Search found 110 matches
- Thu Mar 01, 2018 9:57 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1006777
Re: [0.15] Sea Block Pack 0.1.7
Hello there. I've installed the newest version 0.2.2 of seablock, but I'm getting this error. I also use a lot of mods (bobangel, omni, pyanodon, yuoki), so it's probably a conflict I can't reproduce this. From the line number I guess there might be a recipe that defines a normal set of ingredients...
Re: [MOD 0.15] KS Power
There's a suggestion over in the sea block thread to add the render_no_power_icon flag to the wind turbine prototype. This prevents the red no power icon flashing when electrical consumption exceeds supply. It's not really a sea block specific issue, what do you think about adding this change to ks_...
- Sun Feb 25, 2018 8:41 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1006777
Re: [0.15] Sea Block Pack 0.1.7
There's a prototype property that was added in the next version (0.16.26) that undoes this change. You can find info on it here: https://forums.factorio.com/viewtopic.php?p=345390#p345390 A scale_fluid_usage boolean in the generator prototype, interesting. I wonder if we'll be seeing some bobpower ...
- Sun Feb 25, 2018 5:37 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1006777
Re: [0.15] Sea Block Pack 0.1.7
Time for new beta release: SeaBlockPack_0.2.2.zip EDIT: Outdated, check first post for latest version. It should be mostly stable now. Not planning any major changes. Changes since 0.2.1: Added ScienceCostTweakerM mod. Added Angel's warehouses mod. Add hidden flag to disabled items (coal, cellulose-...
- Sun Feb 25, 2018 5:06 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1006777
Re: [0.15] Sea Block Pack 0.1.7
Thanks - much better already! If I were to choose, I would lower it even more - it is still very expensive. Perhaps to 5 Drydock Assembly Robots instead of 50? That will still require 10 fusion reactors in total for Drydock Assembly Components, which seems proportional to the stage of SpaceX - the ...
- Sat Feb 24, 2018 4:47 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1006777
Re: [0.15] Sea Block Pack 0.1.7
So trying 0.16 Sea Block. I am now trying to make the 2 Drydock Assembly Components for SpaceX. Each take 50 Assembly robots, which each take 5 Fusion Powered Construction Robots, which each take 1 Portable Fusion Reactor, which each takes 250 Processing Units. So in all, just for Drydock Assembly ...
- Thu Feb 22, 2018 10:04 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 133551
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
A few people have posted 0.16 updates in this thread, is anyone planning on maintaining a 0.16 fork on the mod portal? I'd like to include S.C.T. in my modpack, and it works best for save game syncing if all mods are on the portal. From the lack of response from Uberwaffe I'm assuming he's lost inte...
- Mon Feb 19, 2018 12:19 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 324227
Re: [0.16.x] Bob's Mods: General Discussion
Science packs are tools, so try using if data.raw.tool["logistic-science-pack"] then end Alternatively mods can be checked using the global mods table: if mods["bobtech"] then end Seablock contains a few tweaks to ScienceCostTweaker (adjusting lab-2 recipe, logstics pack inputs, ...
- Fri Feb 09, 2018 12:37 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1006777
Re: [0.15] Sea Block Pack 0.1.7
Sea block doesn't spawn any trees. I'm not sure how to best handle arboretums. Option 1: Do nothing. No trees, no arboretums. This is the current option. Remove arboretum techs from tech tree, there's no way to build them anyway. Option 2: Spawn a few temperate and swamp trees scattered out among th...
- Wed Jan 24, 2018 10:24 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1006777
Re: [0.15] Sea Block Pack 0.1.7
Do you have a source for this? Or did you just experiment? Experimented. Had a power crash after upgrading my boilers to MK2 while still running MK1 steam engines. Noticed the engines were consuming their max fluid consumption (30 units/second) of 235 degree steam ((235 - 15) * 0.2 * 30 = 1.32MW of...
- Wed Jan 24, 2018 11:27 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1006777
Re: [0.15] Sea Block Pack 0.1.7
Here's an updated beta that works with factorio 0.16.18. SeaBlockPack_0.2.1.zip Edit: Outdated, check thread for newest version. It's still incomplete. I'd like to add ScienceCostTweaker, if that's ever updated to 0.16. The usual beta disclaimers still apply, don't be surprised if you need to rebuil...
