Search found 387 matches

by ukezi
Tue Mar 19, 2019 2:14 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 134734

Re: [0.17] Please post bugs and balance issues here.

I have been considering a modding fix, which involves copying the base game function into my library, an editing it to not be dumb, but that would only work if everyone who wanted to use that new system then used my library mod. You have access to the code base. You could write a fix for the base g...
by ukezi
Sun Mar 17, 2019 6:55 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1384615

Re: Development and Discussion

mageman1842 wrote:
Sun Mar 17, 2019 3:32 pm
Also the 4MJ instead of 8MJ of vanilla kinda throws me.
That is vanilla since 0.17.
by ukezi
Sun Mar 17, 2019 12:15 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1384615

Re: Development and Discussion

I don't mind having the resorces spread out but the distances feel like i need to put in a refueling station between the ore patches and the crushing / smelting areas. That should about never be the case. With coal the top speed is 260km/h with a burn time of 6 2/3 s per coal. In vanilla you have t...
by ukezi
Thu Mar 14, 2019 2:55 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 186746

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

when selected, does the smelting time adjust to match the number of iron plates in the recipe to maintain the constant throughput? Also, why go cheaper steel? ;) Yes. He has a lot of stuff that uses steel in greater quantities, like steel pipe and gears. If steel costs five iron they are expensive ...
by ukezi
Sat Mar 02, 2019 10:09 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1384615

Re: Development and Discussion

Tree farming seems undertuned. The basic version is fairly powerful but limited by the number of trees you can find, which is fair. But the "advanced" versions, which you could scale, aren't worth using. The amount of plastic/rubber is negligible and the amount of wood is not even that at...
by ukezi
Fri Feb 01, 2019 1:54 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 186746

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

question is, what will be then motivation to upgrade machines, and i'm not talking about speed, since we have modules and beacons for that. and old machines will take less power. If you take a MK1 with .5 speed you need a lot more beacons and modules to reach max speed then with a MK5. At If you us...
by ukezi
Fri Dec 07, 2018 1:15 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1010071

Re: [0.16] Sea Block Pack 0.2.17

so a classical layer 8 error. The puffer nests are a bit out. I don't think they can show up in the starting area.
by ukezi
Fri Dec 07, 2018 12:21 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1010071

Re: [0.16] Sea Block Pack 0.2.17

The config hasn't changed. The date of SeaBlock main mod is 19th Nov. Angel's does seem to have the right versions also. For me the changes did occur. Are you sure you are starting the right instance of the game? here is the link to the zip that I use. https://mega.nz/#!tJJ3lIgB!CLeqTc7thlSS-R6R7UEN...
by ukezi
Thu Nov 29, 2018 11:48 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1215236

Re: Bugs & FAQ

they are not used in anything for anything. They just are.
by ukezi
Wed Nov 28, 2018 10:25 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1010071

Re: [0.16] Sea Block Pack 0.2.17

(or 4 electrolysers into 2 burner crushers into 1 liquifier in the early game)
Why would you crush it before the liquifier? That way needs 2x the electrolysers for sludge. Or are we talking mineralized water?
by ukezi
Mon Nov 26, 2018 12:43 pm
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 120077

Re: Feedback

I think that is a performance improvement to keep boiler chains with not enough water and to many engines in a row from blinking on and off.
by ukezi
Sun Nov 25, 2018 7:49 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1384615

Re: Development and Discussion

At the moment there is a arbitrary limit on the number of indigence in a recipe a given assembler tier can work with 2 for MK1, 4, including one fluid for MK2. That limit will be gone in .17 vanilla. The "problem" at the moment that you can't automate the casting machines with MK2 assemble...
by ukezi
Mon Nov 19, 2018 1:13 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1010071

Re: [0.16] Sea Block Pack 0.2.17

Previous it was 12 Algae-> <6 Liquifier for fiber->8 assemblers for pallets->1 assembler for blocks->3.5 Furnaces for charcoal. Now it's 12 Algae-> 9.6 assemblers for fiber->6 assemblers for pallets->1 assembler for blocks->3.5 Furnaces for charcoal. I would like to also reduce the assemblers for fi...
by ukezi
Mon Nov 19, 2018 8:45 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1384615

Re: Development and Discussion

I will take a look at reducing the item count.
If you or bob don't reintroduce the limits in item count, they will be gone by 0.17.
by ukezi
Sat Nov 10, 2018 3:02 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1010071

Re: [0.16] Sea Block Pack 0.2.16

nice would be a roman concrete recipe. Lime+sand+water->mortar. mortar+crushed stone->landfill/concrete? I feel like there is something similar already but it might be for glass and it only uses one lime per batch. yes, glass2 and cement1 with Silicon Ore. I just think that sand fits better there. ...
by ukezi
Fri Nov 09, 2018 1:10 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1010071

Re: [0.16] Sea Block Pack 0.2.16

nice would be a roman concrete recipe. Lime+sand+water->mortar. mortar+crushed stone->landfill/concrete?
by ukezi
Mon Oct 29, 2018 9:42 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1215236

Re: Bugs & FAQ

in seablocks you need it also for your fist co2.
by ukezi
Sun Oct 28, 2018 3:25 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 325561

Re: [0.16.x] Bob's Mods: General Discussion

There is no copyright on licences.
by ukezi
Wed Oct 24, 2018 3:49 pm
Forum: Bob's mods
Topic: Need some help with all the mods
Replies: 11
Views: 4717

Re: Need some help with all the mods

As the MK2 component doesn't need the MK1 one you can craft the MK2. My guess is one of the lot of mods you have installed changes around the categories. Try to search for it. The MK2 component doesn't require the MK1 component, but the MK2 entity does require the MK1 entity, so you still need a MK1...
by ukezi
Mon Oct 15, 2018 10:23 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 325561

Re: [0.16.x] Bob's Mods: General Discussion

py does stuff to the recipes. It's a py problem you are having.

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