Search found 281 matches
- Sat Sep 12, 2015 4:36 pm
- Forum: Bob's mods
- Topic: destroy gaz
- Replies: 16
- Views: 12473
Re: destroy gaz
Sure, attach a small pump to the relevant pipeline and connect it to the nearest tank of that gas. Configure it to run when it's above a certain threshold, and attach a steam engine to the other side of the pump. It will automatically consume the gas without doing anything.
- Sat Aug 22, 2015 9:40 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.7] Bob's Enemies Mod
- Replies: 123
- Views: 101435
Re: [0.11.22/0.12.x][v0.12.3] Bob's Enemies Mod
i have seen small artifact drops near biter spawners which i couldnt have killed. not sure how this happens, dont have more info about it either - sorry. Spawned aliens have a lifespan - when they reach their age limit, they die, and unfortunately the drops still happen, despite it not being a viol...
- Sun Aug 16, 2015 4:49 am
- Forum: Mods
- Topic: [0.16.50] Dark Matter Replicators
- Replies: 77
- Views: 72424
Re: [0.12.3]Dark Matter Replicators
Since this is a fork, should it really be in the unofficial updates section?
- Sun Aug 16, 2015 4:41 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 111984
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
Yeah, I second that, that's a reasonable change to base, IMO.
- Sun Aug 16, 2015 4:33 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 125362
Re: [0.11.22/0.12.x][v0.12.3] Bob's Modules.
Yeah, I had some trouble figuring out what was going on in the turret definition file until I got to the bottom. I don't know that writing up a generic function (or functions) to define various entities would be all that useful. Eventually you'd reach the point where you were defining every single f...
- Sun Aug 16, 2015 3:15 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Power mod
- Replies: 102
- Views: 129563
Re: [0.11.22/0.12.x][v0.12.2] Bob's Power mod
Klonan built his oil fired burner to support ten engines at once, which conveniently replaces my original 1/5/20 pump/boiler/engine setup with a 1/1/20 pump/oil boiler/engine arrangement using your mk.3 engines. And it gives an energy boost since his steam fluid has a slightly higher energy content ...
- Fri Aug 14, 2015 3:05 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 313642
Re: [0.11.22/0.12.x][v0.12.3] Bob's Logistics mod
Well yes, that was kinda the point. Adding something like that for tier 3 would make it consistent.bobingabout wrote:In theory my higher tiers do need lubricans because the components used to make them require libricant.
- Fri Aug 14, 2015 9:51 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.7] Bob's Enemies Mod
- Replies: 123
- Views: 101435
Re: [0.11.22/0.12.x][v0.12.3] Bob's Enemies Mod
I thought the fact that I was finding nothing but big explosive worms when I went hunting was odd. Was this fixed in the latest version?
- Fri Aug 14, 2015 9:49 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 313642
Re: [0.11.22/0.12.x][v0.12.3] Bob's Logistics mod
Cobalt steel seems to be a solution looking for a problem to solve. Since there are high-speed steels that incorporate cobalt (just quietly ignore the tungsten component of the alloys...) could you add cobalt-steel cogs/bearings and replace the lubricant/iron gear components of express transport bel...
- Fri Aug 14, 2015 1:25 am
- Forum: Show your Creations
- Topic: Universal factory
- Replies: 4
- Views: 10436
Re: Universal factory
I'll have to build my own factory to demonstrate what I'm talking about. I've gotten a proof of concept working with oil products from Bob's Mods so far.
- Thu Aug 13, 2015 3:44 pm
- Forum: Bob's mods
- Topic: Builds with Bob's
- Replies: 48
- Views: 45697
Re: Builds with Bob's
I wish I could be this organised with my factories.
Also, wow, I knew there was a reason I stuck with RSO when playing Bob's, no matter what.
Also, wow, I knew there was a reason I stuck with RSO when playing Bob's, no matter what.
- Thu Aug 13, 2015 3:37 pm
- Forum: Questions, reviews and ratings
- Topic: Mod Roundup #11
- Replies: 0
- Views: 6972
Mod Roundup #11
This is getting to be a bad habit. It's not all my fault, I've had some family issues to deal with recently, but that's done with, so, onto the mods! Since it's been two weeks since my last update, there's a whole raft of new and updated stuff, just like last time. *** New Aircraft - Adds flyable pl...
- Thu Aug 13, 2015 3:14 pm
- Forum: Mods
- Topic: [0.12.3+ WIP] Deep Ores
- Replies: 21
- Views: 16841
Re: [0.12.3+ WIP] Deep Ores
With regard to producing stone/dirt in addition to the main ore type, I believe the probabilities are checked independently, so any ore entity automatically has the potential to produce multiple ore types simultaneously.
- Thu Aug 13, 2015 2:19 pm
- Forum: Show your Creations
- Topic: Universal factory
- Replies: 4
- Views: 10436
Re: Universal factory
I think I see what you're aiming for, but I fear that it won't work beyond a one or two-stage production process at the moment. You might be better off with a loop system that outputs materials onto the belt whenever something else further down the line requires it.
- Wed Aug 12, 2015 3:59 am
- Forum: Mods
- Topic: [MOD 0.12.x] Finite Water
- Replies: 63
- Views: 57190
Re: [0.12.x] Finite Water
Now all we need is a weather mod to add rain that refills the lakes. It looks like it has a maximum range it will draw from, similar to how Red Power's drain + pump worked in Minecraft (which is probably the only sane way to do it, really). Have you thought about an option for sufficiently large bod...
- Sun Aug 02, 2015 2:48 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 289197
Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates
I'm looking forward to the day when liquid firing is possible in the game, and hydrogen can just have a really low fuel value and we can be done with this debate.
- Fri Jul 31, 2015 8:23 am
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 181436
Re: Bob mods for 0.12
Mysteriously, now that I have Mining loaded in Factorio as well now, I'm getting gems from ores via miners again. Did you cut and paste some code from Ores that you shouldn't have, Bob?
- Fri Jul 31, 2015 4:36 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Power mod
- Replies: 102
- Views: 129563
Re: [0.11.x][v0.1.8] Bob's Power mod
My recent games have all been completely solar agnostic, just for the hell of it. I'm interested in seeing how far I can drive the pollution of a base down by using the extended modules available. I'm also using Klonan's oil burner because dammit I want to use oil firing already. I lose the efficien...
- Fri Jul 31, 2015 3:58 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 373223
Re: [0.11.x][v0.6.7] Bob's Ore Mod.
The extra mining drills and pumpjacks seem to have gone walkabout in 0.12.1, the prototype files are missing.
EDIT: Oops, never mind. I didn't see that you'd added another module for those items.
EDIT: Oops, never mind. I didn't see that you'd added another module for those items.
- Fri Jul 31, 2015 3:54 am
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 181436
Re: Bob mods for 0.12
You're not the only one, netmc. I can handmine coal and receive some diamond ore, but automated mining produces only coal, when outputting onto a belt or into a chest. It was working in 0.12 so maybe a bug was introduced in 0.12.1?