Search found 74 matches

by minno
Mon Apr 29, 2019 8:11 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1011438

Re: [0.17] Sea Block Pack 0.3.4

I think doubling the starting wind turbines and landfill would do a decent job of counteracting the halved electrolyzer efficiency. Increasing the starting iron plates when using marathon mode could also help.
by minno
Mon Apr 29, 2019 2:18 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1011438

Re: [0.17] Sea Block Pack 0.3.4

Some comparisons with algae farming between the two versions: In 0.3.3, growing green algae with 8 mk1 farms produces 192 charcoal/min and consumes 2.4 MW, for 8 MW gross and 5.6 MW net power. That's after subtracting off the charcoal being used to make CO2. In 0.3.4, growing green algae using the s...
by minno
Sat Apr 27, 2019 12:06 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1011438

Re: [0.17] Sea Block Pack 0.3.3

Lots of changes in the latest Angel's Mod updates. The things that directly break processing lines in my base: Wood from cellulose paste is gone. Now wood (needed for advanced circuits) is available only from naptha and arboretums. You can still get wooden boards for basic circuits from wood or pape...
by minno
Fri Apr 19, 2019 8:19 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1011438

Re: [0.17] Sea Block Pack 0.3.3

Removing the cellulose paste and naphtha recipes for wood would leave arboretums as the only source. Wood is necessary for phenolic boards (adv circuits), polishing wheels (polished gems for modules and science), and protective scaffolding (bio science packs), but not every map has trees to build ar...
by minno
Sat Apr 13, 2019 4:41 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1011438

Re: [0.17] Sea Block Pack 0.3.3

After trying a few "hard" settings I think I like doing 100x science cost but not expensive recipes. It makes research slower than marathon, but doesn't increase the cost of building, so it makes building big both easier and more necessary. You should add automation to the starting techs, ...
by minno
Fri Mar 29, 2019 3:39 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1218290

Re: Bugs & FAQ

There's a weird combination of recipes available with wood in Angel's Bioprocessing now that the raw wood vs. wood distinction is gone. 5 cellulose fiber + 3 sodium hydroxide makes 10 cellulose paste. 10 cellulose paste + 20 cellulose fiber makes 15 wood. 15 wood makes 60 cellulose fiber. Add those ...
by minno
Thu Mar 28, 2019 12:01 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1011438

Re: [0.16] Sea Block Pack 0.2.17

Is making oil from blue algae supposed to be sulfur-positive now? It goes 100 sulfuric waste water => 40 blue algae => 20 blue cellulose fiber => 200 multi-phase oil + 120 sulfuric waste water -> 140 crude oil + 20 more sulfuric waste water. That's a gain of 40 units along with the oil that it produ...
by minno
Mon Mar 25, 2019 10:35 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1011438

Re: [0.16] Sea Block Pack 0.2.17

Can inserters even grab stuff from belts that are going at 240 items/s?
by minno
Wed Mar 20, 2019 11:25 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1011438

Re: [0.16] Sea Block Pack 0.2.17

Can you make a few more of the item stack sizes consistent? Right now iron pipes and stone bricks have different stack sizes from all of the other pipes/bricks.

Image
by minno
Mon Mar 18, 2019 9:34 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1011438

Re: [0.16] Sea Block Pack 0.2.17

Yes, there's a mod setting in SCT that changes whether or not military tech requires blue. It defaults to not having it, but I think in the 0.16 pack it defaulted to having it. If this mod pack is better balanced with that setting turned on, I think there's a way for the Sea Block mod to force that ...
by minno
Mon Mar 18, 2019 9:05 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1011438

Re: [0.16] Sea Block Pack 0.2.17

I'm doing a cheat runthrough to check for deadlocks or anything that seems weird. What I've found so far: The 0.17 technology screen doesn't appear to show what mods have modified the tech anymore, which makes it harder to tell whose changes are responsible for these. Mining drills and pumpjacks are...
by minno
Thu Mar 14, 2019 9:24 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1011438

Re: [0.16] Sea Block Pack 0.2.17

Balance issues like that can be fixed directly in the Seablock mod if they're not an issue in normal games.
by minno
Wed Mar 06, 2019 5:28 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1011438

Re: [0.16] Sea Block Pack 0.2.17

- spaceship reactor power (pulldown 5-100MW) - spaceship reactor halftime (pulldown for 1-10h) There would be a spaceship wreck that acts as a power generator. The first setting is for how much power it can produce and the second how long it will last. At minimum setting it produces 5MW at the star...
by minno
Fri Mar 01, 2019 11:17 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1011438

Re: [0.16] Sea Block Pack 0.2.17

Both of my seablock-related mods are updated to 0.17.

More Mining Productivity
Inland Pumps

I'll test them out with the pack once it's released, but they're working just fine in normal games. I also changed the name of Seablock Mining now that it works in normal Angel's Mods games too.
by minno
Sat Feb 02, 2019 11:12 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1011438

Re: [0.16] Sea Block Pack 0.2.17

I just released another helper mod for this pack: https://mods.factorio.com/mod/inland_pumps After unlocking blasting charges it gets to be really annoying when I need to place a pump inland, since I need to place water, place the pump, and then refill the hole with landfill, and that process can't ...
by minno
Tue Jan 29, 2019 11:49 pm
Forum: Mods
Topic: [0.16] The Blueprint Lab 0.2.4
Replies: 54
Views: 18261

Re: [0.16] The Blueprint Lab 0.2.4

Use the picker (default "q") on the lab's chest to get a stack of them.
by minno
Mon Jan 14, 2019 1:14 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 433382

Re: pY Raw Ores Discussion

Miners use 10 ores worth of fluid at a time. If anything consumes 20 fluid per ore, this mod needs to increase the miner's fluid box size above 200.
by minno
Wed Jan 09, 2019 12:04 am
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 433382

Re: pY Raw Ores Discussion

Note sure if it's intended, but the new ores that require fluids, aluminium for example, that take 10 coal gas per operation. The miner don't work until it gets 100 units of the fluid, than jump down to 50 and start getting up again, it works for some iterations and stop again until it has 100 flui...
by minno
Sat Dec 22, 2018 3:48 am
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 433382

Re: pY Raw Ores Discussion

Something which I recall from playing heavily-modded Minecraft is that it is apparently possible for lag to be caused by having too much RAM allocated (and I have some anecdotal evidence to support this). If Factorio is taking up 6.4gb of RAM try to just allocate 7gb (if that's possible of course; ...
by minno
Sun Dec 09, 2018 4:09 am
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 433382

Re: pY Raw Ores Discussion

Another recipe that doesn't have any buildings that can make it: Titanium Pulp 02, near the bottom of the Py Raw Ores section. I think it's because it has 2 fluid outputs but the grease table only has 1 fluid output.

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