Only 150 hours?? I'm already 50 hours into my game, and only have the T1 and T2 metals automated. And crappily at that. You must have had a plandraziel wrote: That was a long game :/

Only 150 hours?? I'm already 50 hours into my game, and only have the T1 and T2 metals automated. And crappily at that. You must have had a plandraziel wrote: That was a long game :/
That doesn't work either , same error message.Bilka wrote:The first post doesn't list Bob's config in the required mods. So you should just download the pack from the first post and it should run.
Since there seems to be discussion/concern around the gold requirement for blue science packs it would be interesting to hear how you addressed the issue. If you completed in 150 hours it would seem you found a solution...draziel wrote: That was a long game :/
Khaim wrote:foxxxy_j, try this:
- Delete all your mods.
- Install the seablock modpack.
- Try to start a game.
- Assuming that works, re-install other mods one at a time.
Code: Select all
if tech.effects then
for ek, effect in pairs(tech.effects) do
assert(type(effect) != "number", "Bad effect value in tech " .. tech.name)
if effect.type == "unlock-recipe" then
Anyone who has the problem of too low difficulty is welcome to adjust the mod settings: Seriously though, the ScienceCostTweaker 'uberwaffe' technology cost multiplier seems perfectly playable for an extended late game.bobucles wrote:Clearly the difficulty level is set too low.That was a long game :/
Let's try something different. Try installing my 'Sea Block Pack' mod. You should be able to find it in the in game mod browser. You'll also need to install all the dependencies. I don't know any way to get factorio to install mod dependencies automatically. so it will be a bit of clicking busywork to install each dependency.foxxxy_j wrote: Also tried , didnt work , i even reinstalled the game fresh , installed the mod, didnt work , installed all the mods it needs, didnt work, installed the bobs edit mod, didnt work.
So basicly ive tried everything that has been explained on this website and the other forums, yet it doesnt work.
I switched versions aswell ... didnt work either...
So... yea...
washing is great to create nodules for slag slurry. Much better than slag. Although i agree, that it seems strange, that mudwater processing yields less landfill.Requia wrote:Suggestion: make the mudwater to landfill process more efficient.
Right now the most energy efficient way to get landfill is from dirtwater electrolysis. Dirtwater is approximately 3MJ/landfill vs 18.75 MJ for mudwater landfills, and more per building resource as well. This both lacks much in the way of sense and is poor gameplay. It makes far more sense to dredge for dirt rather than evaporate all water and build from dissolved minerals. And since washing has to be unlocked (quite a difficult process in the early game) there should be a reward for that unlock (at present it isn't useful for some time).
Just wanted to add that I think the gold requirements are too unbalanced as well. You need 10 mark 1 rubyte crystalizers to feed one blue science assembler. That's a lot more than any of the other ores. I think, at the very least, the gold required should be reduced.Khaim wrote:There is a thousand-fold difference between the silver and gold requirements.Trainwreck wrote:No plans to change this. Blue science requires both gold and silver(resin catalyst), the only way to get those from green science level is via the multiple-output chunk sorting recipes. The progression of [chunk sorting -> gold+silver -> blue science -> research better ways of making gold+silver] is interesting enough to keep.Khaim wrote:Request: Can Seablock fix the blue science pack to use bronze instead of gold?The silver required is so minimal that you can easily do it manually. One stack of Crotinnium Chunks gives you 16 silver, plus some leftovers than you can take care of by hand. Those 16 silver are enough for 10 blue techs (1600 blue-packs worth). That's plenty of time to set up a proper silver line. In contrast, 16 gold gets you one blue pack.
- 1 silver ore -> 10 green catalyst -> 1000 Formaldehyde -> 50 Resin -> 100 Phenolic board -> 100 Circuit board -> 100 Electronic circuit board ~>>> 100 Blue Science
- 1 gold ore -> 1 gold plate ~>>> 0.1 Blue Science
I had that question as well. The only way I've found is to research "Advanced Electronics" which gets you a "Full Spectrum Atomics Lab". There probably should be a lab that goes with the mil science pack, as the blue one is quite farther along. I took to building around the worms. Made for a weird looking base.Mycophilia wrote:How do you do military research? I've made the science packs but I'm having a hard time finding a research lab that will take them as input.
Those sniper turrets mk1 can outrange the worms (except behemoth). So, they are kind of OP imho.Ragoras wrote:that's insane ... you have to make so many stuff to just research sniper turrets? :/ i think that's unbalanced