Search found 61 matches

by brevven
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.
by brevven
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 ...
by brevven
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...
by brevven
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.
by brevven
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...
by brevven
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...
by brevven
Mon Jun 21, 2021 2:18 am
Forum: Mods
Topic: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
Replies: 46
Views: 31525

Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten...

Mecejide wrote: ↑
Fri Jun 11, 2021 1:25 pm
Are you ever going to add something with an odd atomic number?
:D we'll see
by brevven
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.
by brevven
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...
by brevven
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...
by brevven
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:
bztungsten.lua
Tungsten RSO config
(267 Bytes) Downloaded 412 times
I've tested it and it appears to work fine.
by brevven
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!
by brevven
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
by brevven
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.

bzlead.lua
(415 Bytes) Downloaded 142 times
by brevven
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
by brevven
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

Kyralessa wrote: ↑
Mon Jan 04, 2021 11:20 am

So what you're saying is to take out a level? Something like this?

Currently

[x] Use grid

(*) Absolute
( ) Relative

Proposed

(*) No grid
( ) Grid, snap absolute
( ) Grid, snap relative
Exactly what I'm suggesting! Thank you for sketching it out like that, Kyralessa.
by brevven
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...
by brevven
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....

Go to advanced search