Search found 332 matches

by RocketManChronicles
Tue Nov 12, 2019 1:12 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 207
Views: 27672

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: 528
Views: 51320

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: 528
Views: 51320

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: 528
Views: 51320

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: 528
Views: 51320

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: 528
Views: 51320

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: 528
Views: 51320

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: 528
Views: 51320

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 0.17] Orbital Ion Cannon 1.7.2
Replies: 490
Views: 180589

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: 163

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: 528
Views: 51320

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: 64
Views: 6974

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 0.17] Orbital Ion Cannon 1.7.2
Replies: 490
Views: 180589

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: 7387

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: 528
Views: 51320

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: 528
Views: 51320

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: 467
Views: 25631

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...
by RocketManChronicles
Fri Sep 27, 2019 6:51 pm
Forum: News
Topic: Friday Facts #314 - 0.17 stable
Replies: 105
Views: 11940

Re: Friday Facts #314 - 0.17 stable

for faster features and working bug fixes at the same time, do yourselves a favor and us too as players, if a new feature has some bug, the developer of the feature should probably switch gears and work on the bug fix for it as well. i know you have a member of your team that loves to fix bugs (rse...
by RocketManChronicles
Fri Sep 27, 2019 6:48 pm
Forum: News
Topic: Friday Facts #314 - 0.17 stable
Replies: 105
Views: 11940

Re: Friday Facts #314 - 0.17 stable

So now that the thought of "optimizing for convenience and streamlining the experience doesn't make a game better" sunk in can we revert basic oil processing to output heavy, light and petroleum? ;) I was waiting for someone other than me to point this out. As far I feel, the 'new' Basic Processing...
by RocketManChronicles
Tue Sep 24, 2019 6:42 pm
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 240
Views: 39946

Re: [MOD 0.14] Alien Biomes

Dear Earendel, there is a small issue regarding the tree hit boxes when blueprinting through forests: some trees dont get deconstructed due to their small hitboxes when placing pipes. I had written an official bug report for that, but they claim it to be the fault of one of my loaded mods, most lik...

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