Search found 63 matches

by spiral_power
Sun Apr 18, 2021 6:42 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: 200M rockets launched / 569 kspm / 8.6k hours / 1.1.30 stable with Bob's mods
Replies: 24
Views: 3417

Re: 200M rockets launched / 569 kspm / 8.6k hours / 1.1.30 stable with Bob's mods

Small fixes/optimizations are done. One of them is about a flare stack disposer . I deleted a flare stack mod. I did a minimum test, i.e. several million rockets were launched and my factory works well, sure, better UPS. 1.1.32 stable has just released, I'll test it later. I omit the detailed descri...
by spiral_power
Thu Apr 08, 2021 8:42 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: 200M rockets launched / 569 kspm / 8.6k hours / 1.1.30 stable with Bob's mods
Replies: 24
Views: 3417

Re: 200M rockets launched / 569 kspm / 8.6k hours / 1.1.30 stable with Bob's mods

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I am sorry for inconvenience all, thank you.
by spiral_power
Thu Apr 08, 2021 3:24 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: 200M rockets launched / 569 kspm / 8.6k hours / 1.1.30 stable with Bob's mods
Replies: 24
Views: 3417

Re: 200M rockets launched / 569 kspm / 8.6k hours / 1.1.30 stable with Bob's mods

you only need to add a fuel item that matches the equipment grid changes you've made. Is this Bob's mods ones? then I'll consider to use it, if not, I won't. I told you repeatedly. God modules is option of Bob's mod. Your game ONLY 2M rockets launched but 120 inserter cap, it is crazy I think. Roug...
by spiral_power
Thu Apr 08, 2021 3:26 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: 200M rockets launched / 569 kspm / 8.6k hours / 1.1.30 stable with Bob's mods
Replies: 24
Views: 3417

Re: 200M rockets launched / 569 kspm / 8.6k hours / 1.1.30 stable with Bob's mods

i would use a better fuel instead of grid equipments.
I see, I said before I prefer PLAIN Bob's, basically no third-party mods, using flare stack mod is special reason ( I could not run my game automatically in 1.0 ).
If I change this decision, my trial, records make no sense for me at least now.
by spiral_power
Thu Apr 08, 2021 2:55 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: 200M rockets launched / 569 kspm / 8.6k hours / 1.1.30 stable with Bob's mods
Replies: 24
Views: 3417

Re: 200M rockets launched / 569 kspm / 8.6k hours / 1.1.30 stable with Bob's mods

i discovered lately if you remove the vehicle equipment grids you get more UPS back. a lot more! My locomotives equip engines, cargos not. Do you mean removing equips? Or deleting some mods? or changing settings? These engines acceleration is highly needed at some areas, silos and labs, but some ar...
by spiral_power
Wed Apr 07, 2021 11:57 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: 200M rockets launched / 569 kspm / 8.6k hours / 1.1.30 stable with Bob's mods
Replies: 24
Views: 3417

Re: 200M rockets launched / 569 kspm / 8.6k hours / 1.1.30 stable with Bob's mods

200M rockets launched / 569 kspm / 8.6k hours / 1.1.30 stable with Bob's mods Updated from Nov 2020, 100M rockets launched / 569 kspm / 1.0 stable with Bob's mods This is a factory which is yet constructing, I always tweak my factory. 1.png 10.png There is 190M gap because I won an another game, Spa...
by spiral_power
Fri Feb 12, 2021 4:56 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.21] ENTER in personal logistic requests not working when in a vehicle
Replies: 6
Views: 639

Re: [1.1.21] ENTER in personal logistic requests not working when in a vehicle

I see, e key works well. Thank you.
I use num-key to enter numbers, so it is natural for me to use num-enter, and num-enter is near to mouse physically so I use it to enter leave/vehicle. Others may not.
by spiral_power
Thu Feb 11, 2021 2:08 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.21] ENTER in personal logistic requests not working when in a vehicle
Replies: 6
Views: 639

Re: [1.1.21] ENTER in personal logistic requests not working when in a vehicle

I am used to change the numbers and hit ENTER twice to confirm and exit the window. But it doesn't work anymore. I also noticed before, may be after 1.0, it is poor operability. I MUST click βœ”! 2.png Edit: I don't have made any changes to keybindings. And surprisingly the problem only occurs with t...
by spiral_power
Mon Feb 08, 2021 2:26 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: 200M rockets launched / 569 kspm / 8.6k hours / 1.1.30 stable with Bob's mods
Replies: 24
Views: 3417

Re: 100M rockets launched / 569 kspm / 1.0 stable with Bob's mods

your stacker is designed: incoming -> chain -> [rail>chain, rail>chain, rail>chain, rail>chain, ...] -> [station, station, ...] -> outgoing whereas mine are: incoming -> chain -> [rail>rail, rail>rail, ...] -> station -> outgoing incoming -> chain -> [rail>rail, rail>rail, ...] -> station -> outgoi...
by spiral_power
Sun Feb 07, 2021 10:17 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: 200M rockets launched / 569 kspm / 8.6k hours / 1.1.30 stable with Bob's mods
Replies: 24
Views: 3417

Re: 100M rockets launched / 569 kspm / 1.0 stable with Bob's mods

Hi, My English may not good. I am working on similar. train-to-train everything for 1 million SPM though I'm using Deadlock's stacking beltboxes and Stacked Mining directly into trains.. you can also use Schall Recipe Scaling to ingest proportional amounts. Deadlock's stacking beltboxes and Stacked ...
by spiral_power
Sat Feb 06, 2021 12:15 pm
Forum: Bob's mods
Topic: [1.1] Bob's Mods: General Discussion
Replies: 31
Views: 4730

