Search found 228 matches

by evandy
Mon Feb 08, 2021 4:49 pm
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.12
Replies: 151
Views: 146146

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 evandy
Wed Dec 16, 2020 10:50 pm
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.12
Replies: 151
Views: 146146

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 evandy
Wed Dec 16, 2020 1:54 pm
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.12
Replies: 151
Views: 146146

Re: [MOD 1.1] Sea Block Pack 0.5.0

Hi! As some of you I'm sure have noticed, I'm not Trainwreck. He's been nice enough to trust me to update his modpack. This is my first release. Please let me know if you come across any issues! KiwiHawk Glad there is someone he trusts, and thank you for stepping up! Is adding Angels' industries (W...
by evandy
Wed Nov 04, 2020 5:42 pm
Forum: Won't fix.
Topic: [0.18.8] Processing of config-path.cfg on OS X incorrectly
Replies: 3
Views: 1830

Re: [0.18.8] Processing of config-path.cfg on OS X incorrectly

I can understand that analysis... but that leaves the following problem: - How can you have a local copy of factorio (say, a different version from steam), with its own set of user data (mods/etc.)? By default, on os x, all of that data goes to ~/Library/Application Support/factorio (which is great,...
by evandy
Tue Sep 15, 2020 2:08 am
Forum: Ideas and Suggestions
Topic: Beacon on/off via circuit network
Replies: 25
Views: 9212

Re: Beacon on/off via circuit network

I'm definitely in favor of making beacons possible to enable/disable via circuit condition. (Either that or make them auto-shutdown when machines in their radius are idle, and that's probably a UPS problem). Why not add such a condition to anything else? Because everything else stops consuming gobs ...
by evandy
Tue Sep 15, 2020 2:03 am
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 68
Views: 17201

Re: Do not show no_power_warning icon when using power switch

The only real reason to shut off power with a power switch (vs turning off input belts/inserters) is beacons - which consume gobs of power, even when no machines in their area are active. Rather than mucking about with power, reconnection computations, & etc. why not just fix the idle beacon pro...
by evandy
Fri Aug 28, 2020 10:11 pm
Forum: Implemented in 2.0
Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
Replies: 80
Views: 38712

Better Blueprint Placement

I didn't see this mentioned when I searched; if it is already there please feel free to consolidate. TL;DR Rules for placing blueprints with & without conflicts should be smarter What ? I think that the rules the engine uses to validate blueprint placement should be enhanced as follows: - If a b...
by evandy
Sun Aug 23, 2020 3:29 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1005863

Re: [1.0] Sea Block Pack 0.4.10

I just went and played with Helmod a bit more - holy shit, this is bananas . Using Electrolysis II to produce slag for a 75 Mineral Sludge/second setup (my standard building block) spits out enough mineralized water to produce 19 megawatts of power over and above it's operating cost! Plus, crystal ...
by evandy
Sun Aug 23, 2020 3:34 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1005863

Re: [1.0] Sea Block Pack 0.4.10

The other major change to power is the electrode-based recipies in the electrolyzers. Cleaning electrodes now gives you back additional mineralized water on top of what you get from the slag. I have seen peoples bases run totally off the mineralized water (heading to algae II/charcoal) while using t...
by evandy
Thu Aug 13, 2020 3:16 pm
Forum: Implemented in 2.0
Topic: Automatically landfill when placing blueprints/ghosts
Replies: 89
Views: 42563

Re: Automatically landfill when placing blueprints/ghosts

We want a feature, and you are arguing against it even though your playstyle will continue to work regardless. That's weird. These are not valid arguments. I try to show alternative options, that enable another playstyle than yours. :) And as side effect enable both styles. Sorry, I don’t have the ...
by evandy
Tue Aug 11, 2020 3:53 pm
Forum: Implemented in 2.0
Topic: Automatically landfill when placing blueprints/ghosts
Replies: 89
Views: 42563

