Search found 110 matches

by Trainwreck
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...
by Trainwreck
Thu Mar 01, 2018 9:37 am
Forum: Mods
Topic: KS Power
Replies: 127
Views: 131602

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_...
by Trainwreck
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 ...
by Trainwreck
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Time for new beta release: SeaBlockPack_0.2.2.zip EDIT: Outdated, check first post for latest version.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-...
by Trainwreck
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 ...
by Trainwreck
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 ...
by Trainwreck
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...
by Trainwreck
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, ...
by Trainwreck
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...
by Trainwreck
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...
by Trainwreck
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...
by Trainwreck
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...
by Trainwreck
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...
by Trainwreck
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...
by Trainwreck
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...
by Trainwreck
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.
by Trainwreck
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...
by Trainwreck
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...
by Trainwreck
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...
by Trainwreck
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:
fpslinux.jpg
fpslinux.jpg (1.26 MiB) Viewed 4863 times
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:
fpswin.jpg
fpswin.jpg (1.01 MiB) Viewed 4863 times

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