Search found 76 matches

by KiwiHawk
Thu Dec 24, 2020 5:12 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 705256

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: 705256

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 0.5.7
Replies: 102
Views: 46717

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 0.5.7
Replies: 102
Views: 46717

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: 1456

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: 301

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: 301

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 0.5.7
Replies: 102
Views: 46717

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 πŸ™‚
by KiwiHawk
Wed Dec 16, 2020 5:21 pm
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.7
Replies: 102
Views: 46717

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 balance o...
by KiwiHawk
Wed Dec 16, 2020 5:19 pm
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.7
Replies: 102
Views: 46717

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 wa...
by KiwiHawk
Wed Dec 16, 2020 12:35 am
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.7
Replies: 102
Views: 46717

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 0.5.7
Replies: 102
Views: 46717

[MOD 1.1] Sea Block Pack 0.5.7

Type: Mod Pack Name: Sea Block Description: Lots of water. License: Modpack, refer to individual mods for each license Version: 0.5.7 Release: 2021-09-11 Tested-With-Factorio-Version: 1.1.39 Download-Url: SeaBlockPack_0.5.7.zip Changelog: https://mods.factorio.com/mod/SeaBlock/changelog This modpack...
by KiwiHawk
Fri Dec 04, 2020 1:56 pm
Forum: Angels Mods
Topic: Missing Prerequisites
Replies: 26
Views: 3001

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 unlocke...
by KiwiHawk
Fri Dec 04, 2020 1:34 pm
Forum: Modding interface requests
Topic: Control over Map Generator Settings
Replies: 0
Views: 157

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 hide ...
by KiwiHawk
Fri Nov 27, 2020 9:34 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 64773

Re: [0.16] Space Extension Mod (SpaceX)

Would you be able to update this for 1.1 please? Thanks!! :D
by KiwiHawk
Fri Nov 27, 2020 9:33 am
Forum: Mods
Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
Replies: 150
Views: 23994

Re: [MOD 0.16.x, 0.17.x, 0.18.x] SCTM

Would you be able to update this for 1.1 please? Thanks!! :D
by KiwiHawk
Mon Nov 16, 2020 4:38 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 705256

Re: [1.0] Sea Block Pack 0.4.10

One of the changes in Angel's Petrochemical Processing has broken Sea Block again. (Missing icon liquid-multi-phase-oil.png)
I've made a small helper mod to patch this and another minor Sea Block bug. https://mods.factorio.com/mod/kiwihawksseablockpatch
by KiwiHawk
Fri Nov 13, 2020 9:00 am
Forum: Angels Mods
Topic: Missing Prerequisites
Replies: 26
Views: 3001

Re: Missing Prerequisites

In the base game you never unlock a machine without at the same time unlocking at least one recipe that uses the machine. I saw someone post on the discord (I think) saying their chemical furnace was broken. There was nothing wrong with the furnace. It was the lack of any available recipes that was ...
by KiwiHawk
Fri Nov 13, 2020 8:57 am
Forum: Angels Mods
Topic: Missing Prerequisites
Replies: 26
Views: 3001

Re: Missing Prerequisites

As I proposed it, there would be twelve recipes unlocked. The first level of smelting tech is no use without also researching casting which is why I thought to combine them. They would be split at future levels. Thinking about it again, I see no reason why they couldn't be split right from the start...
by KiwiHawk
Thu Nov 12, 2020 7:47 pm
Forum: Angels Mods
Topic: Missing Prerequisites
Replies: 26
Views: 3001

Re: Missing Prerequisites

The one way that I can think of to split pre/post sensibly would be to combine a lot of the techs. The ores are already have tiers. All the ores from a tier could be combined into one tech. Optionally this could also "fix" the current situation where machines are unlocked before any recipe...

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