Search found 387 matches

by ukezi
Sat Oct 13, 2018 10:55 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1385713

Re: Development and Discussion

I want to talk about the balancing of bio processing. The side chains from the trees are way weak. You need 60 tree farms just to make 1 pastic/rubber/resin/s. That would also get you 10 wood/s. With Wood 3 that 60 farms get you 52 Wood. That can be processed with the methanol synthesis to 48 plasti...
by ukezi
Thu Oct 04, 2018 11:47 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1010540

Re: [0.16] Sea Block Pack 0.2.16

You have to go into the guts of seablocks for that no options. I think that may be in circuit processing.
by ukezi
Wed Oct 03, 2018 1:37 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1010540

Re: [0.16] Sea Block Pack 0.2.16

you have to enable techs that are deactivated by seablocks.
by ukezi
Tue Sep 25, 2018 8:39 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1385713

Re: Development and Discussion

Ore sorters work in a MK2. Casting and induction furnaces, even MK1 don't and I need way more of them. I would suggest a new Item, proposed name: Liquid Metal Unit. Made from five Brick and a BCB. You would need one of them for the caster and five for the furnace. That would work without any change ...
by ukezi
Sun Sep 23, 2018 3:48 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1010540

Re: [0.16] Sea Block Pack 0.2.16

@Trainwreck could you fix that bug? https://mods.factorio.com/mod/LandfillP ... 000ab27eea
by ukezi
Sat Sep 22, 2018 7:59 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1385713

Re: Development and Discussion

I know how to work it. I was just noticing inconsistency.
@Angel could you make some intermediate Items for the buildings so that they become craftable in a MK2 assembler? Or at least reduce the crafting time from 5 to .5?
by ukezi
Fri Sep 21, 2018 10:01 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 325749

Re: [0.16.x] Bob's Mods: General Discussion

could you include the turn speed of inserters in the tool tip?
by ukezi
Fri Sep 14, 2018 3:06 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 325749

Re: [0.16.x] Bob's Mods: General Discussion

50 Fule oil, that sounds like Angels.
by ukezi
Fri Sep 14, 2018 1:37 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 325749

Re: [0.16.x] Bob's Mods: General Discussion

Q: solid fuel costs 50 light oil, enriched requires just 30 liquid fuel A: Solid fuel only costs 10 light oil in the base game, and I don't change it. if it costs 50 in your game, that must be done in another mod. fuel value calculations say it should cost 8.33, so 10 introduces a slight fuel value...
by ukezi
Thu Sep 13, 2018 10:10 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1010540

Re: [0.16] Sea Block Pack 0.2.14

magnanese is easy, chrome is hard
by ukezi
Tue Sep 11, 2018 7:28 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1385713

Re: Development and Discussion

I would like a change: Make the catalysts from ore from the same tier. The second uses aluminium and silver. Aluminium can be created with chunks direct sorting, silver needs crystals. the red and blue one is fine, useing tier 1 and 3 ores respectability. The yellow one is wired with tungsten(tier 4...
by ukezi
Mon Sep 03, 2018 1:01 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1385713

Re: Development and Discussion

you can also do solder with only metals as alloy smelting.
by ukezi
Sun Sep 02, 2018 8:20 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1216263

Re: Bugs & FAQ

the dependencies should be revisited. I can get a lot of things where something is still locked. Also the bob sciences that don't do anything anymore should just be removed.
by ukezi
Sun Sep 02, 2018 6:41 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1216263

Re: Bugs & FAQ

They are used with the higher tier angel buildings.
by ukezi
Tue Aug 28, 2018 3:31 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 325749

Re: [0.16.x] Bob's Mods: General Discussion

bobingabout wrote:One of my mods, bobores or bobplates (maybe both?) set the stack size of copper ore, iron ore, stone and coal to 200.
it is possible that one of the other mods undoes that.
that would be bobores as it is not part of seablocks. I also think angel resets it for some reason.
by ukezi
Tue Aug 28, 2018 3:19 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1216263

Re: Bugs & FAQ

Hi, since the last update of Refining, Smelting and Petrochem my stack sizes are reset to an other number. I use the mod Big Bags (https://mods.factorio.com/mod/BigBags) to increase stack sizes by factor 10. Your last update makes all vanilla ressources (as far as I found out) - coal, iron ore, cop...
by ukezi
Tue Aug 28, 2018 10:17 am
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 141
Views: 73611

Re: [MOD 0.16] ShinyBobGFX

The radars using Big Brother Bob's Plugin aren't playing nice anymore. They all look the same and thus we forget which of the 20 radars are lower tier. Suffice to say I think the family is too used to the colour coding system and become annoyed when things look identical in large numbers. I use a d...
by ukezi
Sun Aug 26, 2018 3:35 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 325749

Re: [0.16.x] Bob's Mods: General Discussion

awm23 wrote: A recipe of advanced copper processing is also bugged: you can see it in craft menu but neither chemical nor metal mixing furnaces have this recipe.
Here is on a pic absence of cobalt ore in settings.
did you try the electrical chemical furnace?
by ukezi
Sun Aug 26, 2018 3:31 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1216263

Re: Bugs & FAQ

with the newest versions that shouldn't happen as bob removed the efficiency gain from the engines they are now all 1.0
by ukezi
Sun Aug 26, 2018 12:48 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1010540

Re: [0.16] Sea Block Pack 0.2.13

The scaling of fluid mechanic is horrible. That is more of a base game problem with how fluids work. He didn't touch the fluid mechanics at all, as he can't. The pipes are all the same size an behave the same. they are base bob's content. a reasonable long pipe can carry about 2k/s, what is also a ...

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