Search found 17 matches

by Psyramics
Mon Jun 15, 2020 10:32 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006928

Re: [0.18] Sea Block Pack 0.4.7

I have some balance thoughts on my current playthrough of seablock (running with full angelbobs, angel industries components/technology is disabled) The "better" green algae is actually worse at tier 1, which is a frustrating concept, and I believe it should be more power efficient. Here'...
by Psyramics
Fri Mar 20, 2020 6:06 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006928

Re: [0.18] Sea Block Pack 0.4.4

You're looking for Landblock.
by Psyramics
Wed Sep 11, 2019 7:12 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006928

Re: [0.17] Sea Block Pack 0.3.7

Did you take into consideration the amount of power needed to refine the oil to enriched blocks? You loose about halve to a quarter of the bonus power. Using standard boilers, the energy increase completely offsets the refinement cost. With the adjacency bonuses, the refinement cost stays the same ...
by Psyramics
Wed Sep 11, 2019 1:45 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006928

Re: [0.17] Sea Block Pack 0.3.6

Enriched fuel can be used with burner heat sources. You shouldn't be comparing regular boilers with heat sources, because that's a no contest. You need to be comparing a perfect square of Oil Burning Heat Sources to a 2xN stack of Solid Burning Heat Sources or multiple 3x3 blocks with the middles m...
by Psyramics
Wed Sep 11, 2019 12:35 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006928

Re: [0.17] Sea Block Pack 0.3.6

So I think, its a better alternative to enriched fuel, which is also a bit more compelling. @Trainwreck: Thanks for the update. To be better then enriched fuel you only need 20% more fuel value(less when you take processing into consideration). You have that with two heat sources. Enriched fuel can...
by Psyramics
Thu Aug 29, 2019 10:13 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 185899

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

I'm trying out new Burner heat source and Oil burning heat source in my Seablock game. I've got them in a stack like this: burner_stack.png When arranged like this, the Oil Burners never fire. The stack ran on Enriched fuel blocks until it hit 500C and started producing steam to convert something e...
by Psyramics
Mon Aug 26, 2019 6:34 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 185899

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

When arranged like this, the Oil Burners never fire. The stack ran on Enriched fuel blocks until it hit 500C and started producing steam to convert something else into the Syn Gas I wanted to burn, but the Syn Gas never burned. I would expect it to consume at full speed until it hit max temp like t...
by Psyramics
Mon Aug 26, 2019 5:04 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 185899

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

I'm trying out new Burner heat source and Oil burning heat source in my Seablock game. I've got them in a stack like this: burner_stack.png When arranged like this, the Oil Burners never fire. The stack ran on Enriched fuel blocks until it hit 500C and started producing steam to convert something el...
by Psyramics
Thu Jul 11, 2019 11:14 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006928

Re: [0.17] Sea Block Pack 0.3.5

Just to jump in on to the "Elendilomone is hype" train: 5 Washing Plant 2s produce enough mud for 7 Elendilomone farms with swamp upgrade which, with ceramic filtering, produces 33MW worth of fuel oil. When you unlock cracking Mineral Oil to Synthesis Gas, you can add another 7.4MW by burn...
by Psyramics
Wed May 01, 2019 2:53 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006928

Re: [0.17] Sea Block Pack 0.3.4

Mineral Water is the worst by far. Slightly over 50% efficiency. With the increased complexity, I would say to skip it entirely. The thing most people skip is the fact that you can get soo much mineralized water from ore generation, both by processing the sulfuric waste water, and liquifying the cr...
by Psyramics
Wed May 01, 2019 12:34 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006928

Re: [0.17] Sea Block Pack 0.3.4

I ran the numbers through Helmod real quick. To produce 10 Charcoal / second (40MW of power) with Tier 1 machines: Basic Green Algae requires 13 MW Green Algae with Mineral Water requires 19.3MW Arboretums require 11MW The Arboretum may not be fully accurate, since I can't figure out how to plug in ...
by Psyramics
Wed Feb 13, 2019 8:41 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006928

Re: [0.16] Sea Block Pack 0.2.17

Hi everyone. Great mod pack, enjoying it a lot. I'm a first time user of Bob's and Angel's mods, and in vanilla I never used robots... so, I have a question regarding logistic robots. I'm at blue science level, and have MK2 robots automated as of today. However, it seems that the requester chests a...
by Psyramics
Fri Dec 21, 2018 3:17 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 71468

Re: Friday Facts #274 - New fluid system 2

Will flow rate be available to the circuit network?
by Psyramics
Tue Oct 30, 2018 2:26 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006928

Re: [0.16] Sea Block Pack 0.2.16

Now i have the thing, that in night, the steam engines start running without any drain on the accumulators. This is standard behavior. It happens like this in Vanilla too. The power sources drawn from are prioritized, from solar/wind > steam > accumulators. If your steam power can completely cover ...
by Psyramics
Mon Oct 29, 2018 9:06 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006928

Re: [0.16] Sea Block Pack 0.2.16

Now i have the thing, that in night, the steam engines start running without any drain on the accumulators. This is standard behavior. It happens like this in Vanilla too. The power sources drawn from are prioritized, from solar/wind > steam > accumulators. If your steam power can completely cover ...
by Psyramics
Fri Apr 28, 2017 3:10 am
Forum: Minor issues
Topic: [0.15.3] Inconsistent fluid behavior, build order dependent
Replies: 3
Views: 2563

[0.15.3] Inconsistent fluid behavior, build order dependent

20170427225811_1.jpg In the bottom left corner of my base, I have 3 set ups for coal liquefaction. The top two are self-sustaining with their heavy oil. It always goes to the refinery first, and the cracking chem plant second. The bottom one is not self-sustaining, and requires constant heavy oil i...
by Psyramics
Sun Oct 02, 2016 6:32 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.14.12] Module in blueprint forgotten after reflooring
Replies: 1
Views: 2267

[Rseding91] [0.14.12] Module in blueprint forgotten after reflooring

Say you have a blueprint that places buildings with modules and the concrete floor beneath them. If the building is placed first, then sometimes when concrete is placed underneath, the module designation is lost. Blue icon goes away, no modules are delivered. If the floor is already down, then every...

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