Search found 7351 matches
- Fri Sep 11, 2015 5:07 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 181139
Re: Bob mods for 0.12
huge-explosion was one of the huge pains in the backside when I was trying to convert my mods to work on 0.12. It was renamed to medium-explosion. Make sure if you are using bob's mods that you are using those for 0.12.x. If you remove/update the mods and still get the error, I sugest you check to s...
- Fri Sep 11, 2015 2:47 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 111734
Re: [0.11.22/0.12.x][v0.12.3] Bob's Electronics
In any case, you are right about that loop there, you need an assembly machine 2 to automate the basic electronic circuit board, but you need basic electronic circuit board to make the machine. So you need to make the boards for the first machine by hand. In contrast though, A LOT of things in that ...
- Fri Sep 11, 2015 1:11 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 111734
Re: [0.11.22/0.12.x][v0.12.3] Bob's Electronics
Solder plate needs a metal mixing furnace, so no circuits needed there. Inserters need basic circuit boards, not basic electronic boards. So no, there's no problem there to automate it. The actual circuit itself has 3 ingredients (inc. solder) which can't be crafted in T1 Assembler. So there would ...
- Fri Sep 11, 2015 9:18 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 288909
Re: [0.11.22/0.12.x][v0.12.5] Bob's Metals, Chemicals and Intermediates
I think I've found a use for all that sodium hydroxide that is over produced. I call it "Battery MK 2" 3x Silver + 4x Nitric Acid -> 3x Silver Nitrate + Water (Discarded, probably) + Nitrogen Oxide (Discarded, unless I can think of a use for it) or Silver + 2x Nitric Acid -> Silver Nitrate...
- Thu Sep 10, 2015 10:31 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 313129
Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod
it shouldn't effect it at all. My version would overite the base game version because mine loads after it. besides, the reward for researching it is the same, the only difference is the cost.irbork wrote:Will .12.6 additional logistic slot research influence in any bad way my ongoing bobs mods game?
- Thu Sep 10, 2015 5:57 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 288909
Re: [0.11.22/0.12.x][v0.12.5] Bob's Metals, Chemicals and Intermediates
I thought Silver was a bit of an odd request... it IS realistic though! I think it is mostly used in one of the tiers of solar panels.crysanja wrote:hmm my last factory didnt use silver at all.
isnt silver just for solderplates like lead? which does not use each other in the production of solderplates.
- Thu Sep 10, 2015 2:53 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 175165
Re: [0.11.22/0.12.x][v0.12.4] Bob's Warfare mod
Conflicts how? The game won't load if they're both installed, or they just intefere with each other? In studies of two techniques of manual laser weapons. I wouldn't really call that conflicting. in fact I'd probably go to the other extreme and say they work side by side without any conflicts at al...
- Thu Sep 10, 2015 12:10 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 372853
Re: [0.11.22/0.12.x][v0.12.4] Bob's Ore Mod.
With RSO. Thought it was not related since other ores looked ok. I did a quick test with full set of bob's mods and I can see both gems and sulfur spawning. RSO will need to be fixed to align to new way of enabling of ores if possible. According to wiki I can access autoplace info from control.lua ...
- Wed Sep 09, 2015 10:03 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 372853
Re: [0.11.22/0.12.x][v0.12.4] Bob's Ore Mod.
Currently it works because of alphabetic loading order - I'll add bobores as optional dependency. I'm also considering moving to final-data-fixes.lua with disabling code and making it simply remove autoplace instead of this tricky method trick. Multi resource spawns might get tricky - but this will...
- Wed Sep 09, 2015 9:54 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 288909
Re: [0.11.22/0.12.x][v0.12.5] Bob's Metals, Chemicals and Intermediates
I do plan to, at some point, make a "Water" resource on the map, so you can only place the lithium water mining pumps on those spots, similar to oil mining. Would the spots decay, and would normal water also be limited to those spots? Likely function the same way as oil, probably 2 types,...
