Search found 61 matches
- Mon Jan 03, 2022 6:16 am
- Forum: Mods
- Topic: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
- Replies: 46
- Views: 31525
Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
Added an option for some new firearm magazine recipes in newest version of lead. They unlock with Military 1 tech.
- Mon Jan 03, 2022 3:40 am
- Forum: Mods
- Topic: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
- Replies: 46
- Views: 31525
Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
Ah great this info is helpful -- So it sounds like lead is one of the bigger problems? Both expected and unexpected. Expected because bullets. But unexpected because when I made the lead config for RSO I overestimated the need a bit, intentionally. See, in Vanilla the richness drops off towards 700 ...
- Sun Jan 02, 2022 10:39 pm
- Forum: Mods
- Topic: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
- Replies: 46
- Views: 31525
Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
I really like the idea and concept of all of these, but am finding it difficult to try and merge them into my play style (relaxed start and having resources spread far out to force use of trains) because then sometimes the game won't spawn one of these resources until much too far out. Only way I c...
- Thu Dec 30, 2021 5:15 am
- Forum: Mods
- Topic: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
- Replies: 46
- Views: 31525
Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
Released the new Graphite & Diamonds (bzcarbon) mod recently.
Planning to add Foundry to "Very BZ" modpack sometime in the next few weeks, as it seems to be working well.
Graphite & Diamonds will take at least a couple months to get into Very BZ.
Planning to add Foundry to "Very BZ" modpack sometime in the next few weeks, as it seems to be working well.
Graphite & Diamonds will take at least a couple months to get into Very BZ.
- Thu Dec 30, 2021 5:10 am
- Forum: Resource Spawner Overhaul
- Topic: Config for bzcarbon (Graphite & Diamonds), and bzaluminum (Aluminum)
- Replies: 5
- Views: 2615
Config for bzcarbon (Graphite & Diamonds), and bzaluminum (Aluminum)
Hello once again. Another config attached, for "bzcarbon" mod, which provides "graphite" and "diamond" ores. I've set up my mod so that if RSO is enabled, both are always available. (Note that without RSO, there's a setting for diamonds.) Diamond patches are meant to be...
- Fri Aug 20, 2021 6:10 am
- Forum: Mods
- Topic: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
- Replies: 46
- Views: 31525
Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
There is a hard lock when using Silica & Silicon, Foundry, and Bio Industries together. The Bio Industries Stone Crusher requires Steel, Silica requires Crushed Stone which requires the Stone Crusher, while the Foundry cannot be made without Silica meaning you cannot get Steel to make a Stone C...
- Mon Jun 21, 2021 2:18 am
- Forum: Mods
- Topic: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
- Replies: 46
- Views: 31525
- Sun Jun 20, 2021 12:01 am
- Forum: Resource Spawner Overhaul
- Topic: Config for Zircon (for Zirconium mod)
- Replies: 2
- Views: 1678
- Thu Jun 17, 2021 2:43 am
- Forum: Resource Spawner Overhaul
- Topic: Config for Zircon (for Zirconium mod)
- Replies: 2
- Views: 1678
Config for Zircon (for Zirconium mod)
Hello again!
I've attached a config for Zircon ("zircon") for the new Zirconium mod:
I've tested it out and it appears to work fine.
I've attached a config for Zircon ("zircon") for the new Zirconium mod:
I've tested it out and it appears to work fine.
- Tue May 25, 2021 9:25 pm
- Forum: Resource Spawner Overhaul
- Topic: Config for Wolframite (tungsten-ore) for Tungsten mod
- Replies: 2
- Views: 1785
- Mon May 24, 2021 3:29 am
- Forum: Mods
- Topic: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
- Replies: 46
- Views: 31525
Re: BZ Mods - Titanium, Silica & Siicon, Lead, Tungsten...
Plans for BZ Mods. Plans are very much subject to change, I don't have any time estimates. The following list is in no particular order, and other mods might get made before any of these if inspiration strikes. Feedback is always welcome. Likely upcoming mods (no guarantees): Noble metals - Combini...
- Mon May 24, 2021 3:29 am
- Forum: Mods
- Topic: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
- Replies: 46
- Views: 31525
BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
What are BZ Mods? This is a loose collection of mods. Each tends to focus on a specific resource, often elemental. Picking and choosing the ones you prefer is supported and encouraged, but they do work together to make something of a mod pack. Main mods (See also) Aluminum - Adds aluminum, cable, a...
- Thu May 20, 2021 5:47 am
- Forum: Resource Spawner Overhaul
- Topic: Config for Wolframite (tungsten-ore) for Tungsten mod
- Replies: 2
- Views: 1785
Config for Wolframite (tungsten-ore) for Tungsten mod
Hi,
I've attached an RSO config for Wolframite (tungsten-ore) for the new Tungsten mod: I've tested it and it appears to work fine.
I've attached an RSO config for Wolframite (tungsten-ore) for the new Tungsten mod: I've tested it and it appears to work fine.
- Sat Jan 30, 2021 9:49 am
- Forum: Resource Spawner Overhaul
- Topic: Config for Lead ore for Lead mod
- Replies: 2
- Views: 2041
Re: Config for Lead ore for Lead mod
Thank you very much!
- Mon Jan 25, 2021 10:51 am
- Forum: PyMods
- Topic: Collection of tech tree gotchas
- Replies: 11
- Views: 6007
Re: Collection of tech tree gotchas
Here's another minor one. Dingrits are technically gated behind Arthurians, as they need Arthurian Eggs for the creature chamber
- Sun Jan 24, 2021 10:00 am
- Forum: Resource Spawner Overhaul
- Topic: Config for Lead ore for Lead mod
- Replies: 2
- Views: 2041
Config for Lead ore for Lead mod
Hi, attached is a config for my Lead mod (bzlead), I've tested it out and it seems to generate ore fine.
- Thu Jan 14, 2021 5:37 am
- Forum: PyMods
- Topic: Wanna start new save any suggest?
- Replies: 1
- Views: 1285
Re: Wanna start new save any suggest?
I'm not as far as you got, but one minor nonstandard QOL is a simple mod I made specifically for my Py playthrough that hides barreling recipes in handcrafting menu: https://mods.factorio.com/mod/unbarrel
- Mon Jan 04, 2021 12:48 pm
- Forum: Ideas and Suggestions
- Topic: Snap to grid should default to relative again
- Replies: 20
- Views: 5054
Re: Snap to grid should default to relative again
Exactly what I'm suggesting! Thank you for sketching it out like that, Kyralessa.
- Mon Jan 04, 2021 9:51 am
- Forum: Ideas and Suggestions
- Topic: Snap to grid should default to relative again
- Replies: 20
- Views: 5054
Re: Snap to grid should default to relative again
I can't think of a scenario where I'd use None. In my suggestion "None" is the current default blueprint behavior: no grid at all. It's what you use when you copy-paste or just blueprint without clicking the current checkbox to use a grid. My suggestion simply removes the checkbox and the...
- Mon Jan 04, 2021 1:38 am
- Forum: Ideas and Suggestions
- Topic: Snap to grid should default to relative again
- Replies: 20
- Views: 5054
Re: Snap to grid should default to relative again
Alternate idea: Instead of a checkbox followed by 2 options, Snap to grid could simply have 3 options: - None - Relative - Absolute It would default to "None". Then either Relative or Absolute is a single click, and the standard grid-less behavior requires zero clicks as it currently does....