Search found 74 matches
- Sun Dec 09, 2018 1:53 am
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 431644
Re: pY Raw Ores Discussion
PyRO prevents crafting the recipe "processing-unit" (Circuit board 3) because it adds 2 ingredients. That brings the ingredient count from 9 to 11, and the chipshooter machine has a 10-ingredient limit. Ingredients are added in pyrawores_1.0.1/data-updates.lua, lines 30 and 48. The ingredi...
- Mon Dec 03, 2018 12:02 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1009447
Re: [0.16] Sea Block Pack 0.2.17
That's very true. Geodes is a big hassle to handle, if they backup. I remember, there was an approach to use a dummy mining field to take advantage of mining productivity research. Never tried it... but that would go in the same direction That's my mod: https://mods.factorio.com/mod/seablock-mining .
- Fri Oct 26, 2018 11:01 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1009447
Re: [0.16] Sea Block Pack 0.2.16
Pure sorting of lead and tin also takes green science that requires those metals, so it's at least consistent. I think the best way to go about it is to make a temporary production line making enough lead/tin/gold to make the green/blue science you need to make a better, longer-lived production line.
- Fri Oct 26, 2018 7:39 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1009447
Re: [0.16] Sea Block Pack 0.2.16
When I set the production lines up in Helmod it tells me that slag slurry coal filtration followed by crystallization uses 2.4 MW for 1 saphirite/s, but mineralized water from crushed slag uses 6.4 MW. If I switch them to use the highest building tiers instead of the lowest it's still 1.8 MW vs. 4.1...
- Sun Oct 21, 2018 7:41 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1009447
Re: [0.16] Sea Block Pack 0.2.16
Then, question - how more effective generate electricity in early game? Only build more and more wind generators? Or focus on grow trees, and convert it to fuel? Or multiply this farm, and try to run it on max effectivity? Focus on tree farming. It's a lot better for making fuel than green algae. Y...
- Fri Oct 12, 2018 10:59 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1009447
Re: [0.16] Sea Block Pack 0.2.16
I guess it is not exactly a Sea Block related question, but is there a way to automaticly destroy certain items similar to gas\liquid voids? Certain production lines (like chlorine from Electrolyser) have an additional item output, which can fill all your warehouses after a while. You need large am...
- Fri Oct 05, 2018 10:19 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1009447
Re: [0.16] Sea Block Pack 0.2.16
All good, thanks for the help / info. I guess i will leave things as they are. My base size is starting to get borderline stupid and was hoping to increase productivity without needing to expand too much more :) Im almost a month into this map and still haven't launched a rocket! No complaints thou...
- Sun Sep 02, 2018 1:21 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1009447
Re: [0.16] Sea Block Pack 0.2.13
Hi, There whas a update in angels petrochem. But now comes an error by loadinhg the Game with a mesage: File not found __angelspetrochem__/graphics/icons/solid-resin-1.png after reloading i activate the mods one by one and SeaBlock at last. With loading the SeaBlock-mod the error occours again. In ...
- Tue Aug 28, 2018 8:44 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1009447
Re: [0.16] Sea Block Pack 0.2.13
My proposals are: Something similar to mining productivity, that allows to cut the need in ore generation by a factor of 2 or 3. I made a mod that does exactly that: https://mods.factorio.com/mod/seablock-mining It makes mining drills work like crystallizers, so mining productivity research affects...
- Sun Aug 19, 2018 10:00 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1009447
Re: [0.16] Sea Block Pack 0.2.13
The improved boiler efficiency is still there. Was there something with the steam engines/turbines too?
- Mon Jul 30, 2018 9:46 pm
- Forum: Mods
- Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
- Replies: 150
- Views: 51161
Re: [MOD 0.16.x] SCTM
There's also the "extended" research cost multiplier, which adds around a 2x cost increase for all technologies compared to the "normal" setting (and 25x for infinite research), and up to a 20x increase compared to "noadjustment". That's on top of the configurable (4x b...
- Fri Jul 27, 2018 5:49 pm
- Forum: Mods
- Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
- Replies: 150
- Views: 51161
Re: [MOD 0.16.x] SCTM
As far as I can find there isn't a single instance of "expensive = false" in the base game or any of the mods I have downloaded, so I'm not sure that it's even intended to work.
- Fri Jul 27, 2018 3:46 pm
- Forum: Mods
- Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
- Replies: 150
- Views: 51161
Re: [MOD 0.16.x] SCTM
Compatibility issue with v0.16.46: In CircuitProcessing and SeaBlock (and maybe other mods), there are a bunch of places with a pattern like if data.raw.recipe['something'].normal then data.raw.recipe['something'].normal.something = something data.raw.recipe['something'].expensive.something = someth...
- Thu Jul 26, 2018 7:04 pm
- Forum: Mods
- Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
- Replies: 150
- Views: 51161
Re: [MOD 0.16.x] SCTM
(Bringing this over from the Seablock thread) The cost scaling of SCT expensive recipes is extreme. In the Vanilla game expensive recipes for science cost somewhere in the neighborhood of 10x as much, combining a 4x increase in technology prices with a 1x-4x increase in resources required for each s...
- Thu Jul 26, 2018 4:21 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1009447
Re: [0.16] Sea Block Pack 0.2.12
Here's a comparison of the vanilla science pack costs in normal vs. expensive mode: https://i.imgur.com/AN6jK5V.png It looks like the resources needed are about doubled on average. Red packs need 2x the iron, yellow packs need 2x the iron and 3x the copper, blue packs need 3x the iron and 4x the cop...
- Tue Jul 24, 2018 8:40 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1009447
Re: [0.16] Sea Block Pack 0.2.12
SCT recipes are for marathon (expensive mode) are roughly 2.5 of normal, it's stated in my thread. and yes, seablock is not good modpack to use on marathon with it's constraints. if you go angelbobs with SCT, it's playable, unless you have high density bitters. If it's 2.5x on each stage, that adds...
- Tue Jul 24, 2018 1:28 am
- Forum: Implemented mod requests
- Topic: Assembling-machine with built-in productivity
- Replies: 24
- Views: 7660
Re: Assembling-machine with built-in productivity
I also made a request for something like this: viewtopic.php?f=28&t=61539.
- Tue Jul 24, 2018 1:23 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1009447
Re: [0.16] Sea Block Pack 0.2.12
Ok, I tried doing this on marathon mode (expensive recipes, 4x science cost), but science cost tweaker's expensive recipes are just obscene. It costs 60 iron and 25 copper for four red packs (vs. 2 iron and 1 copper for one on normal), and 774 iron for four green packs (vs. 3 for one on normal). My ...
- Thu Jul 19, 2018 7:16 pm
- Forum: Mods
- Topic: [0.16] The Blueprint Lab 0.2.4
- Replies: 54
- Views: 18197
Re: [0.16] The Blueprint Lab 0.2.4
You can take a blueprint of any of those designs and save it, then place it back down any time you want to use or change it.mrvn wrote:I love the Lab. In fact I love it too much and now it is all cluttered up with designs I want to keep.
- Mon Jul 16, 2018 12:56 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1009447
Re: [0.16] Sea Block Pack 0.2.12
In other words - making SpaceX even more expensive? Are you aware, that all costs got scaled up by a factor of 10 by a recent update of SpaceX? And that the maintainer of SpaceX voted for reverting this for Seablock (but said, that the Seablock mod pack is responsible for doing that)? Reference: ht...