Search found 335 matches

by RocketManChronicles
Sun Jul 26, 2020 12:36 pm
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 95
Views: 9667

Re: Friday Facts #357 - Nuke

Question .. In the bottom video at the top of the screen there is a is a nuclear reactor. I can see it getting damaged by the atomic bomb .. shouldn't that have caused it to go into meltdown and explode too ? It was damaged, but not killed Thanks for the clarification, for some reason I had it in m...
by RocketManChronicles
Wed Nov 27, 2019 6:21 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 69672

Re: [0.17.x] Bob's Mods: General Discussion

Can you add two tiers of armored artillery wagons and napalm landmines? Napalm landmines aren't a bad idea though. I love putting the Distractor Mines close to the wall. Last minute extra defense and firepower to push back the hordes (Rampant AI mod). I also use a mix of landmines from the Natural ...
by RocketManChronicles
Sat Nov 16, 2019 8:33 pm
Forum: News
Topic: Friday Facts #321 - Countdown
Replies: 71
Views: 13494

Re: Friday Facts #321 - Countdown

I went back and found an older version of the same picture, and created a little comparison of before/after the color correction. Enjoy! MP4 compression makes the new colors look worse than they actually are, but it's still fun to compare. For a more accurate comparison, here are the old colors, an...
by RocketManChronicles
Tue Nov 12, 2019 1:12 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 214
Views: 40879

Re: [MOD 0.16] Realistic Reactors

@OwnlyMe I get the premise of how the heat pipe switch is supposed to work, but maybe I need a small clarification. It obviously is a remodel of the power switch, and operates the same way, I get that. But I noticed it does not "graphically connect" heat pipes to it. So, my assumption is it does con...
by RocketManChronicles
Tue Nov 05, 2019 1:37 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 69672

Re: [0.17.x] Bob's Mods: General Discussion

in theory, since it costs 1 fusion catalyst to make 10 fuel cells, but you have a 50% chance to get one back from recycling 5... that averages out to getting 1 out of 10... so in theory, unless you get unlucky, once you have a batch of deuterium fuel cells, you don't need the previous tiers to make...
by RocketManChronicles
Mon Nov 04, 2019 4:21 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 69672

Re: [0.17.x] Bob's Mods: General Discussion

Typically, I stick with stone furnaces until I can make electric, and only then do I upgrade. however... now that you can make heat sources out of steel furnaces, there's less of a need to avoid building them. These add an interesting "curve" to approaching the mid-game. It seems they would be much...
by RocketManChronicles
Thu Oct 31, 2019 3:02 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 69672

Re: [0.17.x] Bob's Mods: General Discussion

How does everyone play through the early game? Do you limp along with a minimalist factory and focus on getting through the tech ASAP, or do you keep your factories up to date as things go along? I find that I tend to “live with” a lot that really needs to be replaced because there is constantly so...
by RocketManChronicles
Wed Oct 30, 2019 1:36 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 69672

Re: [0.17.x] Bob's Mods: General Discussion

One question looking at the Overhaul notes here; what do the Plutonium (Uranium) and Plutonium-Thorium fuels cells turn into in the reactor? Plutonium fuel cell is basically just an upgraded Uranium fuel cell, you get a used up uranium fuel cell back out. and Plutonium-thorium is upgraded Thorium, ...
by RocketManChronicles
Wed Oct 30, 2019 12:55 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 69672

Re: [0.17.x] Bob's Mods: General Discussion

MCI 0.17.13: Added a nuclear overhaul. It's optional, off by default. It makes plutonium harder to get, adds a plutonium fuel cell for the uranium reactor, and adds fusion catalyst needed to make the deuterium fuel cell, and changes most used-up fuel cell results and fuel cell's recipes and fuel va...
by RocketManChronicles
Mon Oct 28, 2019 12:42 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 69672

Re: [0.17.x] Bob's Mods: General Discussion

You will accumulate Cobalt Oxide like you do Sodium Hydroxide. I have a huge Sodium Hydroxide deficiency at the moment. I'm having to vent hydrogen and chlorine just to keep the Chemical science going. Not that far in this game yet but that’s what I did in my Angel Bob game too. Now that it is on t...
by RocketManChronicles
Mon Oct 28, 2019 12:22 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 69672

