Search found 73 matches

by crysanja
Tue Aug 04, 2015 1:33 pm
Forum: Bob's mods
Topic: Bobs mods are not working (0.12.02)
Replies: 18
Views: 14009

Re: Bobs mods are not working (0.12.02)

you updated some parts of youre mod without increaseing their version number,
thats propably the reason why ppl use bad combinations =)
by crysanja
Fri Jul 31, 2015 6:21 pm
Forum: Bob's mods
Topic: New Science packs and SCT
Replies: 4
Views: 7299

Re: New Science packs and SCT

uh im sorry

i ment the number of bakers with cheap =)
ok i guess the blue belt and the nitrit thingy are much less difficult to get
by crysanja
Thu Jul 30, 2015 8:36 pm
Forum: Bob's mods
Topic: New Science packs and SCT
Replies: 4
Views: 7299

Re: New Science packs and SCT

for me the hmm bob-dark-blue science felt a bit fast/cheap - however i was using prod. modules.
not sure if you should balance costs for thouse or not =)
maybe i should limit myselfe to use them just in miners/smelters
by crysanja
Sun Jul 26, 2015 10:01 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Modules.
Replies: 205
Views: 124559

Re: [0.11.x][v0.2.9] Bob's Modules.

works for me, however you need assembly machine V or higher
by crysanja
Sun Jul 26, 2015 8:06 am
Forum: Bob's mods
Topic: Bob mods for 0.12 General Topic.
Replies: 409
Views: 180051

Re: Bob mods for 0.12

so a few more things =) A you can not replace long handed inserters with fast long handed inserstes -- dont know if there are more build-replace problems with other inserters. it works fine for basic inserters replaced with fast, even fast replaced with longhanded Oo B maybe im just silly, but i can...
by crysanja
Sat Jul 25, 2015 10:33 am
Forum: Bob's mods
Topic: Bob mods for 0.12 General Topic.
Replies: 409
Views: 180051

Re: Bob mods for 0.12

played some more. havent seen any bugs so far =) few things i would like to see improved =) A i dont see any mk2 electric furneces, the multi-purpuse furnces with 3 crafting speed seem a bit high on material requirements, to smelt iron/copper with 3 speed. --- B i only looked at laser rifle batterie...
by crysanja
Fri Jul 24, 2015 2:29 pm
Forum: Bob's mods
Topic: Bob mods for 0.12 General Topic.
Replies: 409
Views: 180051

Re: Bob mods for 0.12

maybe solid fuel from H2 should use 100x more gass then it uses now =) played a bit the new version, no blue science yet - only problem i saw was with the higher levels of miners, which is allready fixed. most annoying thing is harvesting wood. maybe change ratios? - however i just started using syn...
by crysanja
Thu Jul 16, 2015 3:56 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 287202

Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates

seeing oxygen production with hydrolysis kind of hurts. couldnt you use air liquification for O2 and N2? =) im not a huge fan from hydrogen electrolysis in combination with fuel production either, this should allways be an energy loss.(please) i was playing with several mods, so its not just the fau...
by crysanja
Tue Jul 14, 2015 5:34 am
Forum: Mods
Topic: Cursed Questions
Replies: 35
Views: 26136

Re: Cursed Questions

it produces blood very slowly
by crysanja
Thu Jul 09, 2015 6:44 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311466

Re: [0.11.x][v0.1.7] Bob's Logistics mod

hi, i have huge problems with blue+ splitters and underground belts. its all about the lubricant. carrying splitters and underground belts of all levels uses alot of inventoryspace. i thought of 2 possible solutions for the crafting on the job =) either let us craft thouse out of their belts, bypass...
by crysanja
Thu Dec 18, 2014 7:08 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 287202

Re: [0.11.x][v0.7.4] Bob's Metals, Chemicals and Intermediat

maybe you should remove the electrolysis way to make H2.

if you look at wikipedia
http://en.wikipedia.org/wiki/Hydrogen_production

its not realy done this way today.
by crysanja
Wed Dec 17, 2014 7:51 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311466

Re: [0.11.x][v0.1.0] Bob's Logistics mod

i havent tried this, but maybe you could put a smart inserter next to several roboports and put the old robots in a box.
with logistic chests you could even collect them at a single place later
by crysanja
Sat Nov 22, 2014 6:36 am
Forum: Questions, reviews and ratings
Topic: Ideas & Suggestions
Replies: 56
Views: 36015

Re: Ideas & Suggestions

i dont see any reason to increase the wood costs to make it more expencive. the mk1 fields are cheap, and you can build and chain lots of them with just one fetchling factory. if you realy want to make the chain more expencive you need to add more costs to mk1 fields(energy/res) or you need to make ...

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