Search found 63 matches

by KiwiHawk
Sat Jul 17, 2021 1:26 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 63024

Re: [0.16] Space Extension Mod (SpaceX)

Prerequisites on bob's tech are not being added correctly. bobmods.lib.tech.add_prerequisite("protection-fields", "energy-shield-equipment-6") -- Should be "bob-energy-shield-equipment-6" bobmods.lib.tech.add_prerequisite("rocket-silo", "electric-energy-a...
by KiwiHawk
Mon Jun 21, 2021 8:22 am
Forum: Ideas and Suggestions
Topic: Modpacks with specific mod versions
Replies: 4
Views: 335

Re: Modpacks with specific mod versions

Optional dependencies in a mod pack should also be handled differently. Ideally players should be able to enable the whole pack in one click. But for experienced players, if they wanted to swap out FNEI for Recipe Book (for example) then they should able to - while still be using the Sea Block mod p...
by KiwiHawk
Mon Jun 21, 2021 8:06 am
Forum: Ideas and Suggestions
Topic: Modpacks with specific mod versions
Replies: 4
Views: 335

Re: Modpacks with specific mod versions

I'm the current dev for Sea Block. Yes, something like this would be super helpful! It feels a bit broken that the easiest way of distributing the mod pack is a downloading a .zip from a third party site. One way around the dependency hell issue would be to treat mod packs differently from other mod...
by KiwiHawk
Sun Jun 20, 2021 12:15 am
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.3
Replies: 64
Views: 38847

Re: Faliure to run, tech-tree cycle

So, when I try to run the game with your mod enabled, I get an error message that says: Failed to load mods: Difficulty normal: Cycle in technology tree detected. Sea Block isn't yet compatible with the latest versions of Angel's mods. Revert these back and everything will work fine. Required mod v...
by KiwiHawk
Sun Jun 06, 2021 3:26 pm
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.3
Replies: 64
Views: 38847

Re: [MOD 1.1] Sea Block Pack 0.5.3

In FNEI, the header text will either green (available), red (not researched), or gray (hidden). If the header text is red but there's no tech listed at the bottom, then there's no way to research the recipe and you can ignore it. FNEI used to have a setting (enabled by default) to hide unreachable r...
by KiwiHawk
Tue May 18, 2021 3:32 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3574
Views: 546771

Re: Bugs & FAQ

I am getting a bug for 0.7.18 which is Error in assignID: technology with name 'module-merging' does not exit, source: angels bio yield module (technology). It also tells me to disable CircuitProcessing 0.4.2 and Science Cost Tweaker 1.1.6. I have Bobs mods installed with seablock pack and some min...
by KiwiHawk
Fri May 14, 2021 11:13 am
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.3
Replies: 64
Views: 38847

Re: [MOD 1.1] Sea Block Pack 0.5.3

Version: 0.5.4
Date: 14.05.2021

Bugfixes:
  • Fixed multiplayer desync issue
by KiwiHawk
Sun May 02, 2021 11:16 am
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
Replies: 133
Views: 46808

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Sea Block 0.5.3 has just been released. I've added recipes for Clown's ores and resources. Hi there, I just wanted to tell you that there is no way to make Sanguinate ore through Crystallizer. All other appear to be working fine. The recipe itself is visible through FNEI, but it's not on the buildi...
by KiwiHawk
Tue Apr 20, 2021 11:58 am
Forum: Mods
Topic: [MOD 0.17] Landfill Everything!
Replies: 6
Views: 1525

Re: [MOD 0.17] Landfill Everything!

Hi! I'm the current dev for the Sea Block pack, including the Landfill Painting mod. People were asking on the Sea Block reddit about modifying your mod to use the landfill tiles created by Landfill Painting. Do you have your source code on GitHub? I can submit a pull request to add compatibility wi...
by KiwiHawk
Sun Mar 21, 2021 10:30 am
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.3
Replies: 64
Views: 38847

Re: [MOD 1.1] Sea Block Pack 0.5.3

Apparently you changed the default values of seven startup settings in 0.5.3. (Bob‘s Adjustable inserters, Bob‘s Power and SpaceX) Just personal preferences or is there a bigger plan behind it? I've gone through the settings of the other mods and hidden the ones that weren't relevant to Sea Block. ...
by KiwiHawk
Thu Mar 11, 2021 9:42 am
Forum: Resolved Problems and Bugs
Topic: [Rseding] [1.1.26] Recipe incorrectly not usable as intermediate
Replies: 7
Views: 2434