Re: [1.1] Bob's Mods: General Discussion

I agree perhaps that for new factories the option is not required. However, to me it seems unkind to introduce factory breaking changes without making them optional. To me, changes are good feature, I can update my factory 8-) You should prepare in 1.0 then switch to 1.1.19, factory can keep runnin...
by spiral_power
Tue Feb 02, 2021 2:49 am
Forum: Bob's mods
Topic: [1.1] Bob's Mods: General Discussion
Replies: 31
Views: 4730

Re: [1.1] Bob's Mods: General Discussion

It's what they call a startup setting. the game needs to restart to change it. So... turn it on from the main menu, let the game restart, then load your savegame. it may complain that mod settings have changed, but just allow it, and when your game loads, the nuclear overhaul will be enabled. Thank...
by spiral_power
Mon Feb 01, 2021 1:50 am
Forum: Bob's mods
Topic: [1.1] Bob's Mods: General Discussion
Replies: 31
Views: 4730

Re: [1.1] Bob's Mods: General Discussion

Bob's Metals, Chemicals and Intermediates Version: 0.18.0 Date: 23. 01. 2020 Changes: - New Nuclear overhaul turned on by default. Version: 0.17.13 Date: 28. 10. 2019 Features: - Added a nuclear overhaul. It's optional, off by default. Thank you, I understand it. I started my game at Jun 2019, core...
by spiral_power
Fri Jan 29, 2021 12:51 am
Forum: Bob's mods
Topic: [1.1] Bob's Mods: General Discussion
Replies: 31
Views: 4730

Re: [1.1] Bob's Mods: General Discussion

Bob's Metals, Chemicals and Intermediates Version: 1.1.2 Date: 06. 12. 2020 Changes: - Added Plutonium nucleosynthesis if nuclear overhaul is turned on. It's an annoying recipe that should help you get some plutonium without the need to use nuclear fuel. Hi, I updated my game to 1.1.19 stable. I th...
by spiral_power
Mon Nov 02, 2020 4:11 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: 200M rockets launched / 569 kspm / 8.6k hours / 1.1.30 stable with Bob's mods
Replies: 24
Views: 3417

Re: 100M rockets launched / 569 kspm / 1.0 stable with Bob's mods

updating
1: 0.17β†’1.0 ( only revamp 0.18.2 )
2: full 1.0 ( revamp 1.0.x )
3: 381β†’475kspm
4: 475β†’569kspm
EkUlIdSVoAAvRoY.jpg
EkUlIdSVoAAvRoY.jpg (380.47 KiB) Viewed 2116 times
EkUlHuqVoAA5Fw7.jpg
EkUlHuqVoAA5Fw7.jpg (351.33 KiB) Viewed 2116 times
by spiral_power
Mon Nov 02, 2020 4:00 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: 200M rockets launched / 569 kspm / 8.6k hours / 1.1.30 stable with Bob's mods
Replies: 24
Views: 3417

Re: 100M rockets launched / 569 kspm / 1.0 stable with Bob's mods

chunk border issue First, I made 16*1 pattern for sodium hydroxide but that didn't work well because chunk border issue . I made 8*2 pattern. 3-1.png 3-2.png sulfuric acid Sulfuric acid processing that well optimized and controlled by circuits. Reds are loaders, yellows are buffers. 3-3.png science...
by spiral_power
Mon Nov 02, 2020 3:36 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: 200M rockets launched / 569 kspm / 8.6k hours / 1.1.30 stable with Bob's mods
Replies: 24
Views: 3417

Re: 100M rockets launched / 569 kspm / 1.0 stable with Bob's mods

Rocket silo
2-5.png
2-5.png (4.82 MiB) Viewed 2132 times
2-4.png
2-4.png (1.23 MiB) Viewed 2132 times
2-3.png
2-3.png (1.16 MiB) Viewed 2132 times

RTG
2-6.png
2-6.png (4.55 MiB) Viewed 2132 times
2-7.png
2-7.png (318.29 KiB) Viewed 2132 times

Uranium processing
Using flare stack mod for disposing of uraniumu-235, no Kovarex enrichment process
2-1.png
2-1.png (4.73 MiB) Viewed 2132 times

mall
2-2.png
2-2.png (969.36 KiB) Viewed 2132 times
by spiral_power
Mon Nov 02, 2020 12:45 am
Forum: Bob's mods
Topic: [1.0] bugs and balance issues.
Replies: 64
Views: 5432

Re: [1.0] bugs and balance issues.

However, if I boost the number of Speed-3 modules to 108, 200 iron plates will yield 418 gears; a production bonus of +318% I don't test your save yet, but may be it is a production bonus issue ( an old issue ) of core game engine, not Bob's issue. It also happen in Krastorio2, not in vanilla becau...
by spiral_power
Sun Nov 01, 2020 1:57 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: 200M rockets launched / 569 kspm / 8.6k hours / 1.1.30 stable with Bob's mods
Replies: 24
Views: 3417

Re: 100M rockets launched / 569 kspm / 1.0 stable with Bob's mods

100M rockets launched / 569 kspm / 1.0 stable with Bob's mods Updated from July 2020, 50M rockets / 381 kspm / 0.17.79 stable with Bob's mods This is a factory which is yet constructing, I always tweak my factory. 1-1.png 1-2.png 1-3.png Settings 1.0 stable & newest Bob's mods. YES: God modules,...
by spiral_power
Tue Oct 27, 2020 6:54 am
Forum: Bob's mods
Topic: [1.0] bugs and balance issues.
Replies: 64
Views: 5432

Re: [1.0] bugs and balance issues.

I'm not actively modding right now, so, that might be why I've not done anything about it, but I did take note to look into some of what you were talking about there. Thank you for your reply. I understand that there has been no change in this for a while, I use flare stack mod to dispose uranium-2...

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