Search found 347 matches

by RocketManChronicles
Wed Oct 30, 2019 12:55 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 183658

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...
by RocketManChronicles
Mon Oct 28, 2019 12:42 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 183658

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...
by RocketManChronicles
Mon Oct 28, 2019 12:22 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 183658

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 ...
by RocketManChronicles
Wed Oct 16, 2019 7:27 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 317533

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...
by RocketManChronicles
Wed Oct 16, 2019 3:41 am
Forum: Combinator Creations
Topic: Will O' The Wisps Mod Blueprints
Replies: 0
Views: 1122

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...
by RocketManChronicles
Sun Oct 13, 2019 11:28 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 183658

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

Mecejide wrote:
Sun Oct 13, 2019 6:22 pm
Can you add a fusion-powered laser robot and a fusion-powered laser robot capsule with an unlimited lifespan?
This feels way overpowered... lol.
by RocketManChronicles
Fri Oct 11, 2019 5:50 pm
Forum: News
Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
Replies: 65
Views: 30058

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...
by RocketManChronicles
Sun Oct 06, 2019 10:50 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 317533

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?
by RocketManChronicles
Sat Oct 05, 2019 2:19 pm
Forum: News
Topic: Friday Facts #315 - New test servers
Replies: 69
Views: 31412

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!
by RocketManChronicles
Thu Oct 03, 2019 11:29 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 183658

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...
by RocketManChronicles
Thu Oct 03, 2019 11:29 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 183658

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...
by RocketManChronicles
Mon Sep 30, 2019 11:48 am
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 132095

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

i did an angelsbob run and i liked it a lot. but productivity and speed modules are grossly overpowered. and yes, i could play without bobs modules or i could play without modules in general or i could nerf them at the start. but usually you play the mod like the modmaker intended (especially the f...
by RocketManChronicles
Fri Sep 27, 2019 6:51 pm
Forum: News
Topic: Friday Facts #314 - 0.17 stable
Replies: 105
Views: 46239

Re: Friday Facts #314 - 0.17 stable

for faster features and working bug fixes at the same time, do yourselves a favor and us too as players, if a new feature has some bug, the developer of the feature should probably switch gears and work on the bug fix for it as well. i know you have a member of your team that loves to fix bugs (rse...
by RocketManChronicles
Fri Sep 27, 2019 6:48 pm
Forum: News
Topic: Friday Facts #314 - 0.17 stable
Replies: 105
Views: 46239

Re: Friday Facts #314 - 0.17 stable

So now that the thought of "optimizing for convenience and streamlining the experience doesn't make a game better" sunk in can we revert basic oil processing to output heavy, light and petroleum? ;) I was waiting for someone other than me to point this out. As far I feel, the 'new' Basic ...
by RocketManChronicles
Tue Sep 24, 2019 6:42 pm
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 126991

Re: [MOD 0.14] Alien Biomes

Dear Earendel, there is a small issue regarding the tree hit boxes when blueprinting through forests: some trees dont get deconstructed due to their small hitboxes when placing pipes. I had written an official bug report for that, but they claim it to be the fault of one of my loaded mods, most lik...
by RocketManChronicles
Mon Sep 23, 2019 7:29 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 132095

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

On a related note, the more advanced artillery shells that Bob's Warfare adds, seem a tad too cheap. Perhaps they were meant to include the base game's artillery shell? Most of those were already in my mod before the base game added artillery, it was a set of weapons for the tank MK2 and MK3. it wa...
by RocketManChronicles
Fri Sep 20, 2019 11:45 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 524885

Re: [MOD 0.14] AAI Programmable Vehicles

Is there a tutorial for this mod that is actually current and relevant? All the tutorials in the OP are completely irrelevant as the mod does not work for the most part as portrayed in the tutorials. Mainly what I am looking for is how to program the depot based on needs instead of having them use ...
by RocketManChronicles
Fri Sep 13, 2019 11:52 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 63387

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

Love the idea of the landfill texture being "Manmade," but it is still too uniform in the grid pattern. Scatter them a bit, not totally (perfectly) aligned. I do like the angled attempt by the community, but again, scatter the squares so that there are no extremely long lines/seams along t...
by RocketManChronicles
Thu Sep 12, 2019 11:37 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 183658

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

A few random questions: 1) Is there some weird Mandela Effect going on, or did your mods used to add Mk2, Mk3 and Mk4 Portable Fusion Reactors? I have everything except for Bob's Enemies, is it somewhere there maybe? Or am I completely wrong? If I am - maybe those could be implemented? It would be ...
by RocketManChronicles
Tue Sep 10, 2019 1:01 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 183658

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

Bobingabout, It seems 0.17.68 breaks the mods... I fixed the 0.16.67 break... this isn't it, this is a MUCH earlier issue... and it's not even my mod, I don't have an advanced-assembler. Yeah, I just found it after posting (of course), it was the Expanded Rocket Payloads mod. So, ignore my post or ...

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