Search found 356 matches

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: 152565

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: 51774

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: 51774

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: 138345

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: 152565

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: 877
Views: 576225

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: 70161

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: 208624

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: 208624

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 ...
by RocketManChronicles
Tue Sep 10, 2019 12:50 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 208624

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

Bobingabout, It seems 0.17.68 breaks the mods...

Image
by RocketManChronicles
Mon Aug 26, 2019 6:47 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 208624

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

I'm trying out new Burner heat source and Oil burning heat source in my Seablock game. I've got them in a stack like this: burner_stack.png When arranged like this, the Oil Burners never fire. The stack ran on Enriched fuel blocks until it hit 500C and started producing steam to convert something e...
by RocketManChronicles
Thu Aug 22, 2019 7:02 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 152565

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

The Electrolyzers do not follow the 'new' color schemes from your recent overhauls. Right now, their color order is yellow, purple, red, green. Should these be similar to the Chemical Plants: Red, Blue, Purple, Green? The colours are burned in to the different versions, and there's actually 2 diffe...
by RocketManChronicles
Thu Aug 22, 2019 2:11 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 152565

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

The Electrolyzers do not follow the 'new' color schemes from your recent overhauls. Right now, their color order is yellow, purple, red, green. Should these be similar to the Chemical Plants: Red, Blue, Purple, Green?
by RocketManChronicles
Mon Aug 19, 2019 11:10 am
Forum: Releases
Topic: Version 0.17.66
Replies: 12
Views: 17002

Re: Version 0.17.66

This is the first 0.17 I've played. I know the GUI has gone through a lot of changes; consider this a single data-point personal feedback based on what I find intuitive; I'm sure you've heard all this before but I couldn't see an obvious thread about the GUI/usability. Probably all this is just bec...
by RocketManChronicles
Mon Aug 19, 2019 10:50 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 208624

Re: Bug: No possibility of manufacturing the basic electric yellow inserts and basic electric drills

[0.17.60] No possibility of manufacturing the basic electric yellow inserts and basic electric drills, neither manually nor machine Since one of the MOD Bobs updates recently, I cannot build the basic yellow inserts as well as the basic electric drill manually or with the machine (see the list of M...
by RocketManChronicles
Thu Aug 15, 2019 1:26 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 208624

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

I have a question regarding the Poison Worm. Is it normal, that a regular tank goes down in like 5-10 sec. when it was hit once without a way to escape it? For me, it is the most dangerous enemy atm, while a behemoth worm is not a big deal. (Seablock) there may need to be more balancing for these t...
by RocketManChronicles
Wed Aug 14, 2019 11:06 am
Forum: News
Topic: Friday Facts #306 - Experimental Demo
Replies: 155
Views: 66811

Re: Friday Facts #306 - Experimental Demo

There was also nothing to tell players about fish and the HP restoring powers of sushi. Having Compilatron chill by the shore after the move, then have him mention how tasty those fish look, might be a nice way to hint at this for players without telling them. It was decided that fish are an easter...
by RocketManChronicles
Mon Aug 12, 2019 11:15 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 576225

Re: [MOD 0.14] AAI Programmable Vehicles

Can I have circuits automatically modify the unit data so that they accept ammo and fuel? When placed by the vehicle deployment, they have nothing in there. When I place them by hand, they are missing the fuel I want. Yes you can. It has been a couple years (for me), but iirc you can have signals f...
by RocketManChronicles
Sat Aug 10, 2019 3:52 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 208624

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

so we have to work to balance the three fluids (technically four with sulfur dioxide) to make the factory work. Actually with the latest version of revamp, you have the option of a new overhaul mode. I think it's on by default. instead of having sulfur dioxode, PG has been replaced with sour gas, a...
by RocketManChronicles
Fri Aug 09, 2019 12:00 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 208624

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

Moved "Crude oil processing" from advanced-oil-processing to oil-processing to help with the oil changes. This most certainly is welcome as an initial setup for oil processing. One thing I like about your mods (with certain settings in place) is that there are gates where you have to do s...

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