Search found 387 matches
- 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...
- Sun Mar 17, 2019 6:55 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1384615
Re: Development and Discussion
That is vanilla since 0.17.mageman1842 wrote: ↑Sun Mar 17, 2019 3:32 pmAlso the 4MJ instead of 8MJ of vanilla kinda throws me.
- 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...
- 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 ...
- 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...
- 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...
- 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.
- 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...
- 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.
- 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
Why would you crush it before the liquifier? That way needs 2x the electrolysers for sludge. Or are we talking mineralized water?(or 4 electrolysers into 2 burner crushers into 1 liquifier in the early game)
- 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.
- 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...
- 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...
- Mon Nov 19, 2018 8:45 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1384615
Re: Development and Discussion
If you or bob don't reintroduce the limits in item count, they will be gone by 0.17.I will take a look at reducing the item count.
- 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. ...
- 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?
- 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.
- 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.
- 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...
- 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.