Search found 356 matches
- Fri Sep 02, 2022 2:19 pm
- Forum: Questions, reviews and ratings
- Topic: I can't place certain entities on landfill and i don't know why
- Replies: 16
- Views: 3498
Re: I can't place certain entities on landfill and i don't know why
I have experienced the same as OP. Removing Asphalt Roads then allows me to build on Landfill Tiles again. I have not yet determined which of the other mods may be causing an unwanted interaction; still trying to figure that one out. Here is my mods list: aai-containers_0.2.11.zip aai-industry_0.5.1...
- Sun Jul 26, 2020 12:36 pm
- Forum: News
- Topic: Friday Facts #357 - Nuke
- Replies: 96
- Views: 49065
Re: Friday Facts #357 - Nuke
Question .. In the bottom video at the top of the screen there is a is a nuclear reactor. I can see it getting damaged by the atomic bomb .. shouldn't that have caused it to go into meltdown and explode too ? It was damaged, but not killed Thanks for the clarification, for some reason I had it in m...
- Wed Nov 27, 2019 6:21 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 208767
Re: [0.17.x] Bob's Mods: General Discussion
Can you add two tiers of armored artillery wagons and napalm landmines? Napalm landmines aren't a bad idea though. I love putting the Distractor Mines close to the wall. Last minute extra defense and firepower to push back the hordes (Rampant AI mod). I also use a mix of landmines from the Natural ...
- Sat Nov 16, 2019 8:33 pm
- Forum: News
- Topic: Friday Facts #321 - Countdown
- Replies: 71
- Views: 37823
Re: Friday Facts #321 - Countdown
I went back and found an older version of the same picture, and created a little comparison of before/after the color correction. Enjoy! MP4 compression makes the new colors look worse than they actually are, but it's still fun to compare. For a more accurate comparison, here are the old colors, an...
- Tue Nov 12, 2019 1:12 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 116456
Re: [MOD 0.16] Realistic Reactors
@OwnlyMe I get the premise of how the heat pipe switch is supposed to work, but maybe I need a small clarification. It obviously is a remodel of the power switch, and operates the same way, I get that. But I noticed it does not "graphically connect" heat pipes to it. So, my assumption is i...
- Tue Nov 05, 2019 1:37 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 208767
Re: [0.17.x] Bob's Mods: General Discussion
in theory, since it costs 1 fusion catalyst to make 10 fuel cells, but you have a 50% chance to get one back from recycling 5... that averages out to getting 1 out of 10... so in theory, unless you get unlucky, once you have a batch of deuterium fuel cells, you don't need the previous tiers to make...
- Mon Nov 04, 2019 4:21 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 208767
Re: [0.17.x] Bob's Mods: General Discussion
Typically, I stick with stone furnaces until I can make electric, and only then do I upgrade. however... now that you can make heat sources out of steel furnaces, there's less of a need to avoid building them. These add an interesting "curve" to approaching the mid-game. It seems they wou...
- Thu Oct 31, 2019 3:02 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 208767
Re: [0.17.x] Bob's Mods: General Discussion
How does everyone play through the early game? Do you limp along with a minimalist factory and focus on getting through the tech ASAP, or do you keep your factories up to date as things go along? I find that I tend to “live with” a lot that really needs to be replaced because there is constantly so...
- Wed Oct 30, 2019 1:36 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 208767
Re: [0.17.x] Bob's Mods: General Discussion
One question looking at the Overhaul notes here; what do the Plutonium (Uranium) and Plutonium-Thorium fuels cells turn into in the reactor? Plutonium fuel cell is basically just an upgraded Uranium fuel cell, you get a used up uranium fuel cell back out. and Plutonium-thorium is upgraded Thorium, ...
