Search found 23 matches

by Anhalter
Wed Jan 13, 2021 12:00 pm
Forum: Ideas and Suggestions
Topic: Engines - Switching the order of them
Replies: 2
Views: 846

Engines - Switching the order of them

tl;dr The order of "engine" and "electric engine" should be switched or altered What Replace "engine" with "electric engine" or "basic electric engine" Replace "electric engine" with something else. "engine", "advanced elect...
by Anhalter
Wed Jul 24, 2019 9:21 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007677

Re: [0.17] Sea Block Pack 0.3.5

got to catalysts yesterday myself and was used to making them in an assembler. now they are made in a crystallizer. i understand this is a long shot and most likely not whats wrong in your game, but hey, might be worth a look :)
by Anhalter
Mon Feb 11, 2019 10:44 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007677

Re: [0.16] Sea Block Pack 0.2.17

You can set MilSci to be gated behind tier2 science in mod options. However, that can only be done at startup.
by Anhalter
Tue Oct 30, 2018 2:57 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007677

Re: [0.16] Sea Block Pack 0.2.16

Now i have the thing, that in night, the steam engines start running without any drain on the accumulators. This is standard behavior. It happens like this in Vanilla too. The power sources drawn from are prioritized, from solar/wind > steam > accumulators. If your steam power can completely cover ...
by Anhalter
Tue Oct 30, 2018 8:38 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007677

Re: [0.16] Sea Block Pack 0.2.16

Now i have the thing, that in night, the steam engines start running without any drain on the accumulators. This is standard behavior. It happens like this in Vanilla too. The power sources drawn from are prioritized, from solar/wind > steam > accumulators. If your steam power can completely cover ...
by Anhalter
Mon Oct 29, 2018 4:01 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007677

Re: [0.16] Sea Block Pack 0.2.16

Sorry if this has been asked before, but search did not turn up anything useful: I currently have 4 types of energy: Steam Engines, Wind Turbines, Solar Panels and Accumulators. From what i was used from vanilla, if night comes, the accumulators turn on, once empty, the steam engines turn on. Now i ...
by Anhalter
Fri Jul 06, 2018 11:57 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007677

Re: [0.16] Sea Block Pack 0.2.11

It's rather amusing to think that the wooden boards are literally just circuits carved into blocks of wood. That being said, the main problem is the disconnect between the bio processing recipe for wooden boards, and the recipes for everything else. The main "cheap" substrate in real life...
by Anhalter
Wed Jun 20, 2018 9:37 am
Forum: News
Topic: Friday Facts #247 - Pricing and its exploits
Replies: 141
Views: 61985

Re: Friday Facts #247 - Pricing and its exploits

This Satisfactory game looks like a mix between Factorio and Rust, both of which i really like. Looks promising, but there is the chance that it will be a overhyped bugfest (*cough* XXX Engineers *cough*).
So let's see when it comes out.
by Anhalter
Tue Jun 12, 2018 2:31 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007677

Re: [0.16] Sea Block Pack 0.2.11

what i learned from my seablock experience so far: if you got a stable version, don't touch any mods in any way unless you want to rebuild half your factory.

(you can of course backup the mods to a second directory and just change them back and forth if you want to try other stuff)
by Anhalter
Thu Jun 07, 2018 2:47 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007677

Re: [0.16] Sea Block Pack 0.2.8

fair point, shouldn't be to much work. honestly, i havn't bothered until now, since power is mainly done by solar by now and coal is kind of a backup/battery thing. but more efficiency is always nice.
by Anhalter
Wed Jun 06, 2018 5:52 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007677

Re: [0.16] Sea Block Pack 0.2.8

Did just upload my Green Algae --> Charcoal Pellet production. Isnt perfect but works.

https://factorioprints.com/view/-LELDEoGyHRxrgoOW070
by Anhalter
Mon May 28, 2018 7:12 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007677

Re: [0.16] Sea Block Pack 0.2.8

Hmm, maybe I just got lucky (or was more willing to make a small base planning to rip it up later), but I didn't feel particularly cramped before I was getting even purple science, much less blue and military, so I just picked up a sniper rifle and shot them. i'd suspect you dont use "city blo...
by Anhalter
Mon May 28, 2018 1:35 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007677

Re: [0.16] Sea Block Pack 0.2.8

i have to say, i kinda like that approach. i remember from my first try at seablock, that you could get sniper turret mk2 pretty fast, which made the worms kinda pointless (and tedious). now you have to at least work a little, or even some more, if you don't use (cheat) with autofill (like i do).
by Anhalter
Mon May 28, 2018 1:01 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007677

Re: [0.16] Sea Block Pack 0.2.8

right now i'm at the point where my first geode processing plant is up-and-kinda-running. next step will be to switch out my iron-copper-steel-tin-lead production from slag produced sludge to geode produced sludge. then the next two steps will be a) to make a oil/plastic/resin production from blue ...
by Anhalter
Mon May 28, 2018 9:08 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007677

Re: [0.16] Sea Block Pack 0.2.8

thanks guys! from my previous game i kinda was remembering that strand casting had some (little) yield bonus, but possibly either my math was or memory is wrong. Anyway, will now just go with plain casting until i get my rail network up and running. Then i guess, once i get to dedicated production ...
by Anhalter
Mon May 28, 2018 7:44 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007677

Re: [0.16] Sea Block Pack 0.2.8

thanks guys! from my previous game i kinda was remembering that strand casting had some (little) yield bonus, but possibly either my math was or memory is wrong. Anyway, will now just go with plain casting until i get my rail network up and running. Then i guess, once i get to dedicated production b...
by Anhalter
Sun May 27, 2018 12:23 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007677

Re: [0.16] Sea Block Pack 0.2.8

at my new game, i just arrived where strand casting would be an option. now i wonder, have there been changes to it? from what i can tell, strand casting mk1 is exactly the same yield as if you just go with induction furnaces and regular casting machines.
by Anhalter
Thu May 24, 2018 7:44 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007677

Re: [0.16] Sea Block Pack 0.2.8

not sure if it is any help, but attached you find the mods im currently using (with version) edit: Factorio Version .16.45 remove mods that are not part of seablock, then slowly add them one by one, until it breaks. then ask author of offending mod to fix it. mine is running just fine. i was trying...
by Anhalter
Thu May 24, 2018 5:07 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007677

Re: [0.16] Sea Block Pack 0.2.8

not sure if it is any help, but attached you find the mods im currently using (with version)

edit: Factorio Version .16.45
by Anhalter
Thu May 24, 2018 12:09 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007677

Re: [0.16] Sea Block Pack 0.2.8

i just started a new sea block with .2.8 last weekend with whatever experimental version of factorio is the current one and have not had any problems so far, even as i added a handful of QOL mods.

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