Search found 1600 matches
- Mon Dec 18, 2017 4:34 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 325497
Re: [0.16.x] Bob's Mods: General Discussion
As for Lazy Bastard... yeah, swearing in the game... I'm fairly sure it is unachievable, Someone suggested I see if I can mod the achievement to "Make it easier", and therefore possible with my mods. I would need to know the minimum requirements to do it with my mods, someone calculate th...
- Mon Dec 18, 2017 1:41 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1009921
Re: [0.15] Sea Block Pack 0.1.7
I think the issue is touching a basic issue of factorio itself: Waste products are not a big problems, since you can destroy them by shooting, flare or clarify them. I think its a decision, whether to take the challenge to use them like intended or use the "factorio" shortcut to get rid of...
- Tue Dec 05, 2017 12:35 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1009921
Re: [0.15] Sea Block Pack 0.1.7
Am I the only one who things that the straight ore sorting recipes that give multiple ores are a total waste to automate? All ores are produced from mineral slurry so I can produce them in whatever ratios I want. So there is no point of picking on recipe over another due to overabundance of one ore...
- Thu Nov 30, 2017 3:58 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 294267
Re: [MOD 0.15+] Xander Mod v1.3.2 - Now on GitHub
At least to me, fractional distillation feels qualitatively different from the other chemical processes. There isn't much in the way of reactions going on or the same sort of tightly controlled pressure/temperature. I'd personally be okay with the Integrated Chem Plant not being able to handle the ...
- Wed Nov 22, 2017 11:17 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1384450
Re: Development and Discussion
OK, i understand, the complex stuff is often not neccessary, in order to progress fast, its even better to avoid it. I had the imagination, you want to use up everything, without clarifiers and flarestacks... the easiest way is: crushed stone -> mineralized water -> clarifier I also played marathon ...
- Tue Nov 21, 2017 9:09 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 294267
Re: [MOD 0.15+] Xander Mod v1.3.2 - Now on GitHub
major: looks like blue science isn't currently reachable? Blue science pack requires internal combustion engine unit, which can only be created in assembly 3 or better (and not hand crafted), which is locked behind blue science. Hi too, I created an issue on Github: https://github.com/Factorio-Xand...
- Mon Nov 20, 2017 7:32 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1384450
Re: Development and Discussion
There are existing many ways to useup crushed stone: - Landfill (This can be used as emergency sink, even if you dont use so much) - Stone-Bricks - Mineralized water -> Wood Bricks for fuel - Mineralized water -> Methanol for plastic/resin - Slag slurry - Got a train station with buffer chests full...
- Mon Nov 20, 2017 4:37 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1384450
Re: Development and Discussion
There are existing many ways to useup crushed stone:
- Landfill (This can be used as emergency sink, even if you dont use so much)
- Stone-Bricks
- Mineralized water -> Wood Bricks for fuel
- Mineralized water -> Methanol for plastic/resin
- Slag slurry
- Landfill (This can be used as emergency sink, even if you dont use so much)
- Stone-Bricks
- Mineralized water -> Wood Bricks for fuel
- Mineralized water -> Methanol for plastic/resin
- Slag slurry
- Thu Nov 16, 2017 8:13 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 294267
Re: [MOD 0.15+] Xander Mod v1.3.2 - Now on GitHub
There's no problem to release even small changes, esp hot fixes. (It could be a bit tedious to upload it to the mod platform so often...)
Another possibility could be, to clone the current master from github, if the fixes are checked-in.
Another possibility could be, to clone the current master from github, if the fixes are checked-in.
- Tue Nov 14, 2017 4:42 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 294267
Re: Xander Mod now on GitHub!
Xander Mod is now on GitHub! https://github.com/Factorio-Xander-Mod/Xander-Mod to be specific. Gragorath's changes have been merged, you can download an update from https://github.com/Factorio-Xander-Mod/Xander-Mod/archive/master.zip Please feel free to open issues for defects. Great, thanks. I'll ...
- Tue Nov 14, 2017 1:54 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1214941
Re: Bugs & FAQ
You can get it to work, if you direct insert the crushed stone to an assembler creating stone (or a similar consumer for crushed ore stone). The direct inserter will only pick up the crushed stone. same for crushed ore: You can direct insert it to a furnace, because crushed stone is not smeltable an...
- Tue Nov 07, 2017 7:03 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 294267
Re: [MOD 0.15+] Xander Mod v1.3.1
I create hotfix for xander mod (Its mod, Put it in the mods folder): 1. Fixed Recipe Hydrochloric Acid Electrolysis 2. Fixed hardeness of ores: heavy-sand, garnierite, sulfidic-ore (Now you can extract this ore) 3. Fixed Electric Foundy Forge (Now you get Electric Foundy Forge after you remove Elec...
- Tue Nov 07, 2017 6:11 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 294267
Re: [MOD 0.15+] Xander Mod v1.3.1
I guess I won't write a migration or anything about the removed recipes, largely because I still don't really understand the problem. I did actually mean for the removed recipes to go away, are they still showing up? No, i think, everything would be fine, if you start a new map The problem occurs, ...
- Tue Nov 07, 2017 4:34 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1009921
Re: [0.15] Sea Block Pack 0.1.6
Those sniper turrets mk1 can outrange the worms (except behemoth). So, they are kind of OP imho.Ragoras wrote:that's insane ... you have to make so many stuff to just research sniper turrets? :/ i think that's unbalanced
- Tue Nov 07, 2017 4:26 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 294267
Re: [MOD 0.15+] Xander Mod v1.3.1
- Loader situation: keep XM recipes for people who want to use only XM - Test out a bit of integration with other mods: find a good, standalone loader mod to add as an optional dependency. That way I get its good loader behavior with my good recipes I think "Loader Redux" is a good one *T...
- Sat Nov 04, 2017 11:05 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 294267
Re: [MOD 0.15+] Xander Mod v1.3.1
About 1 MW electric furnace - it's exactly same, compare to blast furnace 2 Mw. Your boiler have 50% efficiency and convert 3.6 MW from coal to 1.8 MW in steam, and steam turbines have 100% efficiency, then you get 1.8 MW electricity. Any coal furnace have 100% efficiency, so 2 MW on blast furnace ...
- Sat Nov 04, 2017 10:50 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1009921
Re: [0.15] Sea Block Pack 0.1.6
Suggestion: make the mudwater to landfill process more efficient. Right now the most energy efficient way to get landfill is from dirtwater electrolysis. Dirtwater is approximately 3MJ/landfill vs 18.75 MJ for mudwater landfills, and more per building resource as well. This both lacks much in the w...
- Sat Nov 04, 2017 2:47 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 294267
Re: [MOD 0.15+] Xander Mod v1.3.1
Nice to see, that something's happen again. Thanks for the update. I also read the changelog. which is quite detailled. (Seems to get a really big project...) I checked my current 1.3.0 savegame and I can confirm the problems alego22 reported: - mining garniertite doesnt work. The miner is red an ca...
- Mon Oct 23, 2017 8:33 pm
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 120048
Re: Feedback
First: These mods are really awesome. As I first noticed them (& angels), factorio became a whole new game to me, which added so much depth to it, that i didnt really want to bother with vanilla for a long time. (vanilla has its own charme) I really like, how the first 3 tiers of circuits progre...
- Fri Oct 20, 2017 7:07 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 294267
Re: [MOD 0.15+] Xander Mod v1.3.0
But then I changed the furnaces to accept multiple ingredients (somewhat long story), so I got rid of all the charge items. The steel one must have been in a migration file somewhere. :? As far as i know it's impossible for a furnace recipe to have multiple input ingredients. How are you supposedly...