Search found 386 matches

by ukezi
Thu Sep 05, 2019 4:44 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 90211

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.
by ukezi
Wed Sep 04, 2019 12:51 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 846542

Re: [0.17] Sea Block Pack 0.3.6

kinnom wrote: ↑
Wed Sep 04, 2019 12:21 pm
Update broke the pack again.
What did you update? You are not supposed to update any mods.
by ukezi
Tue Aug 27, 2019 12:40 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 135631

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 ...
by ukezi
Mon Aug 26, 2019 5:47 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 135631

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...
by ukezi
Sun Aug 25, 2019 9:31 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 846542

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...
by ukezi
Sat Aug 24, 2019 10:58 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 846542

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 ...
by ukezi
Tue Aug 20, 2019 7:20 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 846542

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...
by ukezi
Thu Aug 01, 2019 12:11 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3765
Views: 1061726

Re: Development and Discussion

You can also get sulfur out of ore processing. No need to process coal or gas/oil.
by ukezi
Mon Jul 22, 2019 12:20 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3765
Views: 1061726

Re: Development and Discussion

mrvn wrote: ↑
Mon Jul 22, 2019 9:51 am
Just you wait a bit. Soon the SE of Puffer Refugiume will be a baby crying...Damn why do I give Angel ideas?
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.
by ukezi
Sun Jul 07, 2019 6:39 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 135631

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. ...
by ukezi
Sat Jul 06, 2019 10:38 am
Forum: News
Topic: Friday Facts #302 - The multiplayer megapacket
Replies: 39
Views: 13896

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...
by ukezi
Fri Jul 05, 2019 3:11 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 135631

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 ...
by ukezi
Tue May 21, 2019 9:13 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3738
Views: 859240

Re: Bugs & FAQ

alercah wrote: ↑
Tue May 21, 2019 1:47 am
Is this a side effect of Bob changing the steel recipe to include oxygen?
You should post stuff like this in the seablocks thread as seablocks changes a lot.
Yes. At least in earlier versions of seablocks it started out as 8 iron :1 steel.
by ukezi
Sun May 05, 2019 5:34 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 135631

Re: [0.17.x] Bob's Mods: General Discussion

bobingabout wrote: ↑
Sun May 05, 2019 12:18 am
Bob released a new mod. And it's not about tea!

https://mods.factorio.com/mods/Bobingabout/bobequipment
Is that the equipment from the warfare mod? Or did you create some new?
by ukezi
Thu May 02, 2019 1:17 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 135631

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...
by ukezi
Mon Apr 29, 2019 8:44 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 846542

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...
by ukezi
Sun Apr 28, 2019 12:32 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 846542

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.
by ukezi
Sun Mar 24, 2019 7:48 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3765
Views: 1061726

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...
by ukezi
Tue Mar 19, 2019 10:09 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3765
Views: 1061726

Re: Development and Discussion

Arch666Angel wrote: ↑
Tue Mar 19, 2019 7:18 pm
Yeah 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.
Didn't this used to make the vanilla wood boards not the wood logs?
by ukezi
Tue Mar 19, 2019 2:14 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 90211

Re: [0.17] Please post bugs and balance issues here.

I have been considering a modding fix, which involves copying the base game function into my library, an editing it to not be dumb, but that would only work if everyone who wanted to use that new system then used my library mod. You have access to the code base. You could write a fix for the base g...

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