- Wed Oct 30, 2019 12:55 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 208767
Re: [0.17.x] Bob's Mods: General Discussion
MCI 0.17.13: Added a nuclear overhaul. It's optional, off by default. It makes plutonium harder to get, adds a plutonium fuel cell for the uranium reactor, and adds fusion catalyst needed to make the deuterium fuel cell, and changes most used-up fuel cell results and fuel cell's recipes and fuel va...
- Mon Oct 28, 2019 12:42 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 208767
Re: [0.17.x] Bob's Mods: General Discussion
You will accumulate Cobalt Oxide like you do Sodium Hydroxide. I have a huge Sodium Hydroxide deficiency at the moment. I'm having to vent hydrogen and chlorine just to keep the Chemical science going. Not that far in this game yet but that’s what I did in my Angel Bob game too. Now that it is on t...
- Mon Oct 28, 2019 12:22 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 208767
Re: [0.17.x] Bob's Mods: General Discussion
Is Cobaltite a really rare spawn chance? I just spent about 15 minutes driving around in the car as soon as I unlocked it, and saw some of everything else. Single patches of Rutile and Gemstones, 2-3 of Uranium, Tungsten, Silver, & Gold. Plenty of Nickel, Galena, Zinc, Silicon, etc. I am using ...
- Wed Oct 16, 2019 7:27 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 340692
Re: [MOD 0.17] Orbital Ion Cannon 1.7.2
It seems that changes in the Mod Settings to the Cooldown time do not change the timer. I have set it to 3600 seconds for the cooldown in the menu, but the timer remains at 300 seconds. Can this be looked into? You're not expecting an already-active timer to change values, are you? The cooldown set...
- Wed Oct 16, 2019 3:41 am
- Forum: Combinator Creations
- Topic: Will O' The Wisps Mod Blueprints
- Replies: 0
- Views: 1211
Will O' The Wisps Mod Blueprints
As I have been in transition of taking over the Will O' The Wisps mod (still learning Lua), I noticed there was a lack of some detail pertaining to the mod's tools and items presented. A little circuit network knowledge here goes a long way, especially when it comes to energy savings (if you care) i...
- Sun Oct 13, 2019 11:28 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 208767
- Fri Oct 11, 2019 5:50 pm
- Forum: News
- Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
- Replies: 65
- Views: 33375
Re: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
I am happy with the new biter changes. That attack looks so much better now. I welcome the challenge of those attack waves rather than the 'mating dance' followed by a small stream of biters to the defenses. Rampant AI mod may have just gotten extremely HARD with this. Waves of 200+ biters may actua...
- Sun Oct 06, 2019 10:50 am
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 340692
Re: [MOD 0.17] Orbital Ion Cannon 1.7.2
It seems that changes in the Mod Settings to the Cooldown time do not change the timer. I have set it to 3600 seconds for the cooldown in the menu, but the timer remains at 300 seconds. Can this be looked into?
- Sat Oct 05, 2019 2:19 pm
- Forum: News
- Topic: Friday Facts #315 - New test servers
- Replies: 69
- Views: 35280
Re: Friday Facts #315 - New test servers
I love the video! The music certainly added to the excitement. He plays like I do, enemies at MAXIMUM OVERLOAD! I enjoy barely hanging on against waves of countless biters. My UPS dies, but the warfare of my factory machine against the biters is endless. Love this game with the mods!
- Thu Oct 03, 2019 11:29 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 208767
Re: [0.17.x] Bob's Mods: General Discussion
I've got a question. I'm sure this must have been discussed before, but I searched around in this thread and couldn't find what I'm looking for. Especially in the late game, I find myself needing to move massive amounts of liquid from here to there. My 500 boilers need water from yonder lake way ov...
- Thu Oct 03, 2019 11:29 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 208767
Re: [0.17.x] Bob's Mods: General Discussion
I've got a question. I'm sure this must have been discussed before, but I searched around in this thread and couldn't find what I'm looking for. Especially in the late game, I find myself needing to move massive amounts of liquid from here to there. My 500 boilers need water from yonder lake way ov...