Re: [0.17.x] Bob's Mods: General Discussion

Is Cobaltite a really rare spawn chance? I just spent about 15 minutes driving around in the car as soon as I unlocked it, and saw some of everything else. Single patches of Rutile and Gemstones, 2-3 of Uranium, Tungsten, Silver, & Gold. Plenty of Nickel, Galena, Zinc, Silicon, etc. I am using RSO ...
by RocketManChronicles
Wed Oct 16, 2019 7:27 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 500
Views: 203726

Re: [MOD 0.17] Orbital Ion Cannon 1.7.2

It seems that changes in the Mod Settings to the Cooldown time do not change the timer. I have set it to 3600 seconds for the cooldown in the menu, but the timer remains at 300 seconds. Can this be looked into? You're not expecting an already-active timer to change values, are you? The cooldown set...
by RocketManChronicles
Wed Oct 16, 2019 3:41 am
Forum: Combinator Creations
Topic: Will O' The Wisps Mod Blueprints
Replies: 0
Views: 448

Will O' The Wisps Mod Blueprints

As I have been in transition of taking over the Will O' The Wisps mod (still learning Lua), I noticed there was a lack of some detail pertaining to the mod's tools and items presented. A little circuit network knowledge here goes a long way, especially when it comes to energy savings (if you care) i...
by RocketManChronicles
Sun Oct 13, 2019 11:28 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 69672

Re: [0.17.x] Bob's Mods: General Discussion

Mecejide wrote:
Sun Oct 13, 2019 6:22 pm
Can you add a fusion-powered laser robot and a fusion-powered laser robot capsule with an unlimited lifespan?
This feels way overpowered... lol.
by RocketManChronicles
Fri Oct 11, 2019 5:50 pm
Forum: News
Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
Replies: 65
Views: 10704

Re: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters

I am happy with the new biter changes. That attack looks so much better now. I welcome the challenge of those attack waves rather than the 'mating dance' followed by a small stream of biters to the defenses. Rampant AI mod may have just gotten extremely HARD with this. Waves of 200+ biters may actua...
by RocketManChronicles
Sun Oct 06, 2019 10:50 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 500
Views: 203726

Re: [MOD 0.17] Orbital Ion Cannon 1.7.2

It seems that changes in the Mod Settings to the Cooldown time do not change the timer. I have set it to 3600 seconds for the cooldown in the menu, but the timer remains at 300 seconds. Can this be looked into?
by RocketManChronicles
Sat Oct 05, 2019 2:19 pm
Forum: News
Topic: Friday Facts #315 - New test servers
Replies: 69
Views: 11226

Re: Friday Facts #315 - New test servers

I love the video! The music certainly added to the excitement. He plays like I do, enemies at MAXIMUM OVERLOAD! I enjoy barely hanging on against waves of countless biters. My UPS dies, but the warfare of my factory machine against the biters is endless. Love this game with the mods!
by RocketManChronicles
Thu Oct 03, 2019 11:29 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 69672

Re: [0.17.x] Bob's Mods: General Discussion

I've got a question. I'm sure this must have been discussed before, but I searched around in this thread and couldn't find what I'm looking for. Especially in the late game, I find myself needing to move massive amounts of liquid from here to there. My 500 boilers need water from yonder lake way ov...
by RocketManChronicles
Thu Oct 03, 2019 11:29 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 69672

Re: [0.17.x] Bob's Mods: General Discussion

I've got a question. I'm sure this must have been discussed before, but I searched around in this thread and couldn't find what I'm looking for. Especially in the late game, I find myself needing to move massive amounts of liquid from here to there. My 500 boilers need water from yonder lake way ov...
by RocketManChronicles
Mon Sep 30, 2019 11:48 am
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 37176

Re: [0.17] Please post bugs and balance issues here.

i did an angelsbob run and i liked it a lot. but productivity and speed modules are grossly overpowered. and yes, i could play without bobs modules or i could play without modules in general or i could nerf them at the start. but usually you play the mod like the modmaker intended (especially the f...

Go to advanced search