Search found 44 matches
- Mon May 04, 2020 11:53 pm
- Forum: Bob's mods
- Topic: [0.18] Please post bugs and balance issues here.
- Replies: 185
- Views: 57835
Re: [0.18] Please post bugs and balance issues here.
Hello, Just wanted to drop in here and comment on balancing for the Plasma Turret—it is way too strong. I am about half way through an Angels + Bobs run (well developed blue science, just got Electronic Circuit Boards, but don't have titanium). My biter evolution is 78% and a Plasma Turret Mk1 easil...
- Sat Dec 16, 2017 1:52 am
- Forum: Not a bug
- Topic: [kovarex] [16.0] Inserting on underground belt behaves different
- Replies: 24
- Views: 27724
Re: [kovarex] [16.0] Inserting on underground belt behaves different
I hope we can keep the behavior of side-loading fully compressing belts. Otherwise, it is incredibly clunky to setup priority belts since they have to be split into two and recombined or else lose a few % of capacity. Similarly, belt collimators (https://steamcommunity.com/app/427520/discussions/2/3...
- Fri Aug 11, 2017 11:25 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 77507
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
Hello, This new buffer chest is excellent! Though one challenge I did like was figuring out how to supply distant bases. I am a little disappointed that this change will make it so that there's no reason not to run one humongous logistic network across the whole map and never solve the problem of de...
- Tue Aug 01, 2017 8:16 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1576283
Re: Development and Discussion
Hello, Just wanted to give a little balancing feedback: - In our current play-through, my friends and I created a factorissimo that outputs wood and plastic and consumes nothing (but power). I think Bob's Greenhouses + Cellulose chains are unbalanced in this respect. We've managed to avoid most of P...
- Sat Jul 29, 2017 9:52 pm
- Forum: Bob's mods
- Topic: "Pump" makes unlimited fluids?
- Replies: 1
- Views: 2113
"Pump" makes unlimited fluids?
Hello, I'm playing Angel's + Bob's, so apologies if this is in the wrong forum. I noticed the pump now produces unlimited saline water, purified water, and regular water in unlimited quantities. Is this intended? Seems like it's a little bit cheating in that it greatly simplifies piping and in the c...
- Mon Jul 24, 2017 9:41 pm
- Forum: Angels Mods
- Topic: Slagless refining overpowered?
- Replies: 10
- Views: 6979
Slagless refining overpowered?
Hello, I'm playing through Bobs + Angels (all mods) now and enjoying it. Thank you for all your hard work. One thing that has always bugged me is I can't understand why I'd ever invest in slag-producing refining when slag-free production comes so early in the tech tree. In my 0.15 game, I'm at the p...
- Sat Jun 17, 2017 9:46 pm
- Forum: Bob's mods
- Topic: Nuclear ideas (Thorium and others)
- Replies: 69
- Views: 38438
Re: Nuclear ideas (Thorium and others)
The depleted water should not be recyclable, I was going to suggest "mineral water" but then realized that's an Angel's thing. There should be a concept of a wastewater that isn't useful for anything. To be more precise, the steps would be: - Sulfide process that consumes water and small a...
- Sat Jun 17, 2017 5:19 pm
- Forum: Bob's mods
- Topic: Nuclear ideas (Thorium and others)
- Replies: 69
- Views: 38438
Re: Thorium ideas
Make Plutonium 238 by bombarding uranium 238 with a deuteron, a Deuterium nucleus. I wouldn't mind adding a Deuterium mining option, which itself can be used as a nuclear fusion fuel... how do you separate heavy water (Deuterium oxide) into deuterium and oxygen? Electrolysis perhaps? In the real wo...
- Sat Jun 17, 2017 1:44 am
- Forum: Bob's mods
- Topic: Nuclear ideas (Thorium and others)
- Replies: 69
- Views: 38438
Re: Thorium ideas
Make Plutonium 238 by bombarding uranium 238 with a deuteron, a Deuterium nucleus. I wouldn't mind adding a Deuterium mining option, which itself can be used as a nuclear fusion fuel... how do you separate heavy water (Deuterium oxide) into deuterium and oxygen? Electrolysis perhaps? In the real wo...
- Thu Jun 15, 2017 7:50 pm
- Forum: Mods
- Topic: [0.15, 0.16] Nuclear Fuel
- Replies: 19
- Views: 17527
Re: [0.15] Nuclear Fuel
Very cool! Thank you for this work, it already makes the nuclear cycle more interesting, KEP is a disappointment. If you're still developing the mod, some suggestions that may add more depth to the gameplay: Place special requirements on breeding the require a custom nuclear design. Not sure if it's...
