Mod Issue
Posted: Thu Nov 09, 2017 2:20 am
I'm trying to install the modpack, but no matter what I try, Angel's Petrochem is not compatible with Angel's Refining, for some odd reason. Anyway I can fix this?
Um, if you think that's insane, you should look ahead to the FTL technologies. In my build (and maybe I set it up wrong) each of the FTL techs costs 40k or so of every science pack. I like the scenario, but I think that's more factory than I really want to build. We will see if I keep coming back to itRagoras wrote:that's insane ... you have to make so many stuff to just research sniper turrets? :/ i think that's unbalanced
I suspect Nilaus has disabled the LandfillPainting mod. It's purely cosmetic, without it the only landfill type available is base game grass landfill.Mr. Tact wrote:I was watching Nilaus play this and he started on grass instead of desert. How do I do that? I try restarting several times and I always get desert. Is this the result of one of the additional mods he is using?
You should check your mod settings, in particular the ScienceCostTweaker technology cost multiplier. The default when sea block pack is installed should be 'noadjustment'.Flux Faraday wrote: Um, if you think that's insane, you should look ahead to the FTL technologies. In my build (and maybe I set it up wrong) each of the FTL techs costs 40k or so of every science pack. I like the scenario, but I think that's more factory than I really want to build. We will see if I keep coming back to it
See? Is that intended, or is my setup incorrect?
Hmm, how would that effect the tile I start on? And the reason I am asking is because it isn't just cosmetic, right? You move slower on desert. Does the Landfill Painting mod cause the default landfill to be a desert tile?Trainwreck wrote:I suspect Nilaus has disabled the LandfillPainting mod. It's purely cosmetic, without it the only landfill type available is base game grass landfill.Mr. Tact wrote:I was watching Nilaus play this and he started on grass instead of desert. How do I do that? I try restarting several times and I always get desert. Is this the result of one of the additional mods he is using?
Thanks for that. I didn't know about the options->mods menu. Meanwhile I had removed the ScienceCostTweaker mod and started again. It's all good.Trainwreck wrote:Short Answer: From the main menu, click Options, then click Mods, then click Reset.
Mystery solved. I didn't use the pack. I built it up from the list a few mods at a time, so what you say is exactly what happened. Thanks again!Trainwreck wrote:...if you have previously run ScienceCostTweaker without sea block then the setting will already have been initailized to 'normal'.
FYI: Another change is he doesn't have ScienceCostTweaker, because I can see his recipes for red and green research packs are vanilla.Mr. Tact wrote:I was watching Nilaus play this and he started on grass instead of desert ... Is this the result of one of the additional mods he is using?
If you are talking about the green science packs only needing iron and copper -- he updated to mod-pack so he now has the recipes requiring tin and lead for green science.Flux Faraday wrote:FYI: Another change is he doesn't have ScienceCostTweaker, because I can see his recipes for red and green research packs are vanilla.
I was wondering about this too. Unless I'm missing something it seems you always want to just smelt Iron Plates into Steel Plates? Is that right?jonhwoods wrote:-Liquid steel has a lower steel yield than old fashioned smelting?
It also happen in a normal bobs/angels, not related to sea block pack. Mostly angels forget to remove the building.jonhwoods wrote:(...)
-Early on you can research and build the small Bob's electrolyzer which can't do anything it seems.(...)
Yeah early on, you mostly wait for landfill to be made so this trick is usefull. But the modpack must'n rely on it as it should disappear in 0.16.jonhwoods wrote:(...)
-Abusing the 4 tiles per landfill bug allows me to have a very large base later on but seems required early game. It takes more time to carefully manually place it so I might switch to the regular paintbrush later on. Seems balanced overall.
which research queue mod have you installed so I can check the problem ?mathturtle wrote:So I got a weird glitch today... I had been working on my seablock base for a while to build resources and I decided to add research queue to help with AFKing long techs. So I installed the mod, but forgot to enable it and when factorio came back up, it said "cannot find file '__base__/graphics/icons/alein_artifact.png'" and disabled a bunch of mods (something from bobs and everything that depends on it including lots of qol mods like whats-it-really-used-for). Fortunately I had a copy of 0.14 around that I could grab the file from and stick it in the right folder , but I figured I'd report it here in case anyone else sees this.
The file you want is 0.14_install/data/base/graphics/icons/alien_artifact.png and you copy it to 0.15/install/data/base/graphics/icons/alien_artifact.png. Of course it would be nice if whatever mod is causing it could fix it, but posting the workaround here in case anyone else hits this.
Here is only a modpack, better find which mod is conflicting then ask both author if they can do something. I looked into the problem and it rely on gotlag's end, he check a fuel value for something that haven't any fuel value.bearcoco wrote:Requesting Compatibility:
https://mods.factorio.com/mods/GotLag/Flare%20Stack
Or something similar to delete unwanted items.
For example: Jivolite Chunk recipe in an Ore Sorting Facility gives 1 slag, 2 iron ore, 2 copper ore, 1 zine ore, and 1 aluminium ore. In my save I do not need the iron or copper ore, just the slag for slag stuff and the other 2 types of ores, aluminium & zinc, for advancing. I have tried to install the mod myself but I believe something is conflicting it and I have no clue what is and if possible to make it no longer conflict and when that failed I tried different machines already in the modpack like the Clarifier since its for liquids when I turned the metal into molten metal and the Flare Stack thats already in the game just to try it and neither worked. So far what Ive found is theres only ways to delete liquids and gases but not way to delete items like ore.
This one: https://mods.factorio.com/mods/Doomquill/research-queue v1.5.1 (latest w/ no annoying popup) Reading the notes on the mod portal, this may be a problem with research queue though. If there is a version of research queue or a similar mod that works better, please let me know.Neemys wrote:which research queue mod have you installed so I can check the problem ?