Search found 74 matches

by minno
Sat Jan 23, 2021 7:30 pm
Forum: Ideas and Suggestions
Topic: Client and host based mods
Replies: 7
Views: 962

Re: Client and host based mods

The really useful and relatively simple part of this suggestion is to define some subset of mods that can be installed for some players but not others without causing desyncs (image/audio file replacements, scripts that generate user input) and then allow users to play together even when their mod l...
by minno
Sat Jan 23, 2021 4:50 pm
Forum: Ideas and Suggestions
Topic: Client and host based mods
Replies: 7
Views: 962

Re: Client and host based mods

Someone on reddit just requested a feature like this, so that they could change the graphics in their client to be easier for them to understand with their impaired eyesight. Has there been any more discussion on this topic? https://www.reddit.com/r/factorio/comments/l3cqa8/messing_with_factorios_gr...
by minno
Fri Dec 18, 2020 3:54 pm
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.7
Replies: 102
Views: 47610

Re: [MOD 1.1] Sea Block Pack 0.5.0

Early construction bots would be great. I think a mod like TinyStart would be a great addition to the pack.
by minno
Thu Dec 17, 2020 12:58 am
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.7
Replies: 102
Views: 47610

Re: [MOD 1.1] Sea Block Pack 0.5.0

Even if they're slow, having logistics bots means you can make a mall or other low-demand production facility extremely easily.
by minno
Wed Dec 09, 2020 4:23 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 707767

Re: [1.0] Sea Block Pack 0.4.10

Vilkra wrote: ↑
Wed Dec 09, 2020 9:05 am
Is it possible to use seablock in 1.1. Are mods updating?
https://mods.factorio.com/mod/SeaBlock/ ... 398100ace4

"Most of the work updating the mod has already been done. Just waiting for SpaceX to be updated before we put out a new version."
by minno
Sun Sep 13, 2020 8:18 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 707767

Re: [1.0] Sea Block Pack 0.4.10

Is the pack still going to include Angel's Industries?
by minno
Tue Aug 18, 2020 2:14 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 707767

Re: [1.0] Sea Block Pack 0.4.10

I have a few mods to suggest adding to the pack: The Blueprint Designer Lab - in the early game before you have a lot of space, it really helps to be able to plan out how much room you need. On marathon, it helps to be able to test out designs before you've gotten together enough resources to actual...
by minno
Thu Aug 06, 2020 11:40 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 707767

Re: [0.18] Sea Block Pack 0.4.8

FYI update 0.18.43 breaks this pack. Either revert to 0.18.42 or apply the fix from this reddit comment.
by minno
Fri Jul 10, 2020 2:58 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 707767

Re: [0.18] Sea Block Pack 0.4.8

I count 157 technologies that are direct descendants of red science packs, while there are only 14 that can be researched without green science. Of those 14, there are 3 that are descendants even though they are useless without materials that are found later in progression (Metallurgy, Farming, and...
by minno
Sat Feb 15, 2020 3:17 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 707767

Re: [0.18] Sea Block Pack 0.4.1

by minno
Mon Jul 01, 2019 9:07 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 707767

Re: [0.17] Sea Block Pack 0.3.5

I'm just playing my first SeaBlock game now and I'm wondering is steel really that far down in the tech tree? I researched steel processing because it says in the description that it will give you steel but it's not there although it gives you compoments that require steel. I can only find it in Ad...
by minno
Fri Jun 07, 2019 8:28 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 707767

Re: [0.17] Sea Block Pack 0.3.5

With Steam no longer allowing 0.17.36 as an opt-in, what sort of problems am I looking at trying to run this on a more recent version? Usually Factorio version updates don't cause any problems. I've been using the latest versions with no issues. Mod versions, on the other hand, are pretty often not...
by minno
Thu May 23, 2019 11:59 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 707767

Re: [0.17] Sea Block Pack 0.3.5

Definitly a nice mode compared to marathon. I mentioned why I like this setting (100x science cost, normal recipes) better than marathon (4x science cost, expensive recipes) here . Marathon results in something like 20x the raw materials for research (4x number of packs, 2x mineral sludge for metal...
by minno
Mon May 20, 2019 6:24 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 707767

Re: [0.17] Sea Block Pack 0.3.5

Very impressive. May I ask how long it took? And do you use Basic Algae or Advanced Algae? I just reached geodes in my marathon after 50h. It could be faster, if i built more basic algae and mineral sludge, but thats too boring. And didnt want to build to much, which i have to remove later It was a...
by minno
Fri May 17, 2019 11:11 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 707767

Re: [0.17] Sea Block Pack 0.3.5

I'm trying out the new Bob's Mods updates to see what will need to change. None of my main production lines (r/g/b science, geode washing, charcoal from algae) were broken, and it doesn't look like any of the ratios changed either. Bob's Power and Intermediates added higher-tier heat pipes that appe...
by minno
Fri May 17, 2019 5:01 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 707767

Re: [0.17] Sea Block Pack 0.3.5

Just hit a major milestone in my 100x science cost run: https://i.imgur.com/ZYYFATw.png I've been running off of about 280 MW of algae power to make 28 r/g/b science per minute. Now I've almost finished laying out a 1.8 GW nuclear plant, with plenty of room to extend it. Next up is to research and t...
by minno
Sat May 11, 2019 8:25 pm
Forum: Mods
Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
Replies: 150
Views: 24208

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

You can use a console command:

Code: Select all

/c game.difficulty_settings.technology_price_multiplier = 4
.
by minno
Sat May 11, 2019 1:47 am
Forum: Mods
Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
Replies: 150
Views: 24208

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

Bizobinator wrote: ↑
Fri May 10, 2019 4:21 pm
Is there a way to toggle the mod, such that it increases the science costs, but doesn't change the recipes?
Without any mods, you can change the research cost multiplier to make techs take more science packs, which accomplishes about the same thing.
by minno
Thu May 02, 2019 6:58 pm
Forum: Implemented mod requests
Topic: Assembling-machine with built-in productivity
Replies: 24
Views: 3602

Re: Assembling-machine with built-in productivity

Not as far as I'm aware. My mod (https://mods.factorio.com/mod/seablock-mining) works around this by making invisible beacons under the relevant entities with productivity modules in them.
by minno
Wed May 01, 2019 1:19 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 707767

Re: [0.17] Sea Block Pack 0.3.4

The Arboretum may not be fully accurate, since I can't figure out how to plug in the composter, or how to make the mud generation work right. To find the composter recipes in Helmod, check "show hidden" in the recipe selector and then go to the "voids" section at the very end. T...

Go to advanced search