Search found 281 matches

by Degraine
Tue Nov 04, 2014 7:21 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 320436

Re: A tool to help you optimise your production lines.

The downloadable works well for me (1.5 on Windows 7-64bit) but...only with vanilla recipes. It doesn't seem to load mod content at all, and the 0.11.1 version of the game doesn't work at all, obviously.
by Degraine
Sun Oct 26, 2014 12:32 pm
Forum: Off topic
Topic: Infinifactory by Zachtronics - 3D SpaceChem successor
Replies: 32
Views: 34647

Re: Infinifactory by Zachtronics - 3D SpaceChem successor

It's a point of pride for me that I actually finished Spacechem. I even have all but one cheevo (complete enough research journal puzzles). Unfortunately, my save file got...broken, or something, and I can't load it anymore, so I haven't had the motivation to go back and go through the game again.
by Degraine
Sun Oct 26, 2014 6:16 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 287164

Re: [0.10.7+] Bob's Metals, Chemicals and Intermediates mod

Ooooh. I've been looking forward to this.
by Degraine
Mon Oct 20, 2014 11:46 pm
Forum: Mods
Topic: [MOD 0.10.x] Belt Storages (Chests) 1.1
Replies: 16
Views: 19475

Re: [MOD 0.10.x] Belt Storages (Chests) 1.1

TheCardinal wrote:A superb addon! It is a pity though that the belt storage can't supply signals like a smart chest. It would make it much easier to get some sort of control of the input flux on the belt.
Look closer at the OP, there is in fact a Logistics beltchest submod.
by Degraine
Mon Oct 20, 2014 4:37 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Modules.
Replies: 205
Views: 124549

Re: [0.10.7+] Bob's Modules.

I believe the reason vanilla doesn't go past four ingredients is because you start having logistical issues getting everything close enough to an assembly machine for insertion. Four items requires two belts at minimum. Ten would be five, which no longer allows you to just run belts past, you have t...
by Degraine
Sun Oct 19, 2014 12:25 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Modules.
Replies: 205
Views: 124549

Re: [0.10.7+] Bob's Modules.

I've been thinking about this for a bit. In terms of verisimilitude, I think you could get away with having basic integrated circuits at the low end of the electronics scale and something more modern at the high end. They probably resemble each other about as closely as discrete circuits do the earl...
by Degraine
Sat Oct 18, 2014 1:55 pm
Forum: Mods
Topic: [0.12.x]Cartmen's Mods Information
Replies: 285
Views: 75202

Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod v0.4.1

Is it feasible for ore fields to change icon once we've done sufficient research in refining their particular metal? I have this planned but unfortunately icons cannot be changed during gameplay. The same goes for recipes and everything else basicly. I hope that this will be changed though. Ahhh, t...
by Degraine
Sat Oct 18, 2014 3:26 am
Forum: Mods
Topic: [0.12.x]Cartmen's Mods Information
Replies: 285
Views: 75202

Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod v0.4.1

Is it feasible for ore fields to change icon once we've done sufficient research in refining their particular metal?
by Degraine
Fri Oct 17, 2014 4:54 pm
Forum: Mods
Topic: [0.12.x]Cartmen's Mods Information
Replies: 285
Views: 75202

Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod v0.4.1

You know, I was going to suggest coal coke, actually! The mineral ore included in the recipe is a placeholder for now. In the actuall iron ore processing they add a couple of minerals to react with the sulfates in the iron ore, this is currently represented by the mineral ore. But that will change! ...
by Degraine
Fri Oct 17, 2014 10:45 am
Forum: Mods
Topic: [0.12.x]Cartmen's Mods Information
Replies: 285
Views: 75202

Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod v0.4.1

Yeah, I would've worked from the iron ore value but you included mineral ore in the melting recipe so I had to work from there to be totally consistent. Why is mineral ore included in some of the melting recipes anyway? I thought the idea was to remove impurities, but here we are, tossing a bunch of...
by Degraine
Fri Oct 17, 2014 12:45 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 287164

Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod

I'm on Windows 7, 64-bit. Right now, I'm using Adv. Radars, Belt Storage, CleanPipes, Floors, PocketBots, Rail Layer, Robo Charger and Wagons. I've no idea which of those would be affecting it. I disable Cartmen's mods when I run yours for obvious reasons, so they shouldn't be conflicting... And yes...
by Degraine
Thu Oct 16, 2014 11:24 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 287164

Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod

Actually I haven't been able to get the most recent version of this one or the power mod to load in 10.12 (or 10.08 for that matter). And ores keeps throwing up an error about line 104 in data.lua: attempt to index field 'iron-ore' (a nil value). If I disable that line in data.lua, another error abo...
by Degraine
Thu Oct 16, 2014 3:49 am
Forum: Mods
Topic: [0.12.x]Cartmen's Mods Information
Replies: 285
Views: 75202

Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod v0.4.1

Ah, okay, I missed the simple lab in the ores tab. That makes it actually possible to do things! EDIT: So on the subject of balancing, I decided to crunch some numbers on liquid casting and right now, assuming my math is correct...liquid iron casting is much less efficient than smelting iron plates ...
by Degraine
Wed Oct 15, 2014 2:06 pm
Forum: Mods
Topic: [0.12.x]Cartmen's Mods Information
Replies: 285
Views: 75202

Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod v0.4.0

I'm having trouble using this mod - when I generate a new world, there's nothing but stone fields, stone as far as the eye can see. Every ore square is labelled Unknown key:"entity-name.stone2" and when I try to cook any of it in a furnace using wood from trees, all I get is stone bricks. ...
by Degraine
Wed Oct 15, 2014 12:33 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 287164

Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod

I see. Well, that's a shame. Fingers crossed that changes in the future, but it does sound like they're doing something with liquids and alternate fuels so hopefully varying pollution levels will become possible too. I do definitely think a 2x2 building for the air compressor would make life a lot e...
by Degraine
Sat Oct 11, 2014 6:06 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 287164

Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod

I have a suggestion. Is it possible to code a fuel that doesn't produce pollution with the existing boiler/trains, or would you have to make your own to recognise hydrogen as a non-polluting fuel?
by Degraine
Thu Oct 09, 2014 5:45 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 287164

Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod

Actually, looking at the recipes, express (and fast) splitters do require belts of their level, it's just underground belts that don't.
by Degraine
Tue Oct 07, 2014 3:44 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 287164

Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod

Didn't see the poll in time to vote, but I'm for titanium and above, personally. Sort of like transport belts not requiring lubricant until the third tier. One thing that bugs me about the vanilla game is the way the express splitters and underground belts don't require lubricant to make, yet the st...
by Degraine
Fri Aug 29, 2014 7:59 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 287164

Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod

Yeah, I was going to say that I realised the existing system is self-balancing based on demand...until gold is introduced. But mopping up the excess hydrogen with tungsten should probably help with that.
by Degraine
Thu Aug 28, 2014 7:16 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 287164

Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod

Fair enough. One other thing I was thinking about is the potential imbalance of gas production. If you've got too much oxygen or hydrogen for whatever reason, it would be useful to have a way to burn it off or simply release it into the atmosphere again. Oxygen would be harmless, hydrogen maybe less...

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