- Thu Jun 15, 2017 5:57 pm
- Forum: Bob's mods
- Topic: Free Energy [No modules]
- Replies: 16
- Views: 7827
Re: Free Energy [No modules]
Requiring very hot steam to make hydrogen isn't a good idea IMO. For starters... why? I'll toss out two reasons/mechanics I think it's worth considering before deferring to your better judgement on playability and balance: - Early game, the goal is to make it impossible to setup a free energy machi...
- Tue Jun 13, 2017 11:20 pm
- Forum: Bob's mods
- Topic: Free Energy [No modules]
- Replies: 16
- Views: 7827
Re: Free Energy [No modules]
Would you want me to make it an option to change the ingredient of the pure water recipe from Water to Steam? I haven't played enough or done enough math to really know for sure, but in general I like the idea of steam as an input because it significantly changes the energy balance once nuclear pow...
- Fri Jun 02, 2017 5:34 pm
- Forum: Angels Mods
- Topic: Recipe-less Crushers?
- Replies: 1
- Views: 1610
Recipe-less Crushers?
Hello, Angel, first just want to say your mods and great and I find the attention to detail in graphics and structure especially impressive. Thank you for sharing your hard work and adding new depth and challenges to an already challenging game. :) I have a question regarding ore crushing. Have you ...
- Mon May 29, 2017 10:02 pm
- Forum: Balancing
- Topic: [0.15.12] Steam engine efficiently consumes 500C steam
- Replies: 12
- Views: 6157
Re: [0.15.12] Steam engine efficiently consumes 500C steam
Hello, I have feels on this topic: I originally expected there to be some kind of advantage using both turbines and engines. Like, turbines can be used a high temp, "topping" cycle, and then engines can be used as a low temp "bottoming" cycle to maximize energy extraction. My exp...
- Thu May 25, 2017 2:42 am
- Forum: Balancing
- Topic: Kovarex Enrichment is not fun
- Replies: 84
- Views: 41610
Re: Kovarex Enrichment is not fun
Your idea for the breeder reactor just doesn't jive with existing concepts in the game. There is nothing else that requires multiple minutes to craft. The rocket silo is a special case, but I don't think that a nuclear reactor setup should be at that same level of complexity. Launching the rocket w...
- Thu May 25, 2017 12:35 am
- Forum: Balancing
- Topic: Kovarex Enrichment is not fun
- Replies: 84
- Views: 41610
Kovarex Enrichment is not fun
Hello, I wanted to give ya'll some feedback on the Kovarex Enrichment Process. I think it detracts rather than enhances the game. For me, the gameplay simply became: 1) Get enrichment. 2) Grind 40 U-235 over several hours 3) Grind Kovarex for a few more hours until I had ~10 centrifuges running the ...
- Wed May 24, 2017 2:26 am
- Forum: Bob's mods
- Topic: Nuclear ideas (Thorium and others)
- Replies: 69
- Views: 38438
Re: Thorium ideas
I have to agree with that point on recycling. koverax process is just, wrong. and what do I get out of my spent fuel? effective garbage, you don't even get the iron back. So one of the changes I would make to that is you need to make a fuel canister or something, which you get back when recycling. ...
- Sun May 21, 2017 12:53 am
- Forum: Bob's mods
- Topic: Nuclear ideas (Thorium and others)
- Replies: 69
- Views: 38438
Re: Thorium ideas
I think a more interesting breeder-reactor chain would be interesting. In addition to being unrealistic, I found the Kovarex Enrichment Process to be somewhat disappointing because instead of building a reactor, I just waited an extra two hours until I built up 40 U-235, could start one enrichment m...
- Sat May 20, 2017 5:36 pm
- Forum: Releases
- Topic: Version 0.15.12
- Replies: 103
- Views: 56623
Re: Version 0.15.12
It's also worth noting that reactors don't produce a spent fuel cell until after the fuel is used up. With read hand contents on an inserter removing the spent fuel cell, it is possible to pulse a signal to the fuel loading inserter to load one fuel cell each time a spent fuel cell is removed. Coup...
- Sat May 20, 2017 3:07 am
- Forum: Releases
- Topic: Version 0.15.12
- Replies: 103
- Views: 56623
Re: Version 0.15.12
I'm not sure how it worked before 0.15.11, but I was playing with reactor control using the circuit network. The idea was to have a bank of accumulators and when as they discharged, fuel would get loaded into progressively more reactors. For example, at 90% reactor 1 would get fuel, at 80% reactor 2...