Search found 321 matches

by KiwiHawk
Tue Jan 05, 2021 8:43 am
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.16
Replies: 158
Views: 213702

Re: [MOD 1.1] Sea Block Pack 0.5.1


how can I destroy the fermentation base, it looks like there is no recipe for clarifier?


You're right, there is no recipe for voiding fermentation base. This is by design. The ethanol can be voided in a flare stack. Compost will build up quite slowly so will take a long time to back up. But ...
by KiwiHawk
Fri Jan 01, 2021 7:02 pm
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.16
Replies: 158
Views: 213702

Re: [MOD 1.1] Sea Block Pack 0.5.1

Theaisa wrote: Fri Jan 01, 2021 6:43 pm Just wanted to comment that running at high science cost multipliers is much more seamless in this version, so thank you!
Yes, that was a change in Sea Block 0.5.1
Glad that you're enjoying it. I'm always interested in hearing what is/isn't working for people!
by KiwiHawk
Sun Dec 27, 2020 7:13 pm
Forum: Mod portal Discussion
Topic: Request - Changelog should come from most recent game version
Replies: 0
Views: 1219

Request - Changelog should come from most recent game version

Current:
On a mod's Downloads page, the versions are sorted by upload date. Changelog comes from the most recent upload.

Request:
Sort the Downloads page first by Game Version, then by upload date. Changelog should come from the most recent upload for the newest Game Version.

Example:
I have ...
by KiwiHawk
Sun Dec 27, 2020 4:17 pm
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.16
Replies: 158
Views: 213702

Re: [MOD 1.1] Sea Block Pack 0.5.1


A question for KiwiHawk: I noticed that the recipe that once made sand (Crushed Stone -> sand landfill) now produces the vanilla landfill. Was that intended?


There's a mod setting - you can choose what ground type this recipe makes. This setting is fine to change at anytime. It will only affect ...
by KiwiHawk
Sun Dec 27, 2020 7:15 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1443296

Re: [1.0] Sea Block Pack 0.4.10

"Copper ore" heading in FNEI will be green if you have researched any of the three techs. I don't think it's possible to make a recipe require multiple techs, even if I wanted to!

If you have a save game where you really can't use the recipe even though it has been researched, please create an ...
by KiwiHawk
Thu Dec 24, 2020 5:12 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1443296

Re: [1.0] Sea Block Pack 0.4.10


Seems that Trainwreck successfully has passed Seablock on to Kiwihawk:

Check out:
https://forums.factorio.com/viewtopic.php?f=190&t=93136

Thanks, Trainwreck, for the idea and the great implementation and support over the last years.

Yes, Trainwreck has done a great job. Hopefully I can live up ...
by KiwiHawk
Thu Dec 24, 2020 5:10 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1443296

Re: [1.0] Sea Block Pack 0.4.10

HarY_cz wrote: Wed Dec 16, 2020 8:22 am this is how it looks like...
Your screenshot shows the recipe being unlocked by three different techs. It should be available if you have researched ANY of them. You don't need all three.
by KiwiHawk
Thu Dec 24, 2020 1:42 pm
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.16
Replies: 158
Views: 213702

Re: [MOD 1.1] Sea Block Pack 0.5.1

jodokus31 wrote: Wed Dec 23, 2020 8:23 pm Two things, that might need an update as well in first post?
Good spotting! Updated, thanks
by KiwiHawk
Wed Dec 23, 2020 7:29 am
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.16
Replies: 158
Views: 213702

Re: [MOD 1.1] Sea Block Pack 0.5.0

Updated version released. Science Cost Tweaker's latest (breaking) change hasn't yet been included yet.
tobyas wrote: Sun Dec 20, 2020 2:11 pm I notitced that SeaBlockMetaPack and A Sea Block Config are missing from the modlist.
Are those not needed anymore?
Fixed, thanks!


Let me know if you have any issues!
by KiwiHawk
Fri Dec 18, 2020 11:28 pm
Forum: Implemented mod requests
Topic: Allow hidden setting to always use the default_value
Replies: 9
Views: 8669

Re: Allow hidden setting to always use the default_value

Yes please! This is exactly what I need for Sea Block. Currently we've got a separate mod (A Sea Block Config) to do just this.