Re: Recipe incorrectly not usable as intermediate

Can you provide a minimal mod or set of recipe definitions that reproduces the issue? Test mod attached. It contains two sets of new items + recipes. The coloured square recipes are working correctly. The others are not. Start a new Freeplay game with only Handcraft Test mod enabled. You will start...
by KiwiHawk
Wed Mar 10, 2021 9:28 am
Forum: Resolved Problems and Bugs
Topic: [Rseding] [1.1.26] Recipe incorrectly not usable as intermediate
Replies: 7
Views: 2434

Re: Recipe incorrectly not usable as intermediate

I'm working on it! I've not yet been able to isolate the issue
by KiwiHawk
Tue Mar 09, 2021 11:22 am
Forum: Resolved Problems and Bugs
Topic: [Rseding] [1.1.26] Recipe incorrectly not usable as intermediate
Replies: 7
Views: 2434

Re: Recipe incorrectly not usable as intermediate

I tried deleting every other recipe that makes Cellulose fiber and Cellulose pulp. Not just disabling them, but totally removing. It still doesn't work.
I wanted to check if internally it was trying to use one of the other recipes for Cellulose fiber / pulp.
by KiwiHawk
Tue Mar 09, 2021 10:41 am
Forum: Resolved Problems and Bugs
Topic: [Rseding] [1.1.26] Recipe incorrectly not usable as intermediate
Replies: 7
Views: 2434

[Rseding] [1.1.26] Recipe incorrectly not usable as intermediate

Factorio 1.1.26 Handcrafting.png I can't hand craft Paper unless I hand craft Cellulose pulp first. The Cellulose pulp recipe has allow_as_intermediate = true. If I change recipe "sb-cellulose-foraging" (makes Cellulose fiber from nothing) to allow_as_intermediate = false, then Paper can c...
by KiwiHawk
Tue Mar 09, 2021 3:41 am
Forum: General discussion
Topic: Building new Radars - minimap/map view
Replies: 3
Views: 442

Re: Building new Radars - minimap/map view

+1 Yes please! This would be super useful.
by KiwiHawk
Sat Mar 06, 2021 11:49 am
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
Replies: 133
Views: 46808

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

mysticdreamer76 wrote:
Sat Oct 31, 2020 12:44 am
Is there a mod to make this compatible with seablock?

IE: mineralized water, or sludge, or ... something -> Orichalcite?
Or am I just missing something to get the extra ores?
Sea Block 0.5.3 has just been released. I've added recipes for Clown's ores and resources.
by KiwiHawk
Sat Mar 06, 2021 11:25 am
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.3
Replies: 64
Views: 38847

Re: [MOD 1.1] Sea Block Pack 0.5.3

Sea Block Pack version 0.5.3 has been released! First post has been updated with the details.
by KiwiHawk
Mon Feb 08, 2021 6:53 pm
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.3
Replies: 64
Views: 38847

Re: [MOD 1.1] Sea Block Pack 0.5.0

Is adding Angels' industries (WITHOUT component mode) still on the radar map for the complex nuclear fuel recipes? It works well (I run that way myself), so it sholud be just a change in the modlist. I've had a few requests so I will be investigating. The bots would be a big change to the balance o...
by KiwiHawk
Tue Jan 26, 2021 10:28 am
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.3
Replies: 64
Views: 38847

Re: [MOD 1.1] Sea Block Pack 0.5.1

Just found a small bug . Can't craft Night vision 3 . There is a missing space in the name of Nightvision 2 which makes it unsuitable use as a input. Thank for all the great work. I haven't been able to reproduce this sorry. Can you provide some more information please? Screenshots would be ideal. ...
by KiwiHawk
Sat Jan 16, 2021 1:20 am
Forum: Ideas and Suggestions
Topic: Show fluid fuel value in tooltip
Replies: 1
Views: 143

Show fluid fuel value in tooltip

Burnable items have their fuel values shown in their tooltip. Burnable fluids do not.

I know that mods can add this in. But it definitely seems like something that should be standard. Rather than every mod that adds burnable fluids having to do this, each in their own way.

Go to advanced search