the small electric motor has some odd fluid box connection issues, see attached...
https://drive.google.com/open?id=1NmExV ... VCWfP1lOcd
Search found 113 matches
- Thu Mar 08, 2018 11:40 am
- Forum: Yuoki Industries
- Topic: If it's not a feature - it's maybe a Bug ?
- Replies: 97
- Views: 64843
- Fri Mar 02, 2018 1:29 pm
- Forum: Bob's mods
- Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
- Replies: 96
- Views: 72572
Re: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Kiu, it sounds like he is asking if anyone wants to take over, so by all means jump on it if you want.
Personally i think some of these changes would be nice as a base bobs mods...
On the other hand, a version of this would be nice for 0.16...
Personally i think some of these changes would be nice as a base bobs mods...
On the other hand, a version of this would be nice for 0.16...
- Wed Feb 21, 2018 7:42 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3900
- Views: 1976916
Re: Bugs & FAQ
id you mean the fluid 3-way splitter, yes, those were removed. The rest of the valves are in the fluid control tab.IanRaven wrote:Are the fluid splitters gone?
I can't seam to find them anywhere?
- Wed Feb 21, 2018 4:02 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 486227
Re: [0.16.x] Bob's Mods: General Discussion
I had a discussion on discord earlier that was discussing how the red and blue belts recipes could do with some tweaking in your mod pack.
Proposal:
Red belt set... replace iron gears with steel gears, reduce gear count required to be reasonable (given higher tier material)
Blue belt set... replace ...
Proposal:
Red belt set... replace iron gears with steel gears, reduce gear count required to be reasonable (given higher tier material)
Blue belt set... replace ...
- Wed Feb 21, 2018 3:15 am
- Forum: Bob's mods
- Topic: Planned: Fuel values on fluids and Hydrogen balance. Give opinions.
- Replies: 43
- Views: 23391
Re: Planned: Fuel values on fluids and Hydrogen balance. Give opinions.
i agree that hydrogen need a re-balance, and working backwards from the power is the way to go. However, considering the 'value add' processes should have higher fuel values, and Hydrogen is one step out of water, it should be worth processing it beyond just hydrogen for fuel. (personally you should ...
- Sat Feb 17, 2018 2:50 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3900
- Views: 1976916
Re: Bugs & FAQ
While trying to do a 'quick' patch of seablock to work with 0.16 for personal use... chasing the issues is fun...
Failed to load mods: __angelsrefining__/data-final-fixes.lua:2 .... /prototypes/generation/angels-override.lua:3: attempt to index field 'autoplace' (a nil value)
the syntax may need ...
Failed to load mods: __angelsrefining__/data-final-fixes.lua:2 .... /prototypes/generation/angels-override.lua:3: attempt to index field 'autoplace' (a nil value)
the syntax may need ...
- Sun Feb 11, 2018 12:21 pm
- Forum: Mods
- Topic: [0.17.x] AnonyMods - Overhaul mod
- Replies: 174
- Views: 91323
Re: [0.15.x] AnonyMods - Overhaul mod
0.16 is not YET stable, but it is very close.
After the mess that was the 0.15 stablisation (particularly 0.15.10) shenanigans where mods were made and broken multiple times. I will be patient with mod creators who wish NOT to have to re-work their complex creations multiple times.
Besides, the ...
After the mess that was the 0.15 stablisation (particularly 0.15.10) shenanigans where mods were made and broken multiple times. I will be patient with mod creators who wish NOT to have to re-work their complex creations multiple times.
Besides, the ...
- Fri Sep 29, 2017 3:50 am
- Forum: Modding interface requests
- Topic: Request on Rail Tracks
- Replies: 13
- Views: 7454
Re: Request on Rail Tracks
i would have thought the easiest way to implement this would be to use a modded signal "speed signals" set on the side of tracks, with an on changed (to red/yellow), as opposed to different tracks
as a train passes a signal, its max speed can be changed (wireless signal?)... etc
im not sure it could ...
as a train passes a signal, its max speed can be changed (wireless signal?)... etc
im not sure it could ...
- Thu Sep 21, 2017 4:47 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3802
- Views: 2147183
Re: Development and Discussion
My previous factories used the fluid splitters to evenly distribute many of the gases and fluids from Angel's mods. Especially when using slurry setups to generate ores. Does anyone have recommendations on how to split flows of fluids evenly without the 2-way and 3-way splitters?
check valve ...
check valve ...
- Wed Sep 20, 2017 11:10 am
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 323
- Views: 234015
Re: [MOD 0.15.x]Helmod: Assistant to plan its base.
cheers, this has helped to no end, trying to get my head around this angel+bob+omnimatter game without it would be like trying to dig a grave in quicksand with a teaspoon. 
- Wed Sep 20, 2017 10:03 am
- Forum: Mods
- Topic: [Mod 0.15] Omnimatter
- Replies: 31
- Views: 20556
Re: [Mod 0.15] Omnimatter
small nit picking...
The lettering for manganese is Mn, not Mg (Magnesium) for the Tier 4 frame.
And while im here... i have Sloth unchecked and was wondering why you don't have the use of mineral catalyst (or mineral sludge for that matter) in the crystallisation of higher tier metals when ...
The lettering for manganese is Mn, not Mg (Magnesium) for the Tier 4 frame.
And while im here... i have Sloth unchecked and was wondering why you don't have the use of mineral catalyst (or mineral sludge for that matter) in the crystallisation of higher tier metals when ...
