Search found 281 matches
- Fri Jul 31, 2015 3:42 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Oil Steam Boiler
- Replies: 38
- Views: 60309
Re: [0.12.x] Oil Steam Boiler
That's not what I mean; if my math is correct, the higher energy content of steam should enable steam engines to produce about 50% more than what they can with hot water. Of course, my math is probably wrong, but the wiki has nothing to say on the subject so if you can set me straight on that, I'm a...
- Thu Jul 30, 2015 10:35 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Oil Steam Boiler
- Replies: 38
- Views: 60309
Re: [0.12.x] Oil Steam Boiler
So I was looking at the numbers for power generation with your steam, and steam engine output doesn't appear to match the theoretical output they should be getting. They should reach 720kW at max, correct? Yet the best a normal steam engine with your steam can do appears to be 542kW, which is not mu...
- Wed Jul 29, 2015 12:24 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 370417
Re: [0.11.x][v0.6.7] Bob's Ore Mod.
That's probably a good idea, yes.
Also, I suppose there may have been a bug in the earlier version of ores that got fixed because I had diamond ore coming from coal fairly frequently previously.
Also, I suppose there may have been a bug in the earlier version of ores that got fixed because I had diamond ore coming from coal fairly frequently previously.
- Tue Jul 28, 2015 2:50 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 179408
Re: Bob mods for 0.12
Seeing as the topic proper is still labelled 0.11 I figured I'd put this here.
Ores seems to be having a problem spawning gems from other ores. My coal miners' expected resources show diamonds correctly, but have yet to produce any after harvesting well over a thousand coal.
Ores seems to be having a problem spawning gems from other ores. My coal miners' expected resources show diamonds correctly, but have yet to produce any after harvesting well over a thousand coal.
- Tue Jul 28, 2015 2:39 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 179408
Re: Bob mods for 0.12
I'd like something like the void pump for sodium hydroxide. Can't find a useful game product that is produced from NaOH (other than alumina) and we need significant amounts of H-Cl (which requires an equal production of NaOH). Maybe create a surface applied soap that slows down enemies? Or, find mo...
- Tue Jul 28, 2015 5:13 am
- Forum: Questions, reviews and ratings
- Topic: Mod Roundup #10
- Replies: 2
- Views: 9670
Re: Mod Roundup #10
You're welcome! People on Reddit say the same thing, so I thought it might be appreciated over here too.
- Tue Jul 28, 2015 1:41 am
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 179408
Re: Bob mods for 0.12
I keep harping on the devs to make a railgun turret that requires ammo and power, but they're taking their sweet time about it, if they are!
- Mon Jul 27, 2015 6:06 am
- Forum: Bob's mods
- Topic: [Compatibility] ShadowsMegaModpack VS Bobsmods... 2nd round
- Replies: 10
- Views: 10095
Re: [Compatibility] ShadowsMegaModpack VS Bobsmods... 2nd round
Reverse Factory generates its recipe list dynamically when it's loaded, and it claims to have Dytech compatibility in its post, but presumably the author didn't test with multiple large mods together.
- Mon Jul 27, 2015 5:50 am
- Forum: Questions, reviews and ratings
- Topic: Mod Roundup #10
- Replies: 2
- Views: 9670
Mod Roundup #10
Sorry for the delay on this one... I procrastinated because I was playing Factorio. This is a huge update because so many mods that were considered 'complete' had to make changes to become compatible with version 0.12, so this is also an opportunity to showcase a lot of mods I haven't covered before...
- Mon Jul 27, 2015 5:46 am
- Forum: Mods
- Topic: [Mod 0.13.11+]The Underground(Release 0.0.9)(26.7.16)
- Replies: 58
- Views: 51471
Re: [0.12.0]The Underground(not released yet)
You could go with the 'bottomless pits' approach like Don't Starve eventually decided to. It's a bit weird, but then, so is Don't Starve.
- Mon Jul 27, 2015 4:25 am
- Forum: Mods
- Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
- Replies: 177
- Views: 158477
Re: [MOD 0.12.x] Evolution Factor Indicator
What about a button that can be clicked on to cycle through different styles of display? Wouldn't even need a config option, you just click until you find the style that suits you.
- Sun Jul 26, 2015 2:53 pm
- Forum: Mods
- Topic: [0.12.0] static game difficulty
- Replies: 15
- Views: 18794
Re: [0.12.0] static game difficulty
Never used your mod, but I'm not surprised that it seems too easy now. The pollution and time factors are kind of there to push you along a bit and encourage some work to defend yourself from the aliens. The factors were all changed in 0.12, mostly reducing them by about half, so you might want to s...
- Sun Jul 26, 2015 2:44 pm
- Forum: Mods
- Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
- Replies: 101
- Views: 66597
Re: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
That's actually a really awesome idea. Heck, why have it limited to just night-time operation?
- Sun Jul 26, 2015 2:42 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
- Replies: 87
- Views: 77306
Re: [0.11.17+] Slipstream Chests - 1.1.1
Not yet. I'll post it in the 0.12 section when I finish it.
- Fri Jul 24, 2015 3:58 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 179408
Re: Bob mods for 0.12
Yeah, hydrogen to solid fuel is one of those things that's fine right up until modules are introduced, and then balance just goes to hell. S'why I avoid that recipe entirely.
- Thu Jul 23, 2015 1:13 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 179408
Re: Bob mods for 0.12
Minor bit of pedantry, but no-one else seems to have noticed it - it's warfare, not warefare. Been bugging me for a while, that one.
- Mon Jul 20, 2015 6:58 am
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 179408
Re: Bob mods for 0.12
You'll need to update the power settings for all your equipment since they rescaled everything to make it possible to power bots directly from armour power sources. Are you going to add the new negative production speed from productivity modules to yours as well?
- Fri Jul 17, 2015 11:33 am
- Forum: Questions, reviews and ratings
- Topic: Mod Roundup #9
- Replies: 0
- Views: 4694
Mod Roundup #9
Modding carries on unabated, despite expectations of 0.12 materialising any moment now. *** New Laige's Mods - Various mods. Newly published: Burner Assembly Machine. Pretty much what you'd expect, although it can also smelt ores, surprisingly enough (at half the efficiency of the stoen furnace). To...
- Fri Jul 17, 2015 9:07 am
- Forum: Bob's mods
- Topic: destroy gaz
- Replies: 16
- Views: 12393
Re: destroy gaz
Why not simply have it produce a much smaller amount of the same gas? If the recipe takes in 11 units of a gas and produces 1 unit, you're removing 10 per cycle and you can just loop the output back to the input.
- Fri Jul 17, 2015 8:45 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 560650
Re: Yuoki Industries - Informations, Suggestions, Questions
Guys, I fear you've missed the point I was trying to make entirely. Those dependencies you were talking about are not ordered in any way that makes sense to me, and yes, I found the power tab especially aggravating. There is no need to go 'git gud' at me or MantisShrimp either. This mod introduces a...