It's only an issue for bool-settings. The others I can force using allowed_values.
by KiwiHawk
Fri Dec 18, 2020 11:24 pm
Forum: Mod portal Discussion
Topic: User page should list collaborator mods
Replies: 3
Views: 1876

Re: User page should list collaborator mods

Hopefully this time it might get seen! I want to be able to see this for other people as well though, not just me.
by KiwiHawk
Fri Dec 18, 2020 2:37 pm
Forum: Mod portal Discussion
Topic: User page should list collaborator mods
Replies: 3
Views: 1876

User page should list collaborator mods

Going to a user's page on the mod portal lists all of their mods. It would be useful if it also listed all mods they are collaborators on.

Unless there already is some way to see all the mods I'm a collaborator on?
by KiwiHawk
Thu Dec 17, 2020 1:15 pm
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.16
Replies: 158
Views: 213702

Re: [MOD 1.1] Sea Block Pack 0.5.0

CornedBee wrote: Thu Dec 17, 2020 10:10 am Does this also remove the technologies?
Yes, that's right 🙂
by KiwiHawk
Wed Dec 16, 2020 5:21 pm
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.16
Replies: 158
Views: 213702

Re: [MOD 1.1] Sea Block Pack 0.5.0


Is adding Angels' industries (WITHOUT component mode) still on the radar map for the complex nuclear fuel recipes? It works well (I run that way myself), so it sholud be just a change in the modlist.


I've had a few requests so I will be investigating. The bots would be a big change to the ...
by KiwiHawk
Wed Dec 16, 2020 5:19 pm
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.16
Replies: 158
Views: 213702

Re: [MOD 1.1] Sea Block Pack 0.5.0


I tryed it and the "default landfill type" is set to landfill instead of sand in mod settings, i dont know if its intended but it seems like an unintentional change as i dont see it in changelog (and vanilla landfill is ugly :) )
I like the hydroplant recipe change and the tech tree is way better ...
by KiwiHawk
Wed Dec 16, 2020 12:35 am
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.16
Replies: 158
Views: 213702

Re: [MOD 1.1] Sea Block Pack 0.5.0

Hi!

As some of you I'm sure have noticed, I'm not Trainwreck. He's been nice enough to trust me to update his modpack. This is my first release. Please let me know if you come across any issues!

KiwiHawk
by KiwiHawk
Tue Dec 15, 2020 10:50 pm
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.16
Replies: 158
Views: 213702

[MOD 1.1] Sea Block Pack 0.5.16

Type: Mod Pack
Name: Sea Block
Description: Lots of water.
License: Modpack, refer to individual mods for each license
Version: 0.5.16
Release: 2023-02-27
Tested-With-Factorio-Version: 1.1.109
Download-Url: SeaBlockPack_0.5.16.zip
Sea Block mod changelog: https://mods.factorio.com/mod/SeaBlock ...
by KiwiHawk
Fri Dec 04, 2020 1:56 pm
Forum: Angels Mods
Topic: Missing Prerequisites
Replies: 26
Views: 15388

Re: Missing Prerequisites

Vegetable Oil Filtration 2 can be unlocked before Ceramic Filters.
Suggested fix: Split Plant Pressing tech into two. Move Vegetable Oil Filtration 2 recipe to Plant Pressing 2. Either have Plant Pressing 2 depend on Slag Processing 2. Or have ceramic filter creation and washing recipes also ...
by KiwiHawk
Fri Dec 04, 2020 1:34 pm
Forum: Modding interface requests
Topic: Control over Map Generator Settings
Replies: 2
Views: 2190

Control over Map Generator Settings

I'm working on updating Sea Block for 1.1 and am trying to clean up how the Map Generator Settings screen looks.

1. Hide Resources tab
I'm removing all the autoplace controls except for enemy bases. The Resources tab is completely empty. It would be nicer if it was hidden. Either it would auto ...
by KiwiHawk
Fri Nov 27, 2020 9:34 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 117953

Re: [0.16] Space Extension Mod (SpaceX)

Would you be able to update this for 1.1 please? Thanks!! :D

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