Search found 1600 matches
- Wed Mar 28, 2018 1:13 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1007008
Re: [0.16] Sea Block Pack 0.2.5
I use this design, which produces crushed ore, mineral and crystal catalysts, sulfur and woodpellets from just water, seafloor and air. No additional sulfur and no Electrolyzers. Excess stone goes to wood pellets and are needed anyway for power and carbon dioxide. And make a bit of charcoal on-side ...
- Wed Mar 28, 2018 8:46 am
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 119356
Re: Feedback
regarding belt lengths: I personally like the vanilla spacings (I guess its #3). If I make a bus kind of thing, i usually use 6 lanes, where I need at least a red ugb to cross. black ugb could jump also 4 lanes like yellow. They are so limited by throughput, that you need to replace it soon in most ...
- Mon Mar 26, 2018 1:36 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1007008
Re: [0.16] Sea Block Pack 0.2.5
In the current version of the mod, how do you folks start out? You are super limited on both space and power, it definitely feels like it's gotten slower to get started. Is it worth it to build more wind turbines ? Do you mass produce charcoal and burn it? I'm leaning towards going straight for sol...
- Fri Mar 23, 2018 11:15 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1007008
Re: [0.16] Sea Block Pack 0.2.5
Same with autofill. And long reach, which is not mentioned here. It makes combat against the worms so much easier. This time I decided to do it without long reach and autofill. And the fight against a packed group of medium worms is really hard, even with mk2 turrets. Ok, by the time, you unlock sni...
- Tue Mar 20, 2018 10:17 pm
- Forum: Logistic Train Network
- Topic: [Fixed] Small bug after update to 0.16.31
- Replies: 6
- Views: 2269
Re: Error: Migrating to 0.16.31
You should use 0.16.32, because it was a bug in base game
- Tue Mar 20, 2018 5:02 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 324358
Re: [0.16.x] Bob's Mods: General Discussion
One thing is also a bit unpractical. I now use the override buttons to place long inserters. But, if I forget to switch it off and place a blueprint, the length are not preserved as in blueprint, but all inserter are getting long inserters. I don't know if it can be suppressed, if it is placed by a...
- Mon Mar 19, 2018 11:18 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 133572
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Thanks, it worked for me
- Mon Mar 19, 2018 11:15 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 324358
Re: [0.16.x] Bob's Mods: General Discussion
One other thing regarding the inserter overhaul: I tested it and it look really fine so far. But if an other mod uses the filter-inserter as ingredient, it will require an express-filter-inserter instead, and they are gated behind blue science. Here is an example, where it is a problem: https://for...
- Mon Mar 19, 2018 6:07 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1007008
Re: [0.16] Sea Block Pack 0.2.5
I think, that grey belts could be good enough for the first couple of hours, until steel smelting is unlocked. Only some splitters and undergrounds are needed from time to time. Except, if you try to belt green algae or cellulose fiber in large quantities But I would have start over again to fully j...
- Mon Mar 19, 2018 5:06 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 324358
Re: [0.16.x] Bob's Mods: General Discussion
I've been considering a belt speed reballance too, isntead of speeds of 0.5/32, 1/32, 2/32, 3/32, 4/32 and 5/32 (speed is tiles per tick, /32 makes it pixels are default zoom level per tick) which gives you speeds of 6.66, 13.33, 26.66, 40, 53.33 and 66.66 items per second, I have been considering ...
- Mon Mar 19, 2018 9:26 am
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 133572
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
I think, there will be a problem, when using bobs new inserters overhaul together with Science Cost Tweaker: The 3rd lab required for blue science wants an express filter inserter (which is bobs new replacement for the filter inserter): Bildschirmfoto vom 2018-03-18 20-43-21.png But it is unlocked ...
- Sun Mar 18, 2018 7:54 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 133572
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
I think, there will be a problem, when using bobs new inserters overhaul together with Science Cost Tweaker: The 3rd lab required for blue science wants an express filter inserter (which is bobs new replacement for the filter inserter): Bildschirmfoto vom 2018-03-18 20-43-21.png But it is unlocked v...
- Sun Mar 18, 2018 7:32 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 155909
Re: [MOD 0.16] Miniloader
long-handed-inserter, fast-inserter and filter-inserter don't exist. Now these are available: long-handed-inserter -> red-inserter fast-inserter -> express inserter filter-inserter -> express filter inserter You probably need to update Bob's Logistics. He changed the item names back to the vanilla ...
- Sun Mar 18, 2018 5:46 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1007008
Re: [0.16] Sea Block Pack 0.2.5
Hello! I recently started a new game with most current Seablock challenge (0 2 5) and Factorio 16 30. I cannot get any coal, because the burner won't accept wooden bricks. Coal was removed, but there is now charcoal which comes from smelting wood bricks. You can also directly burn wood pellets or e...
- Sat Mar 17, 2018 6:39 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 155909
Re: [MOD 0.16] Miniloader
I reported it to Bob. He said he had to change this one to long handed inserter again. Because there were some compatibility issues with other mods. If you use long-handed-inserter instead of red-inserter it should work again. I linked it here: https://forums.factorio.com/viewtopic.php?f=51&t=5...
- Wed Mar 14, 2018 10:26 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 324358
Re: [0.16.x] Bob's Mods: General Discussion
Hi, since the recent inserter changes I noticed that filter inserter behave differently when setting the filter via signals. Normally when sending multiple signals to a filter inserter which contains only one filter slot (for example the stack filter inserter) the filter would be set to the biggest...
- Wed Mar 14, 2018 8:53 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1007008
Re: [0.16] Sea Block Pack 0.2.4
The problem could be, that you are then stuck with grey belts, with no undergrounds and splitters. I would image, thats a rather long way until you get tin for yellow belts, undergrounds and splitters. Not impossible, but really cumbersome
- Wed Mar 14, 2018 8:48 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 324358
Re: [0.16.x] Bob's Mods: General Discussion
Hi, since the recent inserter changes I noticed that filter inserter behave differently when setting the filter via signals. Normally when sending multiple signals to a filter inserter which contains only one filter slot (for example the stack filter inserter) the filter would be set to the biggest...
- Wed Mar 14, 2018 8:41 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1378217
Re: Development and Discussion
This one is actually not bad to get wood plates:
viewtopic.php?f=185&t=19652&p=346284#p346284
It needs only Green Algae and Sodium Hydroxide from Saline Water
viewtopic.php?f=185&t=19652&p=346284#p346284
It needs only Green Algae and Sodium Hydroxide from Saline Water
- Tue Mar 13, 2018 8:08 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 324358
Re: [0.16.x] Bob's Mods: General Discussion
Seablock has no raw wood at all. The only options are styrene + butadiene directly into rubber or from the liquid resin chain (urea + formaldehyde being the only one pre-blue). That said, I don't see why not add both recipes. Seablock can then just disable the rubber one. Honestly this is an issue ...