Search found 43 matches
- Tue Apr 30, 2019 1:00 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1011347
Re: [0.17] Sea Block Pack 0.3.4
One subtle change in all this is the fact that with the buffs to arboretums, and the fact that the metal mixing furnace is back at the electronics research (instead of alloy processing), along the small nerfs to algae (with either the increased footprint of the easy recipe, or the nerf to charcoal a...
- Mon Apr 29, 2019 8:02 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1011347
Re: [0.17] Sea Block Pack 0.3.4
Weren't Geodes already better than Electolyzers in 0.16 (at least up until Electrolyser Mk4 with Modules) ? (In normal mode.) geodes has always been kinda better (power wise), but up until now they had both the science requirement and the space requirement going against them. I have yet to check th...
- Mon Apr 29, 2019 7:25 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1011347
Re: [0.17] Sea Block Pack 0.3.4
First: big thanks to Trainwreck and Angel (I saw him in this thread on a previous page) for this mod. I have a stupid question: is it safe to suggest that Sea Block is stable to start a new marathon run or it is a work in progress and it's better to wait until new processes will settle down? The bi...
- Sun Apr 21, 2019 1:32 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1011347
- Sat Apr 20, 2019 5:32 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1011347
Re: [0.17] Sea Block Pack 0.3.3
Interesting. I wonder, if its really a problem, that angels trees are somewhat limited. I would guess, that you can find enough trees out in the sea. Well, I have not updated it for the 0.3.3 pack, which increased the spawn rate a lot, but for the 70k analyzed in 0.3.0 for the speedrun, 53k had no ...
- Mon Apr 15, 2019 11:58 pm
- Forum: Won't fix.
- Topic: [0.17.28][Modded] Minor bug with the overlays for inserters
- Replies: 2
- Views: 969
Re: [0.17.28][Modded] Minor bug with the overlays for inserters
I think it's good enough as it is, i just reported to let it be known, its just that in this case (a very corner case inside the modded corner cases) it's barely touching. Dunno about removing it, it's useful for me in 99.9% of the times where it works as expected
- Sat Apr 13, 2019 12:22 pm
- Forum: Won't fix.
- Topic: [0.17.28][Modded] Minor bug with the overlays for inserters
- Replies: 2
- Views: 969
[0.17.28][Modded] Minor bug with the overlays for inserters
As you can see in these screenshots, when I hover over the furnace, only a single inserter is highlighted, while if i hover over the missing inserter, it shows the right pickup and drop targets
- Thu Apr 11, 2019 9:20 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1011347
Re: [0.17] Sea Block Pack 0.3.3
To add to Octoshape's answer, the way you got it with the overflow valve is the right way to handle it, but I would remove the limit on the chest as you will need all that sulfur later on. And you will run into problems with the washing plant, as you are not giving the sulfur from that any priority,...
- Mon Apr 08, 2019 2:26 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1011347
Re: [0.17] Sea Block Pack 0.3.2
Esp. in marathon mode, where slag processing is not more efficient than mineralized water crystallization It's is when you take into account the fact that you get 'free' power in the mineralized water output from sulfur processing. If you use it all of that + the crushed stone you get from crushing...
- Thu Apr 04, 2019 7:28 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1218065
Re: Bugs & FAQ
Apparently, with the latest version 0.17.25, factorio checks for duplicated names in some things on load, and it's throwing an error with the latest bioprocessing: https://i.imgur.com/3XvsHe4.png Im using the whole seablock modpack, so I don't know if it overrode something tho Apparently recipes can...
- Sat Mar 30, 2019 10:30 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1011347
Re: [0.16] Sea Block Pack 0.2.17
I'll ask Bob whether it's possible to make the GUI available from a research. Problem is not the GUI, but the fact that prototypes have a property called allow_custom_vector or something like that, that makes it veeeeeeery hard to remove the ability to paste a blueprint with a given configuration t...
- Sat Mar 30, 2019 4:56 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1011347
Re: [0.16] Sea Block Pack 0.2.17
From memory I think your ratios are off. But that makes the builds very clean. I think the mineralized water liquiifers will run only 50% of the time. And when you replace the burner ore crusher with ore crushers you want a 3:1 ratio instead of 2:1. But at the start that's a very nice build. The sl...
- Fri Mar 29, 2019 11:05 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1011347
Re: [0.16] Sea Block Pack 0.2.17
All of this you need at the start (although only mk1). Yeah, but the problem i see is that most people are thinking the same way they do in normal vanilla or previous seablocks. Belts have been nerfed, inserters have been buffed (every tier now moves like the tier above them in terms of rotation sp...
- Thu Mar 28, 2019 6:28 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1011347
Re: [0.16] Sea Block Pack 0.2.17
In 0.16 marathon mode, mineral sludge was not any better compared to mineralized water in terms of energy consumption. Need to check it in 0.17 You might be right, i only know the normal ones My take was to rush iron smelting at first, before automation, because of the higher iron yield. (Took abou...
- Wed Mar 27, 2019 10:06 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1011347
Re: [0.16] Sea Block Pack 0.2.17
Hey Trainwreck, I was checking out the marathon mode the other day, and to my knowledge, the way recipes are right now, its more efficient to sit tight and research away until you get slag processing and can move out of mineralized water than to try and build your way out of it faster. That is mainl...
- Tue Mar 26, 2019 7:44 am
- Forum: Implemented mod requests
- Topic: Expose inserter rotation_speed and extension_speed
- Replies: 1
- Views: 815
Expose inserter rotation_speed and extension_speed
I have combed a bit and didn't see this already asked, so: Could those 2 parameters be exposed to the the entity prototype. I'm not that familiar with the mod api, so maybe there is already a easy way to get them, but as i see it, they are in data.raw.inserter prototypes, just not in the in-game one...
- Mon Mar 25, 2019 12:27 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.17] PvP Scenario issues
- Replies: 5
- Views: 2523
Re: [0.17.17] PvP Scenario issues
The solution #1 breaks uranium as it takes into account the distribution of recipes, and there is a recipe that returns 99% of 238 and 1% of 235, making 235 have a really low value, while the reprocessing is the other way around, so as it takes minimum of all recipes, both end up with really low val...
- Fri Mar 22, 2019 9:14 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1011347
Re: [0.16] Sea Block Pack 0.2.17
I've started a new map with SeaBlock 0.3.0. Everything loaded but I think the green algae processing is screwed up. The recipe to create cellulose fibers from green algae is locked behind brown algae processing. That makes green algae kind of pointless at the start. You have to make some to advance...
- Sat Oct 13, 2018 8:30 am
- Forum: Modding help
- Topic: Benchmarking lua functions
- Replies: 11
- Views: 2603
Re: Benchmarking lua functions
And you forgot to say what exactly you're trying to measure ;). I'm at that point with most games with mods where I start trying to tweak them to my own experience and interests and basically fiddle with them to also try and give back to the community either by fixing bugs, adding features or whate...
- Fri Oct 12, 2018 11:51 am
- Forum: Modding help
- Topic: Benchmarking lua functions
- Replies: 11
- Views: 2603
Re: Benchmarking lua functions
Currently im just logging random messages at the start and end of the function, but for very fast/small functions the timestamps are not accurate enough. General rule: If calling it once is too fast, call it a million times, or however often it takes for the accuracy to be relevant. I find that for...