Search found 356 matches

by RocketManChronicles
Tue Jul 30, 2019 1:36 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 321486

Re: Friday Facts #305 - The Oil Changes

Ok, I'll join the chorus: I don't like the oil changes. I get that it should be simpler, but these changes make no thematic/chemical sense. So after going through the comments, I suggest: Basic Oil Processing outputs heavy oil and petro gas. This makes sense thematically as it is what the most basi...
by RocketManChronicles
Fri Jul 26, 2019 6:02 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 321486

Re: Friday Facts #305 - The Oil Changes

now that you've explained it all, and made changes, it does make a lot more sense. I'm still going to have to undo a few of these things in my mods though, like I said last week, I make use of light and heavy oil in many things, and just making them unavailable until after SP3 would break the flow ...
by RocketManChronicles
Wed Jul 24, 2019 2:44 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 236508

Re: Friday Facts #304 - Small bugs; Big changes

I posted earlier in this thread that I like BOP as is, and gave the reasons why. Petroleum Gas goes for Plastic and eventually making Advanced Circuits, Light Oil goes for Solid Fuel, and Heavy Oil goes for Lubricant and eventually into Electric Engine to lead to Construction Bots. It is not balance...
by RocketManChronicles
Wed Jul 24, 2019 12:15 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 236508

Re: Friday Facts #304 - Small bugs; Big changes

However sadly this still does push back construction bots due to those indirectly requiring red chips. Maybe this could also be modded a bit to grant most satisfying experience. Ahem, Construction Bots require Green Circuit Chips not Red Circuit Chips. Don't you need a roboport to make them work ? ...
by RocketManChronicles
Wed Jul 24, 2019 11:23 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 236508

Re: Friday Facts #304 - Small bugs; Big changes

PacifyerGrey wrote:
Wed Jul 24, 2019 10:15 am
However sadly this still does push back construction bots due to those indirectly requiring red chips. Maybe this could also be modded a bit to grant most satisfying experience.
Ahem, Construction Bots require Green Circuit Chips not Red Circuit Chips.
by RocketManChronicles
Tue Jul 23, 2019 11:54 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 236508

Re: Friday Facts #304 - Small bugs; Big changes

This thread sure has grown a lot in a day. I would propose to separate these two by both simplifying blue science - I had to stop reading there. Science is the main means of progression and undermining that aspect only makes everything else easier as a result. Part of the appeal for blue science be...
by RocketManChronicles
Mon Jul 22, 2019 2:47 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 236508

Re: Friday Facts #304 - Small bugs; Big changes

My two cents on the proposed changes: (1) Oil change - I do not support this. As with the recipe for Chemical Science, you actually had a use for all products of the basic oil refining: Petroleum Gas for Plastic and also for Sulfuric Acid, the Light Oil to make Solid Fuel for Chemical Science, and t...
by RocketManChronicles
Fri Jul 19, 2019 2:59 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 208460

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

Added a new oil overhaul(on another option) that doesn't add the extra oil processing recipes, instead it replaces petroleum gas on other oil processing recipes with sour gas. This can be split into petroleum gas to make plastic and hydrogen sulfide to make sulfur and sulfuric acid. sour gas can al...
by RocketManChronicles
Fri Jul 19, 2019 10:50 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 208460

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

Added a new oil overhaul(on another option) that doesn't add the extra oil processing recipes, instead it replaces petroleum gas on other oil processing recipes with sour gas. This can be split into petroleum gas to make plastic and hydrogen sulfide to make sulfur and sulfuric acid. sour gas can al...
by RocketManChronicles
Wed Jul 17, 2019 11:47 am
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 116083

Re: [MOD 0.16] Realistic Reactors

I just tested it using only Bobs Plates and Bobs Ores (otherwise Thorium cells are deactivated), and for me it works: Can you reproduce this with only the two mods? Maybe another Bob mod is changing the fuel categories, but only with these two it should work as the categories are the same. It appea...
by RocketManChronicles
Mon Jul 01, 2019 12:28 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 208460

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

FYI some of your technologies conflict with AAI Industries These are the main ones: steam-power and electricity I'm merging these with a modpack but with the name conflicts it's not something I can easily address. The problem is... do I do what I did with Bobplates metal technology, where it checks...
by RocketManChronicles
Mon Jul 01, 2019 12:08 pm
Forum: News
Topic: Friday Facts #301 - Crash site: First state
Replies: 52
Views: 28652

Re: Friday Facts #301 - Crash site: First state

The numbers, what do they mean? You are number six! Who is number one? I am not a number, I'm a free man ! :mrgreen: :D The numbers, what do they mean? Maybe something 'bout the launch date of the new campaign, and maybe it's justo some random number :p You should worry where the other 77 chests ar...
by RocketManChronicles
Fri Jun 07, 2019 2:23 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 152501

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

bobingabout wrote:
Fri Jun 07, 2019 1:51 pm
I'll probably release another version soon that makes use of the variation system for my own ores.
Maybe even the new mipmap feature.
Looking forward to seeing all of your ores on my belts the same as the new vanilla ones!
by RocketManChronicles
Fri Jun 07, 2019 12:12 pm
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 133701

Re: Feedback

Option on the mods out there to nerf your modules some YouTube people I watch stop play the mod become of how op the module are there's a whole settings section to let you choose your own numbers for them. It's still going to take it up to 8 tiers, but you can turn off module merging, leaving you w...
by RocketManChronicles
Tue Jun 04, 2019 4:37 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 208460

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

since Deuterium is easy enough to get (a chemical process, and then electrolysis), it should still be easy enough to get in seablock? I'm not happy with how easy it is to craft deuterium fuel cells, I was thinking of adding some sort of fusion catalyst to the cell, but the best thing I can think of...
by RocketManChronicles
Tue Jun 04, 2019 11:32 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 208460

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

Updates strike again! Logistics 0.17.10: Added plasma resistances to trains. Enemies 0.17.7: fixed giant worm's hole size. Added build_base_evolution_requirement to spawners. Added damage type Plasma Increased small poison cloud damage rate Added poison sticker (DOT) to some poison damage weapons A...
by RocketManChronicles
Fri May 31, 2019 2:05 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 56882

Re: Friday Facts #297 - New resource icons

Hi, Love the new resources on the belt. Feels much more natural and fun to look at after awhile. Since you're asking for our help on thoughts.. On the gif, after the turn of the belt, it seems the resource converts to a different random resource after the bend, creating a tear. Could that be smooth...
by RocketManChronicles
Wed May 29, 2019 11:20 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 208460

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

I'm curious about your thoughts on more tiers of flamethrower turrets. The vanilla ones are really good, but late game I can see them not being very effective against Titans+. How would you scale the damage or even fire rate? I do like the idea of poison- or acid-thrower turrets. I can see using di...
by RocketManChronicles
Wed May 29, 2019 12:27 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 208460

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

I'm curious about your thoughts on more tiers of flamethrower turrets. The vanilla ones are really good, but late game I can see them not being very effective against Titans+. How would you scale the damage or even fire rate? I do like the idea of poison- or acid-thrower turrets. I can see using dif...
by RocketManChronicles
Wed May 29, 2019 12:21 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 575949

Re: [MOD 0.14] AAI Programmable Vehicles

I plan to place a few blue prints here in the near future, I just want to make sure some of my builds don't have issues in them before posting. I do have a resource gatherer that is fairly robust. It is based off of Nilaus' build cycling through various states, but at a slower rate to not use a ton ...

Go to advanced search