- Wed Sep 09, 2015 6:14 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 372853
Re: [0.11.22/0.12.x][v0.12.4] Bob's Ore Mod.
Thanks for the update, * All ores are now generated by functions from a table. I was wondering how your table generation would interact with RSO? Will RSO override what you've done or do they work together? Thanks. That's a good point, I didn't think about RSO. The tables themselves should be seper...
- Wed Sep 09, 2015 5:22 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 372853
Re: [0.11.22/0.12.x][v0.12.4] Bob's Ore Mod.
Thanks for the update, * All ores are now generated by functions from a table. I was wondering how your table generation would interact with RSO? Will RSO override what you've done or do they work together? Thanks. That's a good point, I didn't think about RSO. The tables themselves should be seper...
- Wed Sep 09, 2015 8:42 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 372853
Re: [0.11.22/0.12.x][v0.12.4] Bob's Ore Mod.
Update: v0.12.4 * Added lots of new functions for generating resource data. * All ores are now generated by functions from a table. * Decreased gem ores "Richness". (Less ore in a tile) * Increased Lead and Quartz starting area spawn amounts to be the same as base game stone. Seriously, it...
- Wed Sep 09, 2015 8:13 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 288909
Re: [0.11.22/0.12.x][v0.12.5] Bob's Metals, Chemicals and Intermediates
Updated v0.12.5 * Changed technology "robotics" prerequisites from "advanced-electronics-2" to "advanced-electronics" * Completed technology-updates file to use functions. * 7 Lead ore, 3 Carbon, and 1 Zinc plate will result in 7 to 10 Lead plates, and 1 to 3 units of S...
- Wed Sep 09, 2015 8:10 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Assembly Machines
- Replies: 122
- Views: 86488
Re: [0.11.22/0.12.x][v0.12.2] Bob's Assembly Machines
I can probably fix this, but one of the things that worries me is that DyTech and other mods are editing Automation 6. it is possible that they cause my assembly machine to not be unlocked at all, or be overwritten by one in DyTech or other mods. You should probably just disable Bob's Assembly Mach...
- Wed Sep 09, 2015 7:54 am
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 181139
Re: Bob mods for 0.12
A few updates. I've been working on re-writing the ores mod for days. Ores 0.12.4: Added lots of new functions for generating resource data. All ores are now generated by functions from a table. Decreased gem ores "Richness". (Less ore in a tile) Increased Lead and Quartz starting area spa...
- Wed Sep 09, 2015 6:59 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 175165
Re: [0.11.22/0.12.x][v0.12.4] Bob's Warfare mod
hmm - i thought about the sniper turrets/rifle maybe a solution would be to make it ineffective againt spawners. the idea is to make a new damage type for the sniper weapons. all living things become the same defence as it is now, however buildings and maybe worms get a very high damage resistence ...
- Tue Sep 08, 2015 11:43 pm
- Forum: Bob's mods
- Topic: A Question.
- Replies: 1
- Views: 3344
Re: A Question.
You want to use my module icons?
Okay, just make sure that you let people know I drew them.
Okay, just make sure that you let people know I drew them.
- Tue Sep 08, 2015 10:32 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 288909
Re: [0.11.22/0.12.x][v0.12.4] Bob's Metals, Chemicals and Intermediates
Basically, both speed and energy efficiency. Don't forget they're also used for packing and unpacking different fluids and gasses in Barrels, Canisters and Bottles too. I will probably at some point tweak the speeds and amounts you get from them. I do plan to, at some point, make a "Water"...
- Tue Sep 08, 2015 9:20 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 288909
Re: [0.11.22/0.12.x][v0.12.4] Bob's Metals, Chemicals and Intermediates
First time playing Bob's, so I have a few basic questions... How do I create Sulfur Dioxide?? I assume there is no way to create stone, like in Dytech? (Cleaning Water) Thanks. Sulfur Dioxide is a byproduct of the advanced lead processing recipe. You don't actually need it for anything, because it ...