BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...

Topics and discussion about specific mods
Super Mikal
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Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...

Post by Super Mikal »

Karnifex wrote:
Sat Jan 28, 2023 12:39 pm
Since it is -in our world- so important for many industrial products: Nickel !
In the first post he's recommended and linked to If I Had a Nickel and Brass Tacks. They're good!

Karnifex
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Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...

Post by Karnifex »

Super Mikal wrote:
Mon Mar 06, 2023 9:51 pm
Karnifex wrote:
Sat Jan 28, 2023 12:39 pm
Since it is -in our world- so important for many industrial products: Nickel !
In the first post he's recommended and linked to If I Had a Nickel and Brass Tacks. They're good!
Yes, I looked at the mods and they seem good, if not very good BUUUUT... I am worried about their integration/compatibility with SE+K². That is why I'm using BZ Mods: they are made with SE+K² in mind.

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Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...

Post by ValthumArdes »

Thank you so much for another great mod. I feel that K2 + SE + all BZ will now be an amazing challenge for many hundreds of hours.
Now that all the major mods on the list have been released, do you plan to focus on the backburner list? I honestly think that 11 mods with new elements is probably enough (but I wouldn't despise one more :lol: ).
Thanks again, your mods are some of the best and more balanced in the whole game.

Super Mikal
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Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...

Post by Super Mikal »

Karnifex wrote:
Tue Mar 14, 2023 8:11 pm
Super Mikal wrote:
Mon Mar 06, 2023 9:51 pm
Karnifex wrote:
Sat Jan 28, 2023 12:39 pm
Since it is -in our world- so important for many industrial products: Nickel !
In the first post he's recommended and linked to If I Had a Nickel and Brass Tacks. They're good!
Yes, I looked at the mods and they seem good, if not very good BUUUUT... I am worried about their integration/compatibility with SE+K². That is why I'm using BZ Mods: they are made with SE+K² in mind.
Oh they're absolutely compatible and well integrated, have a look at their change logs

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Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...

Post by Nezgal »

Hello, I'd love to try your mods with IR3, are they compatible or is compatibilty planned for a future update?

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Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...

Post by Xorimuth »

Nezgal wrote:
Fri Aug 11, 2023 6:46 pm
Hello, I'd love to try your mods with IR3, are they compatible or is compatibilty planned for a future update?
Definitely not compatible, and I don't think compatibility is likely to ever come. IR3 is already incredibly well balanced - I don't think that adding mods like BZ to it will enhance that.
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Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...

Post by I <3 Factories! ;) »

Hi,
I do LOVE the mod so far...

Just one thing: Silicon!
Killing my mood atm.!
Not complicated to make at all but for me the scaling is way OFF ... too repetative ... too boring ...
Please fix the ratios around Silicon ... please?

GJ otherwise, for the moment I'll just "analyze, adapt and overcome" ... hope it does not get worse later ... (just contemplating "Blue Circuits" atm ;) )

Cheers, pretty good job otherwise <3

Renay Edor
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Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...

Post by Renay Edor »

So... I really don't want my first post to be made out as one of "those guys", but I am curious enough to ask and apologize if this is rude or inappropriate, please let me know, but; Is there a status on the BZ mods being updated to 2.0? Is there somewhere I can go to see the progress of these updates. I checked the github and didn't see anything that looked like update information (the last update on Brevvens profile was from May). I absolutely L O V E the BZ mods and would love to try and beat the game using them, but I'd also love to play on 2.0 (not Spage Age, not yet. I understand that's an entirely separate beast) using them.

On the note of Space Age, like I said, adding a handful of new planets and process' would need an effective complete rewrite of the tech tree as well as potentials for planet-specific ores to further extend the game stage. As of the time of writing this post I have NOT played (nor looked at any info for) Space Age, but I do plan to get it soon, I want to try and beat the base game again without any intermediate mods just to get a feel for the new 2.0 and try things I haven't before. But when the time comes that info/suggestions are needed for updating with Space Age, I'd love to help out when I have the relevant information to contribute!

Thanks so much for making these mods and I understand that they're a work of passion and you make little (if any) profit from them, and thus Real Life comes first. I eagerly await progress info for 2.0/SA when the time comes! Have a great day/night/time zone!

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Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...

Post by brevven »

Hi. Sorry for the relative silence. I have added a note to the top of the first post in this thread. TL;DR they will be updated, I hope to by end of this year.

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Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...

Post by Renay Edor »

Awesome to hear Brevven! Thanks again for your mods and all the work you've put into them, I'm looking forward to them get updated, and hopefully there isn't to many issues making them 2.0/SA compatible!

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