Search found 66 matches

by Flux Faraday
Sat Nov 11, 2017 3:04 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1012765

Re: [0.15] Sea Block Pack 0.1.6

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?
FYI: Another change is he doesn't have ScienceCostTweaker, because I can see his recipes for red and green research packs are vanilla.
by Flux Faraday
Fri Nov 10, 2017 8:08 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1012765

Re: [0.15] Sea Block Pack 0.1.6

Short Answer: From the main menu, click Options, then click Mods, then click Reset. 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. ...if you have previously run ScienceCostTweaker without sea block th...
by Flux Faraday
Fri Nov 10, 2017 3:42 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1012765

Re: [0.15] Sea Block Pack 0.1.6

that's insane ... you have to make so many stuff to just research sniper turrets? :/ i think that's unbalanced 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...
by Flux Faraday
Mon Nov 06, 2017 12:38 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1012765

Re: [0.15] Sea Block Pack 0.1.6

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. 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". T...
by Flux Faraday
Tue Oct 31, 2017 7:44 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1012765

Re: [0.15] Sea Block Pack 0.1.6

draziel 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 plan :)
by Flux Faraday
Mon Oct 30, 2017 10:36 pm
Forum: Mods
Topic: I think I've modded myself into an autoloss
Replies: 9
Views: 5674

Re: I think I've modded myself into an autoloss

I love this post. I have no idea what the answer to your question is, but the notion of an unwinnable start is appealing in a masochistic sort of way. A couple of years ago I was playing Dytech, which was totally winnable. But I got off to too slow a start. As the evolution factor grew and I started...
by Flux Faraday
Thu Jun 08, 2017 9:27 am
Forum: Not a bug
Topic: [0.15.17] Blueprint delete order expires, build order doesn'
Replies: 6
Views: 2516

Re: [0.15.17] Blueprint delete order expires, build order doesn'

Thank you. And please excuse my sometimes thin-skinned nature. This exchange has reminded my why I retired.
by Flux Faraday
Thu Jun 08, 2017 1:55 am
Forum: Not a bug
Topic: [0.15.17] Blueprint delete order expires, build order doesn'
Replies: 6
Views: 2516

Re: [0.15.17] Blueprint delete order expires, build order doesn'

Sorry for the noise. Ya know. Screw that. I withdraw that. This: A bug is when something we've written doesn't work as we intended it to. Not "I want the behavior changed". is a snide rebuke. One that was not deserved. I have never spent time on these forums whining that the game isn't wh...
by Flux Faraday
Wed Jun 07, 2017 11:21 pm
Forum: Not a bug
Topic: [0.15.17] Blueprint delete order expires, build order doesn'
Replies: 6
Views: 2516

Re: [0.15.17] Blueprint delete order expires, build order doesn'

Cool, cool. Thanks for the prompt feedback :)
p.s. There is no way for any of us to know if it is working as you intended it to. Thus the sometimes extraneous bug reports. Sorry for the noise.
by Flux Faraday
Wed Jun 07, 2017 9:19 pm
Forum: Not a bug
Topic: [0.15.17] Blueprint delete order expires, build order doesn'
Replies: 6
Views: 2516

[0.15.17] Blueprint delete order expires, build order doesn'

I <ctrl>-clicked a blueprint (which marks logs and trees for deletion), left the area, then came back with construction bots hours later. I was puzzled to see them hovering over build sites, then realized the red X was missing on each tree or log that had bots hovering over it. I suspect the delete ...
by Flux Faraday
Fri May 05, 2017 7:05 pm
Forum: Duplicates
Topic: 0.15.7 Engine not loading fuel.
Replies: 5
Views: 1598

Re: 0.15.7 Engine not loading fuel.

A restart was needed. Thank you.
by Flux Faraday
Fri May 05, 2017 6:57 pm
Forum: Duplicates
Topic: 0.15.7 Engine not loading fuel.
Replies: 5
Views: 1598

Re: 0.15.7 Engine not loading fuel.

Thanks much. I'm curious why I'm behind a version. Maybe 15.8 isn't pushed to Steam yet...
by Flux Faraday
Fri May 05, 2017 6:54 pm
Forum: Duplicates
Topic: 0.15.7 Engine not loading fuel.
Replies: 5
Views: 1598

0.15.7 Engine not loading fuel.

As of 15.7 none of my engines are loading fuel. At first I thought it was a problem with new trains, but the existing trains are slowly running out. Anyone else seeing this?
by Flux Faraday
Tue Sep 13, 2016 10:14 am
Forum: Mods
Topic: [MOD 0.14] Flux's Expensive Technology
Replies: 23
Views: 33901

Re: [MOD 0.14] Flux's Expensive Technology

There may be an unintended consequence... It's tricky to fix though. Part of the reason this mod works with most others is that it is strictly algorithmic. There is no hand-tweaking or exception table built in. It doesn't have tunings like "if the research is follower-robot-count, then reduce ...
by Flux Faraday
Sat Aug 27, 2016 5:19 am
Forum: Mods
Topic: [MOD 0.14] Flux's Expensive Technology
Replies: 23
Views: 33901

Re: [MOD 0.12.22] Expensive Technology

I bumped the version to 0.14. No other changes. Let me know if you need one specifically for 13, I'll see if there is a way to do that simply.
by Flux Faraday
Fri Jul 08, 2016 7:21 am
Forum: Mods
Topic: [MOD 0.14] Flux's Expensive Technology
Replies: 23
Views: 33901

Re: [MOD 0.12.22] Expensive Technology

hoho wrote:...

Code: Select all

  "factorio_version": "0.13"
added to info.json ...
Thank you! I'll do that sometime soon. (next couple days I hope)
by Flux Faraday
Fri Jul 08, 2016 3:05 am
Forum: Mods
Topic: [MOD 0.14] Flux's Expensive Technology
Replies: 23
Views: 33901

Re: [MOD 0.12.22] Expensive Technology

Transfer? What do you mean? Does it not work in 13? Or is there something else?
by Flux Faraday
Fri Jan 29, 2016 10:26 am
Forum: Mods
Topic: [MOD 0.13.x] No Hand Crafting (0.13.0)
Replies: 54
Views: 73435

Re: [MOD 0.12.x] No Hand Crafting (0.12.2)

I'm enjoying the heck out of this mod. Thank you for it!
by Flux Faraday
Thu Jan 28, 2016 5:46 pm
Forum: Mods
Topic: [MOD 0.14] Flux's Expensive Technology
Replies: 23
Views: 33901

Re: [MOD 0.12.2] Expensive Technology

I can throw you a list of mods. Wow! That is quite the list of mods. Anyway, yes, there is a cycle in the tech tree. A technology called "adv-com-drones" has itself as a prerequisute either directly or through some chain of techs. Here is an updated version of my mod which gets past this ...
by Flux Faraday
Thu Jan 28, 2016 7:05 am
Forum: Mods
Topic: [MOD 0.14] Flux's Expensive Technology
Replies: 23
Views: 33901

Re: [MOD 0.12.2] Expensive Technology

Airat9000 wrote:Stack Overflow
Which mods are you using? It doesn't do that on vanilla 0.12.22. The techs are updated by recursive descent, so a very deep tech tree (or a cyclic one) might cause this.

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