Search found 74 matches
- Sat Jul 14, 2018 1:36 am
- Forum: Modding interface requests
- Topic: Productivity research affecting more entities
- Replies: 2
- Views: 1085
Productivity research affecting more entities
I see that you had a previous request for research lab productivity bonus . For my mod, Seablock Mining , it would be helpful if there was a researchable productivity bonus that I could apply to assembler-like entities, either by repurposing mining productivity bonus or allowing creation of a new ty...
- Tue Jul 10, 2018 5:17 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010102
Re: [0.16] Sea Block Pack 0.2.11
as for Space mod cost, mod author explicitly stated, that he increased cost 10x for bobs, because bobs modules are OP, and everyone is using tons of beacons lategame ... so, if you can produce literally thousands of SP per minute, why should cost not increase too? is there any other late game resou...
- Sun Jul 08, 2018 11:50 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010102
Re: [0.16] Sea Block Pack 0.2.11
I just released the mod I talked about here . It lets you get more ore out of mineral sludge by researching mining productivity. The mod is at https://mods.factorio.com/mod/seablock-mining , and I made a reddit thread for it here that also includes a seed that lets you reach 8 desert trees from the ...
- Tue Jun 19, 2018 8:48 pm
- Forum: Mods
- Topic: [0.16] The Blueprint Lab 0.2.4
- Replies: 54
- Views: 18209
Re: [0.16] The Blueprint Lab 0.2.4
If you use the landfill painting mod (https://mods.factorio.com/mod/LandfillPainting) you can paint over it with normal terrain.SqFKYo wrote:Any chance for alternate background? The high contrast tight pattern makes me unable to use the mod since I can't look at it without feeling physically sick.
- Sat Jun 16, 2018 4:49 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010102
Re: [0.16] Sea Block Pack 0.2.11
Does anyone have a blueprint for producing iron/copper using mineral catalysts? I can't seem to get my ratios right and I always run out of sulfuric acid as well. As always, I'll plug Helmod ( https://mods.factorio.com/mod/helmod ) here. It's a mod that lets you plan out production blocks much more...
- Thu Jun 14, 2018 6:00 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010102
Re: [0.16] Sea Block Pack 0.2.11
Pollution doesn't actually have any effect in seablock, since there are no biter spawners. I recommend turning it off for performance improvements.
- Sun May 27, 2018 10:36 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010102
Re: [0.16] Sea Block Pack 0.2.8
You know you've made it once you're worrying about needing more than one belt to transport your iron plates.
- Wed May 23, 2018 1:39 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010102
Re: [0.16] Sea Block Pack 0.2.8
Idea for a mod to add on to seablock: Add an item that can arbitrarily add or remove infinite ore patches for each of the ores that can be created through crystallization, like the one in creative mode. Maybe make this cost some resources to use, maybe not. Change mining so that, like how uranium mi...
- Fri May 11, 2018 12:24 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010102
Re: [0.16] Sea Block Pack 0.2.7
As a hacky solution you could make a mod that edits the crystallizer recipes on startup based on the research level that has been attained. That would require you to quit and restart for the productivity research results to become available, though. Another idea is that you could make a building tha...
- Sat May 05, 2018 10:17 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010102
Re: [0.16] Sea Block Pack 0.2.7
Also, could you change the iron and copper ore stack sizes to match all of the other ones? It's a bit annoying when anything that produces one of those two ores fills chests up four times as quickly.
- Sat May 05, 2018 9:03 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010102
Re: [0.16] Sea Block Pack 0.2.7
Some more mods that would be nice to add to the pack: https://mods.factorio.com/mod/TheBlueprintLab_bud - gives scratch space that you can build blueprints in. Especially useful here since you don't always have enough space to just run to an empty area to place a bunch of ghost buildings. https://mo...
- Mon Apr 23, 2018 2:44 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010102
Re: [0.16] Sea Block Pack 0.2.7
So, I downloaded Sea Block Pack 0.2.6 and extracted all the mods to mod folder, but everytime I opened Factorio, my PC crash to BSOD screen with error DPC_WATCHDOG_VIOLATION. I tried changing the version to stable 0.16.36 on Steam, but it still didn't work. This is a low performance PC with Intel P...
- Sun Apr 22, 2018 12:42 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010102
Re: [0.16] Sea Block Pack 0.2.6
What is he best way to produce power? I don’t really want to spam solar pannels, and don’t have access nuclear yet. I was looking into fuel oil from Angels bio processing, but with none of the dessert seeds seem good for that. Can you find other gardens than dessert? If not, what is the next best w...
- Sat Apr 21, 2018 3:58 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010102
Re: [0.16] Sea Block Pack 0.2.6
Is it intended that ... nets energy with way better density and setup costs than solar or anything else nearby techwise? Seems to me, that is a new possibility? If yes, then it would feel kind of cheaty for me. Or I'm just stupid :D I just checked it out with creative mode. Two electrolyzer 1s can ...