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by jodokus31
Tue Apr 30, 2019 6:54 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1009803

Re: [0.17] Sea Block Pack 0.3.4

... though in my opinion the double power costs for slag seem to be the balancing factor there. Personally, I'd leave all the original recipes as-is (1 brick to 12 charcoal at 2.5MJ each), and eliminate the basic algae recipe entirely. As things are now, the basic algae recipe makes the others obso...
by jodokus31
Mon Apr 29, 2019 4:06 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1009803

Re: [0.17] Sea Block Pack 0.3.4

1. Was the wood block -> charcoal (for fuel) nerfed? I am pretty sure that it was 1 wood block -> 12 charcoal and now it is 1 -> 5, but does the changed fuel value cancel that change out? I do not remember the old values. The old SeaBlock charcoal was 2.5MJ each, with a conversion ratio of 2.5MJ of...
by jodokus31
Sun Apr 28, 2019 1:23 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1009803

Re: [0.17] Sea Block Pack 0.3.4

-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. I think, the basic slag producing is nerved a bit too much now, it produces only the half th...
by jodokus31
Sun Apr 28, 2019 10:34 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1009803

Re: [0.17] Sea Block Pack 0.3.4

Thanks for the update! Always exciting to calculate everything from scratch again :) Some changes are a bit odd (checked only marathon mode): - simple steel recipe changed: 8 iron plates + oxygen -> 2 steel plates in a chemical furnace. Nice recipe so far, but this seems a bit cheap compared to adva...
by jodokus31
Mon Apr 22, 2019 8:54 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1384228

Re: Development and Discussion

What really helped me are mods like: https://mods.factorio.com/mod/FNEI https://mods.factorio.com/mod/multi-product-recipe-details https://mods.factorio.com/mod/helmod https://mods.factorio.com/mod/what-is-it-really-used-for (alternative for FNEI) It does not address the issue directly, but you are ...
by jodokus31
Sat Apr 20, 2019 9:20 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1009803

Re: [0.17] Sea Block Pack 0.3.3

Removing the cellulose paste and naphtha recipes for wood would leave arboretums as the only source. Wood is necessary for phenolic boards (adv circuits), polishing wheels (polished gems for modules and science), and protective scaffolding (bio science packs), but not every map has trees to build a...
by jodokus31
Tue Apr 09, 2019 10:11 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1009803

Re: [0.17] Sea Block Pack 0.3.2

I know, its sounds boring, but it's best to stay on the tested base game version. in this case 0.17.23 (0.17.24 seems to work, too). see first post of this thread.
You can also use a dedicated factorio installation for seablock, and try out the latest base game version on an other installation
by jodokus31
Mon Apr 08, 2019 3:48 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1009803

Re: [0.17] Sea Block Pack 0.3.2

Esp. in marathon mode, where slag processing is not more efficient than mineralized water crystallization It's is when you take into account the fact that you get 'free' power in the mineralized water output from sulfur processing. If you use it all of that + the crushed stone you get from crushing...
by jodokus31
Sun Apr 07, 2019 2:02 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1009803

Re: [0.17] Sea Block Pack 0.3.2

The electronics research unlocks solder plates, solder and green chips. But to make solder plates (needed for greens) you need a metal mixing furnace. That furnace is only unlocked with Alloy processing 1, which takes like 145 red science. Is that intended or should the metal mixing furnace maybe b...
by jodokus31
Fri Apr 05, 2019 2:31 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1384228

Re: Development and Discussion

This should be fixed with next Factorio base game release 0.17.26
-> viewtopic.php?f=11&t=67857
by jodokus31
Thu Apr 04, 2019 7:32 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1214694

Re: Bugs & FAQ

I guess its due to this change :(
FactorioBot wrote:
Thu Apr 04, 2019 7:00 pm
[*]Recipes with duplicate ingredients or products will now error at startup instead breaking crafting runtime. (67857)
by jodokus31
Thu Apr 04, 2019 4:39 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1214694

Re: Bugs & FAQ

I'm currently stuck at the Chemical science pack production with my 0.17 map. Normally I try to play without flare stack and don't void any fluids. My consumption of chlorine with hydrogen chloride, gold and titanium can't keep up with the sodium hydroxid needed for the chemical science packs. Do I...
by jodokus31
Sun Mar 31, 2019 3:34 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 134670

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

Maybe, you changed the mod settings or deleted the mod-settings.dat? There are settings, which let you configure the length of undergrounds etc. No, I didn't do that. Once I saw the problem, I did go in, searched around a bit to see if there was something I could tweak, but didn't change anything. ...
by jodokus31
Sun Mar 31, 2019 12:42 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 134670

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

Since the 0.17.23 update and subsequent Bob's update, I find that all of my plastic pipes that I laid down are suddenly one sector short. It appears that when I laid them down a few days ago, they were able to span 21 sectors, but now, only 20. Is this something I can fix without having to tear up ...
by jodokus31
Thu Mar 28, 2019 7:51 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1009803

Re: [0.16] Sea Block Pack 0.2.17

My take was to rush iron smelting at first, before automation, because of the higher iron yield. (Took about 4 hours, mainly because of steel). yeah, but thats 4 hours of doing nothing mostly Yep, I rechecked, it was even about 6 hours until i got the blast furnaces up. so even worse. (I turned up ...
by jodokus31
Thu Mar 28, 2019 4:46 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1009803

Re: [0.16] Sea Block Pack 0.2.17

I was checking out the marathon mode the other day, and to my knowledge, the way recipes are right now, its more efficient to sit tight and research away until you get slag processing and can move out of mineralized water than to try and build your way out of it faster. That is mainly to the cost o...
by jodokus31
Wed Mar 27, 2019 4:41 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1009803

Re: [0.16] Sea Block Pack 0.2.17

Bob electrolyzers do get used later in the game (for example in lithium processing). It's a little annoying that you unlock them before they're useful, though. Is there any real reason why the recipes used by Bob's electrolyzers couldn't be moved to Angel's? Ditto chemical plants? Bobs mods and Ang...
by jodokus31
Tue Mar 26, 2019 7:50 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1009803

Re: [0.16] Sea Block Pack 0.2.17

It would be nice if we could get rid of the various "electrolysis" research items along with the unused "electrolyzer" 1-4 recipes. Bob electrolyzers do get used later in the game (for example in lithium processing). It's a little annoying that you unlock them before they're use...
by jodokus31
Mon Mar 25, 2019 4:22 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1009803

Re: [0.16] Sea Block Pack 0.2.17

Sounds like you have non-speed overhaul numbers ? What is your "Belt speed per tier" set to ? https://forums.factorio.com/viewtopic.php?p=394392#p394392 The speed in the mod settings is 12.5 and the overhaul options are on. These settings are overridden in "A Sea Block Config_0.3.0&q...
by jodokus31
Mon Mar 25, 2019 9:28 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1009803

Re: [0.16] Sea Block Pack 0.2.17

Was bob's inserter and belt overhaul not activated by default in 0.2.17 seablock? Now in 0.3.0 and 0.3.1 seablock it is enabled by default. Any suggestions to if it is better to use or not? They weren't enabled by default in 0.16 bob's mods themselves for some weird reason... In 0.17 they seem to b...

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