you updated some parts of youre mod without increaseing their version number,
thats propably the reason why ppl use bad combinations =)
Search found 73 matches
- Tue Aug 04, 2015 1:33 pm
- Forum: Bob's mods
- Topic: Bobs mods are not working (0.12.02)
- Replies: 18
- Views: 14009
- 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
i ment the number of bakers with cheap =)
ok i guess the blue belt and the nitrit thingy are much less difficult to get
- 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
not sure if you should balance costs for thouse or not =)
maybe i should limit myselfe to use them just in miners/smelters
- 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
- 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...
- 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...
- 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...
- 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...
- Tue Jul 14, 2015 5:34 am
- Forum: Mods
- Topic: Cursed Questions
- Replies: 35
- Views: 26136
Re: Cursed Questions
it produces blood very slowly
- 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...
- 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.
if you look at wikipedia
http://en.wikipedia.org/wiki/Hydrogen_production
its not realy done this way today.
- 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
with logistic chests you could even collect them at a single place later
- 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 ...