Search found 11 matches
- Mon Jul 05, 2021 7:07 pm
- Forum: Bob's mods
- Topic: Bob's Power: burn the sulphur!
- Replies: 2
- Views: 2442
Bob's Power: burn the sulphur!
I really like your fluid burning boilers and how I can burn hydrogen/petrol gas in them. But hydrogen sulfide (H2S), a by-product of sour gas processing, also has a heating value! Maybe add that to the burnable fluids list? For reference: Hydrogen sulphide (H2S) gross heating value: 25038 kJ/m3 Hydr...
- Sun Jun 27, 2021 4:10 pm
- Forum: Bob's mods
- Topic: Asphalt
- Replies: 0
- Views: 1148
Asphalt
If you visit an actual factory, the trucks and forklifts don't run on concrete beds (even if the actual structures do), but on asphalt. Even in the base game I find it silly to see concrete-laden floors and especially highways for cars. I know there are a number of asphalt mods out there, but have y...
- Sun Jun 27, 2021 4:05 pm
- Forum: Bob's mods
- Topic: [1.1] Bob's Greenhouse Mod: some thoughts
- Replies: 2
- Views: 2140
[1.1] Bob's Greenhouse Mod: some thoughts
Good mod! Some thoughts: 1. Is there any point in having the Greenhouse crafting speed be 0.75 instead of 1? Greenhouses don't accept modules or beacons (AFAIK), there is no t2 or t3 version, and the recipes they enable are only made in this one machine. What benefits does it have for the recipe cra...
- Wed Sep 11, 2019 5:16 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 213070
Re: [0.17.x] Bob's Mods: General Discussion
A few random questions: 1) Is there some weird Mandela Effect going on, or did your mods used to add Mk2, Mk3 and Mk4 Portable Fusion Reactors? I have everything except for Bob's Enemies, is it somewhere there maybe? Or am I completely wrong? If I am - maybe those could be implemented? It would be s...
- Tue Sep 03, 2019 6:45 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 213070
Re: [0.17.x] Bob's Mods: General Discussion
A few ideas (maybe already listed) for Bob's Power: Wind power. I think there's a separate mod for that, but I'm not seeing why there couldn't be a Bob's implmentation as well. There aren't that many ways of making energy without pollution, and I think this is quite obvious choice in respect to real...
- Fri May 31, 2019 8:34 pm
- Forum: Ideas and Suggestions
- Topic: Show drained amount in different texture in electric network info
- Replies: 2
- Views: 1037
Show drained amount in different texture in electric network info
TL;DR Electric network info would function as it does right now, but instead of showing only the total overall consumption of one machine type, the bar would have "active" and "drained" sections. What ? Basically, something like this: 3RLoEGB.jpg But of course, the texture could...
- Thu Jul 05, 2018 5:07 pm
- Forum: Ideas and Requests For Mods
- Topic: A 3D printer survives the crash, can print anything, slowly
- Replies: 2
- Views: 1302
Re: A 3D printer survives the crash, can print anything, slowly
Mmh. Could be neat, but I think a far simpler option would be some sort of "Game Setup" window before the game starts, in which you could set specific research goals as finished and give yourself a desired loadout of items. This would allow palyers a flexible yet immediate way to set up a ...
- Thu Jul 05, 2018 5:02 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Rocket Turrets and Missile Silos / ICBM
- Replies: 1
- Views: 1362
[Request] Rocket Turrets and Missile Silos / ICBM
Well, exactly what it says on the tin. The addition of artillery really hyped me up, and I'd like to see more indirect fire options in the game. I had two principal ideas: - Rocket Turret, used as a medium-range base defense or a siege turret. It could use the already existing rockets fired by the b...
- Mon Apr 02, 2018 8:51 am
- Forum: Ideas and Suggestions
- Topic: Multi-lane belt placement
- Replies: 2
- Views: 2384
Re: Multi-lane belt placement
Not really. This would be most useful in early game when no bots are in sight, and even then this would be faster. Or at least more convienient, seeing just how much belts will be placed down in the game.fiery_salmon wrote:Seems to duplicate blueprints.
- Mon Apr 02, 2018 8:17 am
- Forum: Ideas and Suggestions
- Topic: Multi-lane belt placement
- Replies: 2
- Views: 2384
Multi-lane belt placement
TL;DR Place multiple parallel lanes of belts while running. What ? Simple idea really. When holding a piece of conveyor belt, press [+] to add another parallel lane, and [-] to decrease one. Why ? This would make placing multi-laned buses longer distances much more tolerable. I actually got this id...
- Sun Nov 19, 2017 12:10 pm
- Forum: Ideas and Requests For Mods
- Topic: Map mode to highlight chests
- Replies: 3
- Views: 2017
Map mode to highlight chests
Exactly what it says in the topic. When I play and accumulate too much needless stuff in my inventory, I tend to do "emergency dumps" by crafting a chest and dumping any excess items there for the time being. This can happen anywhere when I'm too far from my main base, especially if I'm re...