- Wed Jan 24, 2018 3:36 am
- Forum: Mods
- Topic: [0.15] Explosive Excavation & Bot Landfill
- Replies: 17
- Views: 9372
Re: [0.15] Explosive Excavation & Bot Landfill
Getting this error when placing landfill with factorio 0.16.18: __Explosive Excavation__/control.lua:3: bad argument #1 to 'pairs' (table expected, got nil) The arguments to on_player_built_tile have changed recently. Positions are now accessed by event.tiles[n].position, instead of the old way of e...
- Tue Jan 09, 2018 9:43 am
- Forum: Implemented mod requests
- Topic: on_pre_player_built_tile
- Replies: 3
- Views: 1205
on_pre_player_built_tile
I've got a landfill mod that allows players to place all the different terrain tiles as landfill. It also allows landfill to overwrite existing terrain. I'd like to give players a landfill refund if they overwrite terrain with a similar style, e.g. overwriting a sand-1 tile with sand-2. If there was...
- Mon Jan 08, 2018 11:06 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1006777
Re: [0.15] Sea Block Pack 0.1.7
I hate to be that guy, but the license for KS_Power needs to be confirmed. If it's GPLv3 then the pack may violate it's license. Sea Block Pack links it statically so it's a derivative work. But Sea Block Pack can't be licensed under GPLv3 because Bob's does not allow modification and GPL must give...
- Mon Jan 08, 2018 7:55 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1006777
Re: [0.15] Sea Block Pack 0.1.7
0.16 beta test time. SeaBlockPack_0.2.0.zip Outdated, check thread for newer version. This is still quite rough. There is no 0.16 version of ScienceCostTweaker yet (I know there's an unofficial port over in the S.C.T thread, but I only want to include mods with an official portal release in the pack...
- Sun Jan 07, 2018 10:15 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1377108
Re: Development and Discussion
One small issue with angelsbioprocessing_0.5.0, the circuit-paper-board recipe produces circuit-wood-fiber-board items. I'm playing with bobelectronics, so was expecting it to make wooden-boards, like the old cellulose-fiber + alginic acid recipe did.
- Mon Jan 01, 2018 7:14 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1377108
Re: Development and Discussion
2) I tnink there's bug in sodium sulfate recipe - 60 sodium chloride for 40 sulfuric acid in 2 seconds - may be 6 sodium chloride for 40 sulfuric acid in 2 seconds? Bcuz it too fast This was posted a few months ago, but I never saw a reply so figured I'd bump it. The number of items used in this re...
- Tue Dec 19, 2017 4:36 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1006777
Re: [0.15] Sea Block Pack 0.1.7
Any idea on the eta for 0.16? I want to start a sea block run, but it seems foolish to start on 0.15 now. Current plans for 0.16: Wait for angels refining, bioprocessing and petrochem to update. I might add a hard dependency on KS_Power and use wind turbines instead of solar panels and accumulators...
- Thu Dec 14, 2017 4:19 am
- Forum: Resolved Problems and Bugs
- Topic: [posila][0.16.1] Low framerate when zoomed out on linux
- Replies: 9
- Views: 4863
Re: [0.16.1] Low framerate when zoomed out on linux
I've done some more testing, this isn't related to operating system. I had different graphics settings between my windows and linux installs. It appears to have more to do with the Video memory usage setting. A setting of low or normal (the default for my machine) causes the low frame rate/high draw...
- Wed Dec 13, 2017 11:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][0.16.1] Low framerate when zoomed out on linux
- Replies: 9
- Views: 4863
[posila][0.16.1] Low framerate when zoomed out on linux
Framerate drops significantly when zooming out on linux version:
Here's the same map on the same machine running windows. A nice and smooth 60fps:
Are those numbers on the second line "Calls: G 18700, T 18759" draw call counts? 18,000 is a lot.Here's the same map on the same machine running windows. A nice and smooth 60fps: