Search found 113 matches

by pezzawinkle
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: 48404

Re: If it's not a feature - it's maybe a Bug ?

the small electric motor has some odd fluid box connection issues, see attached...



https://drive.google.com/open?id=1NmExV ... VCWfP1lOcd
by pezzawinkle
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: 57515

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...
by pezzawinkle
Wed Feb 21, 2018 7:42 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1391869

Re: Bugs & FAQ

IanRaven wrote:Are the fluid splitters gone?
I can't seam to find them anywhere?
id you mean the fluid 3-way splitter, yes, those were removed. The rest of the valves are in the fluid control tab.
by pezzawinkle
Wed Feb 21, 2018 4:02 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 360913

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 ...
by pezzawinkle
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: 18169

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...
by pezzawinkle
Sat Feb 17, 2018 2:50 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1391869

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 upd...
by pezzawinkle
Sun Feb 11, 2018 12:21 pm
Forum: Mods
Topic: [0.17.x] AnonyMods - Overhaul mod
Replies: 174
Views: 72940

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 devs...
by pezzawinkle
Fri Sep 29, 2017 3:50 am
Forum: Modding interface requests
Topic: Request on Rail Tracks
Replies: 13
Views: 5864

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 sur...
by pezzawinkle
Thu Sep 21, 2017 4:47 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1559958

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 circui...
by pezzawinkle
Wed Sep 20, 2017 11:10 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 322
Views: 175822

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. :twisted:
by pezzawinkle
Wed Sep 20, 2017 10:03 am
Forum: Mods
Topic: [Mod 0.15] Omnimatter
Replies: 31
Views: 16574

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 playing ...
by pezzawinkle
Thu Sep 14, 2017 4:45 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 322
Views: 175822

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/865111370508505655/0665176...
by pezzawinkle
Tue Sep 12, 2017 4:31 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 322
Views: 175822

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 f...
by pezzawinkle
Tue Jul 25, 2017 8:45 am
Forum: Bob's mods
Topic: Charcoal ?
Replies: 13
Views: 6071

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...
by pezzawinkle
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: 7561

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 leave...
by pezzawinkle
Thu May 11, 2017 2:19 pm
Forum: MoMods
Topic: (0.15.10) MoWeather 0.4.0
Replies: 50
Views: 56170

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 they a...
by pezzawinkle
Mon May 08, 2017 11:31 am
Forum: Bob's mods
Topic: What should I do with science packs?
Replies: 68
Views: 23943

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 a...
by pezzawinkle
Sun May 07, 2017 1:19 pm
Forum: DyWorld
Topic: DyWorld General Discussion
Replies: 36
Views: 30401

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 :o
by pezzawinkle
Thu May 04, 2017 2:03 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 582595

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 fro...
by pezzawinkle
Thu May 04, 2017 2:02 am
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 619420

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 10x as...

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