Re: Automatically landfill when placing blueprints/ghosts

I'm totaly for not scheduling bots for entity ghosts as long as the landfill / tile ghost beneath them doesn't have a bot assigned. Even waiting for the landfill / tile ghost to be placed would be ok-ish, although slower. But they should be visible right from the start. Hiding that some placement j...
by evandy
Mon Aug 10, 2020 6:36 pm
Forum: Implemented in 2.0
Topic: Automatically landfill when placing blueprints/ghosts
Replies: 89
Views: 42563

Re: Automatically landfill when placing blueprints/ghosts

Right, that’s exactly my suggestion. Update the base game to put down both ghosts and have the machine placing bot wait for the landfill to be placed (same way they wait for deconstruction).
by evandy
Sun Aug 09, 2020 4:19 pm
Forum: Implemented in 2.0
Topic: Automatically landfill when placing blueprints/ghosts
Replies: 89
Views: 42563

Re: Automatically landfill when placing blueprints/ghosts

Actually, you're right, the suggestions are not the same exactly, they try to address the same issue (impracticality of building blueprints on water) with variations of "auto-landfill". There are 3 main suggestion families to address this currently represented in the suggestions subforum ...
by evandy
Sun Aug 09, 2020 4:06 am
Forum: Implemented in 2.0
Topic: Automatically landfill when placing blueprints/ghosts
Replies: 89
Views: 42563

Re: Automatically landfill when placing blueprints/ghosts

[Koub] Merged into older topic with same suggestion. I do not believe that my suggestion is necessarially the same as the topic you merged it with. This thread is about automatically adding landfill (that did not exist in the BP) when you place blueprints. I am talking about placing landfill AND th...
by evandy
Sat Aug 08, 2020 3:49 pm
Forum: Implemented in 2.0
Topic: Automatically landfill when placing blueprints/ghosts
Replies: 89
Views: 42563

Single-Placement for blueprints with tiles/landfill

TL;DR Blueprints with tiles that change machine-placement rules should auto place the machines & the tiles under them automatically. WHAT? When a blueprint includes tiles (e.g. a nuclear blueprint being placed on a lake) you need to place the blueprint twice. Once (with a shift-click) to place t...
by evandy
Sun Jul 19, 2020 4:51 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1375124

Re: Development and Discussion

It would be nice if ore sorting with catalyst to a single ore would get nerfed. I like the challenge to balanced out multiple ores from 1 sorting, but it doesn't feel rewarding because the yield of catalyst sorting is as good and doesn't even have by-products to worry about. Imho it would be much b...
by evandy
Fri Jul 10, 2020 11:26 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1005863

Re: [0.18] Sea Block Pack 0.4.7

Cause to your point about angels industries, I've done seablock angelbobs (including angels industries) runs before (back before AI components/technology were a thing), and they worked great! I do wanna note that only adding industries into the mix will work as expected, it's only when you enable t...
by evandy
Tue Jul 07, 2020 1:17 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1005863

Re: [0.18] Sea Block Pack 0.4.8

Found the culprit. It was NuclearFuel by GotLag. I had to run /c game.player.force.technologies["kovarex-enrichment-process"].enabled = true to re-enable kovarex. It seem I also needed to re-enable thorium-processing, thorium-plutonium-fuel-cell, plutonium-fuel-cell, thorium-fuel-reproces...
by evandy
Mon Jul 06, 2020 10:38 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1005863

Re: [0.18] Sea Block Pack 0.4.8

I recently removed the Angels Industries and Nuclear (something overhaul something) mods and was getting ready to start looking into nuclear, but now I'm confused. Do I have a borked save, or is the Bobingabout process supposed to be locked behind a hidden tech, or is it itself supposed to be hidde...
by evandy
Sun Jul 05, 2020 11:09 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1005863

Re: [0.18] Sea Block Pack 0.4.7

@Trainwreck (and others) - Can we consider adding Angels' Industries to the Seablock mod pack? The major reason for it would be to get the new Nuclear Overhaul recipes that Pez put together that are right up Seablock's alley. I can confirm that it works fine if you install it over the current seabl...

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