- Thu Sep 14, 2017 4:45 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 323
- Views: 234015
Re: [MOD 0.15.x]Helmod: Assistant to plan its base.
blah...
Apart from that, wonderful mod, i like where it is heading.
can you post a screen shot?
https://steamuserimages-a.akamaihd.net/ugc/865111370508477167/3023710E37A73A18E7FA635BD809F83703B2A877/
and without the productivity:
https://steamuserimages-a.akamaihd.net/ugc/865111370508505655 ...
Apart from that, wonderful mod, i like where it is heading.
can you post a screen shot?
https://steamuserimages-a.akamaihd.net/ugc/865111370508477167/3023710E37A73A18E7FA635BD809F83703B2A877/
and without the productivity:
https://steamuserimages-a.akamaihd.net/ugc/865111370508505655 ...
- Tue Sep 12, 2017 4:31 am
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 323
- Views: 234015
Re: [MOD 0.15.x]Helmod: Assistant to plan its base.
is anyone else getting weird calculations when using productivity modules. i just tried calculating how many labs it would take to do a research in a set time (omni-science headache) and using bobs modules i get a productivity of 160%, and with that helmod tells me i need negative science packs to ...
- Tue Jul 25, 2017 8:45 am
- Forum: Bob's mods
- Topic: Charcoal ?
- Replies: 13
- Views: 7661
Re: Charcoal ?
ukezi wrote:
well charcoal is made by heating up wood without oxygen so the organics evaporate and partly brake down wood gas is also made that way and charcoal is the residue in that process along with some wood tar. The gas is about 49% CO2, 34% CO and 13% Methane since standard bobs doesn't have ...
well charcoal is made by heating up wood without oxygen so the organics evaporate and partly brake down wood gas is also made that way and charcoal is the residue in that process along with some wood tar. The gas is about 49% CO2, 34% CO and 13% Methane since standard bobs doesn't have ...
- Fri Jun 30, 2017 1:54 am
- Forum: Not a bug
- Topic: 0.15.10 Fluid wagon leaving even though condition is not met
- Replies: 14
- Views: 9636
Re: 0.15.10 Fluid wagon leaving even though condition is not met
The only solution is to simply not use floating point numbers in computer software.
The only solution is to round to int according to application.
This application is especially simple since there is no case where rounding down is required. No one cares if a train set to leave at fluid >= 75k ...
The only solution is to round to int according to application.
This application is especially simple since there is no case where rounding down is required. No one cares if a train set to leave at fluid >= 75k ...
- Thu May 11, 2017 2:19 pm
- Forum: MoMods
- Topic: (0.15.10) MoWeather 0.4.0
- Replies: 50
- Views: 66168
Re: (0.13.4) MoWeather 0.3.75
please take this idea as complete and utter sarcasm :!:
While your at it with seasons, you could change the default temperature of water to be lower in winter (say 10C) and warmer in summer (say 26-30ish)...
This could have the potential to mess with the other form of power production, unless ...
While your at it with seasons, you could change the default temperature of water to be lower in winter (say 10C) and warmer in summer (say 26-30ish)...
This could have the potential to mess with the other form of power production, unless ...
- Mon May 08, 2017 11:31 am
- Forum: Bob's mods
- Topic: What should I do with science packs?
- Replies: 68
- Views: 31421
Re: What should I do with science packs?
I have been thinking a little about this, but...
if you keep the current packs "as is" but increase the ingredients to match your new tiers (3 battery tiers, 3 bearing tiers, advanced materials, advanced electronic) etc...
If you want to crank it up to have the extras for warfare, aliens and such ...
if you keep the current packs "as is" but increase the ingredients to match your new tiers (3 battery tiers, 3 bearing tiers, advanced materials, advanced electronic) etc...
If you want to crank it up to have the extras for warfare, aliens and such ...
- Sun May 07, 2017 1:19 pm
- Forum: DyWorld
- Topic: DyWorld General Discussion
- Replies: 36
- Views: 37363
Re: DyWorld General Discussion
ok, this looks good thus far... BUT, gating radars behind combat robotics 3 and power armor 2 is bewildering.... why soo deep? as it is, this is one of the last things to unlock before you get the silo 
- Thu May 04, 2017 2:03 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 722504
Re: [MOD 0.14] AAI Programmable Vehicles
... good reading...
That sounds like your sprite resolution setting got reduced somehow.
Yeah, it seems that the added "data-final-fixes.lua" was causing the issue :shock: ... simply removing that for some reason fixed the gfx problem i was having, i have nfi why. It was doing nothing from what ...
That sounds like your sprite resolution setting got reduced somehow.
Yeah, it seems that the added "data-final-fixes.lua" was causing the issue :shock: ... simply removing that for some reason fixed the gfx problem i was having, i have nfi why. It was doing nothing from what ...
- Thu May 04, 2017 2:02 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 808622
Re: Yuoki Industries - Informations, Suggestions, Questions
@pezzawinkle
i change some recipes for next version, but i need to test this first for more changes. a simply x10 for fluids makes some recipes very useless.
Thanks for the feedback. I understand that changing all fluids would be silly. i was more suggesting, that since the vanilla pipes are ...
i change some recipes for next version, but i need to test this first for more changes. a simply x10 for fluids makes some recipes very useless.
Thanks for the feedback. I understand that changing all fluids would be silly. i was more suggesting, that since the vanilla pipes are ...