Search found 387 matches
- Thu Sep 05, 2019 4:50 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010951
Re: [0.17] Sea Block Pack 0.3.6
PSA: At the moment oil burning heat sources have a neighborhood bonus that is also level dependent. (mk1 50% per, mk2 75% and mk3 100%) That gets you a lot more energy per fuel unit, Getting better and better fuel efficiency the bigger the block gets. Is that intended behavior? Also for anyone using...
- Thu Sep 05, 2019 4:44 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 134976
Re: [0.17] Please post bugs and balance issues here.
Is it intended that oil burning heat sources have neighborhood bonuses? That can generate a lot more power.
- Wed Sep 04, 2019 12:51 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010951
- Tue Aug 27, 2019 12:40 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 187014
Re: [0.17.x] Bob's Mods: General Discussion
I was going to start messing with these later tonight, to see what they can provide, but my curiosity is to go either Liquid Fuel or Enriched Fuel from Liquid Fuel in terms of efficiency. Would I consume the same amount of Liquid Fuel as it is or as it being Enriched Fuel? At least in my seablocks ...
- Mon Aug 26, 2019 5:47 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 187014
Re: [0.17.x] Bob's Mods: General Discussion
When arranged like this, the Oil Burners never fire. The stack ran on Enriched fuel blocks until it hit 500C and started producing steam to convert something else into the Syn Gas I wanted to burn, but the Syn Gas never burned. I would expect it to consume at full speed until it hit max temp like t...
- Sun Aug 25, 2019 9:31 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010951
Re: [0.17] Sea Block Pack 0.3.6
I recently updated to 0.3.6 and updated Factorio to the latest (0.17.66), and now for some reason I am not getting space science packs to show up in the silo after launching a rocket like I used to. Is this a bug or am I just doing something wrong? Anyone experience this before? I just tested it. I...
- Sat Aug 24, 2019 10:58 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010951
Re: [0.17] Sea Block Pack 0.3.6
Or simply a chance for the electrode to survive the process. That chance will have to be really high. With the cost of steel the 0.38 steel per 7.5 Slag is already taking most of the production at 95% recovery. So recovery would have to be pushed to 97% at least. With Steel processing 1 0.38 steel ...
- Tue Aug 20, 2019 7:20 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010951
Re: [0.17] Sea Block Pack 0.3.6
About Electrolysis II At the moment it's absolutely not worth it. While you only use halve as many electrolysers you need a lot of assemblers to remake the electrodes and they are expensive.For base machines: For 7.5 Slag/s you need 30 Electrolysers @ 9MW. For the same output with Electrolysis II y...
- Thu Aug 01, 2019 12:11 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1386717
Re: Development and Discussion
You can also get sulfur out of ore processing. No need to process coal or gas/oil.
- Mon Jul 22, 2019 12:20 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1386717
Re: Development and Discussion
You did see that Angel said he doesn't have the time for the mod anymore, being a new dad and all that? I don't think it's going to get any development anytime soon.
- Sun Jul 07, 2019 6:39 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 187014
Re: [0.17.x] Bob's Mods: General Discussion
There is this oldish mod: https://mods.factorio.com/mods/goldsword44/JunkTrain Maybe you could get Angel, goldsword44, or yuoki to make you a nice steam locomotive? So, although possible given what I said above, requiring a tender? I was thinking of using the special fuel class instead of a tender. ...
- Sat Jul 06, 2019 10:38 am
- Forum: News
- Topic: Friday Facts #302 - The multiplayer megapacket
- Replies: 39
- Views: 18009
Re: Friday Facts #302 - The multiplayer megapacket
What exactly are the giant basketball hoop and the four pillars entities in the video linked in the FFF? I've only played on .17, but they don't look like any .16 graphics entity I know of. Are mods allowed on specific clusterio servers? That would be the clusterio custom entity that does the sendi...
- Fri Jul 05, 2019 3:11 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 187014
Re: [0.17.x] Bob's Mods: General Discussion
I would love for locomotives to require water, but I don't think that's going to happen. Maybe with a script and a fluid-wagon full of water, but... you know I don't like runtime scripts. How about an additional fuel class for the steam-locomotives? It's a canister made of water and fuel, unifying ...
- Tue May 21, 2019 9:13 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1217263
- Sun May 05, 2019 5:34 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 187014
Re: [0.17.x] Bob's Mods: General Discussion
Is that the equipment from the warfare mod? Or did you create some new?bobingabout wrote: βSun May 05, 2019 12:18 amBob released a new mod. And it's not about tea!
https://mods.factorio.com/mods/Bobingabout/bobequipment
- Thu May 02, 2019 1:17 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 187014
Re: [0.17.x] Bob's Mods: General Discussion
https://i.imgur.com/YPRTnG9.jpg I just thought I'd share the compact setup I'm using for basic electronic boards. Easily tileable; six of the arrays (two are pictured) will almost fill one side of a grey belt; simple modifications to the output inserters to drop on the opposite side of the belt all...
- Mon Apr 29, 2019 8:44 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010951
Re: [0.17] Sea Block Pack 0.3.4
The old SeaBlock charcoal was 2.5MJ each, with a conversion ratio of 2.5MJ of charcoal per 1MJ of cellulose (not counting power or CO2 costs). 48 cellulose at 1MJ each (48MJ) -> 8 pellets at 8MJ each (64MJ) -> 4 wood bricks -> 48 old charcoal at 2.5MJ each (120MJ) The new SeaBlock charcoal is 1.66M...
- Sun Apr 28, 2019 12:32 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010951
Re: [0.17] Sea Block Pack 0.3.4
Some things I found:
-The basic Green Algae Process is more energy efficient then the more advanced. It takes a lot more algae farms but without the electrolysis it takes only 6.5 MW to make 20MW worth of fuel instead of 9.7MW.
- Making Carbon doesn't get you fuel value anymore.
-The basic Green Algae Process is more energy efficient then the more advanced. It takes a lot more algae farms but without the electrolysis it takes only 6.5 MW to make 20MW worth of fuel instead of 9.7MW.
- Making Carbon doesn't get you fuel value anymore.
- Sun Mar 24, 2019 7:48 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1386717
Re: Development and Discussion
I made the effort to get Angel's Industries running under 0.17. I would have just attached my proposed changes here but your "No Derivatives" license clause prohibits me from doing so. This is what I did: If you make a mod just changeing some stuff in angels and building on it that is not...
- Tue Mar 19, 2019 10:09 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1386717
Re: Development and Discussion
Didn't this used to make the vanilla wood boards not the wood logs?Arch666Angel wrote: βTue Mar 19, 2019 7:18 pmYeah the recipe to make wood from basically wood is a bit stupid indeed. Will be removed and I have to think about something else instead.