Search found 1600 matches

by jodokus31
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...
by jodokus31
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...
by jodokus31
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...
by jodokus31
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 ...
by jodokus31
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 ...
by jodokus31
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...
by jodokus31
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...
by jodokus31
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
by jodokus31
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.
by jodokus31
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 ...
by jodokus31
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...
by jodokus31
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...
by jodokus31
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, ...
by jodokus31
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

Ragoras wrote:that's insane ... you have to make so many stuff to just research sniper turrets? :/ i think that's unbalanced
Those sniper turrets mk1 can outrange the worms (except behemoth). So, they are kind of OP imho.
by jodokus31
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...
by jodokus31
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 ...
by jodokus31
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...
by jodokus31
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...
by jodokus31
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...
by jodokus31
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...

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