidetron as personal vehicle.
You do know that you can board it the same as a car or tank?
yes, but i want to sit on top of it :D
by mexmer
Tue Aug 18, 2020 10:45 am
Forum: Releases
Topic: Version 1.0.0
Replies: 130
Views: 61647

Re: Version 1.0.0

now we need spidetron as personal vehicle.
by mexmer
Tue Aug 18, 2020 10:41 am
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 207
Views: 33667

Re: Friday Facts #360 - 1.0 is here!

nice one, this is one of few games, i probly spent lot of time on beta, and remained still somehow interested until real release. my eldest save is from 0.12 but started with 0.11 (didn't buy game until steam release tbh. just played copy from friend :D )
by mexmer
Sat Jul 25, 2020 1:52 pm
Forum: Duplicates
Topic: [0.18.36] cannot load save from 0.17.4
Replies: 2
Views: 122

Re: [0.18.36] cannot load save from 0.17.4

i see, thanks.

i need to search better next time.

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