Search found 149 matches
- Thu Nov 29, 2018 7:05 am
- Forum: Mods
- Topic: [REL 0.16] High definition pipes v0.1.10
- Replies: 16
- Views: 3267
Re: [REL 0.16] High definition pipes v0.0.1
This marks the last material in bob's logistics pipes. I will just playtest and then update the mod on the mod portal. https://puu.sh/C9uim/b0bf509cfe.png (BTW, no the pipe isn't BLU, it's GRN and i've already fixed that text. Blender is just stupid in refreshing textures) Version 0.1.10 of the mod ...
- Thu Nov 29, 2018 5:06 am
- Forum: Mods
- Topic: [REL 0.16] High definition pipes v0.1.10
- Replies: 16
- Views: 3267
Re: [REL 0.16] High definition pipes v0.0.1
Diz be not what "heavystone" looks like. But i felt like it.


- Thu Nov 29, 2018 12:09 am
- Forum: Mods
- Topic: [REL 0.16] High definition pipes v0.1.10
- Replies: 16
- Views: 3267
Re: [REL 0.16] High definition pipes v0.0.1
Ugh, let's move on to steel next... https://puu.sh/C9khR/b39d9a4f72.jpg ----------------------------------------------------- Steel is interesting! https://puu.sh/C9l1z/b374b58b7d.png https://puu.sh/C9l3y/8bed28d249.png A cross hatch pattern because steel hasn't been extruded, it's been machined. An...
- Wed Nov 28, 2018 11:42 pm
- Forum: Mods
- Topic: [REL 0.16] High definition pipes v0.1.10
- Replies: 16
- Views: 3267
Re: [REL 0.16] High definition pipes v0.0.1
To be honest, bronze is not that unlike copper. But i really wanted to differentiate them, hence the very dull brownish color of bronze. And yes, copper, brass and bronze are practically identical in certain mixes. Bronze just tends to be less glossy/reflective. Other than that, bronze isn't even th...
- Wed Nov 28, 2018 10:52 pm
- Forum: Mods
- Topic: [REL 0.16] High definition pipes v0.1.10
- Replies: 16
- Views: 3267
Re: [REL 0.16] High definition pipes v0.0.1
So far so good...

Not entirely happy with the brass pipes, they look a bit graywashed but moving on.

Not entirely happy with the brass pipes, they look a bit graywashed but moving on.
- Wed Nov 28, 2018 9:49 pm
- Forum: Mods
- Topic: [REL 0.16] High definition pipes v0.1.10
- Replies: 16
- Views: 3267
Re: [REL 0.16] High definition pipes v0.0.1
Brass is a difficult material to replicate. On one end there's a very light yellow and shiny tint to it, but on the other end... When you look at it from the side, there's an ever so slightly greenish tint. Getting the balance just right is damn well near impossible. Especially considering you only ...
- Wed Nov 28, 2018 6:24 am
- Forum: Mods
- Topic: [REL 0.16] High definition pipes v0.1.10
- Replies: 16
- Views: 3267
Re: [REL 0.16] High definition pipes v0.0.1
What a difference a well oiled batching process makes! https://puu.sh/C8W2V/947cf8131e.png Stone pipes, they do look a pit pixely when you zoom out. I don't know if that's good or bad to be honest. https://puu.sh/C8W4v/d7a891bc62.png Anyboo, please let me know what you think before i finish them all.
- Wed Nov 28, 2018 5:42 am
- Forum: Mods
- Topic: [REL 0.16] High definition pipes v0.1.10
- Replies: 16
- Views: 3267
Re: [REL 0.16] High definition pipes v0.0.1
Stone pipes... Easy enough right? https://puu.sh/C8V2a/2355c6226f.png https://puu.sh/C8V2B/d0f6bc3757.png LOL, that's actually two images in a row. They just happen to align so perfectly that they look like one continuous image. Goes to show my scene setup is AWESOME. Anyways, a bit bright? Perhaps ...
- Wed Nov 28, 2018 4:36 am
- Forum: Mods
- Topic: [REL 0.16] High definition pipes v0.1.10
- Replies: 16
- Views: 3267
Re: [REL 0.16] High definition pipes v0.0.1
Yay for batching... From now on, all i have to do is change materials and render. So the rest of bobs logistics pipe versions will be quick!

Clicky for full size image...


Clicky for full size image...

- Tue Nov 27, 2018 3:37 am
- Forum: Modding discussion
- Topic: Making new fluid storage tanks... Showcasing, ideas, feedback?
- Replies: 16
- Views: 3763
Re: Making new fluid storage tanks... Showcasing, ideas, feedback?
One of my biggest gripes about the base game is the nightmare of distributing a fluid across multiple outputs in large bases. The base fluid tank intuitively hints at 2 inputs and 2 outputs, but the reality is that it's very cumbersome to setup combinators to take averages and set start/stop on pum...
- Mon Nov 26, 2018 9:03 pm
- Forum: Mods
- Topic: [REL 0.16] High definition pipes v0.1.10
- Replies: 16
- Views: 3267
Re: [REL 0.16] High definition pipes v0.0.1
So i decided to re-think my project a bit and make batch rendering from the get-go. As such i refactored my scene a bit so nothing much visually has happened. But i like this copper look though. What do you guys think? https://puu.sh/C89KZ/06fbffda4f.png Yes, the world (scene) is brighter now... I w...
- Mon Nov 26, 2018 3:52 pm
- Forum: Mods
- Topic: [REL 0.16] High definition pipes v0.1.10
- Replies: 16
- Views: 3267
Re: [REL 0.16] High definition pipes v0.0.1
I can’t speak for other nations, but in the US, the American Water Works Association and other relevant water authorities have set up a common color scheme, for underground markings and for above ground appertenances such as fire hydrants and air release valve assemblies. That's an interesting take...
- Mon Nov 26, 2018 3:06 am
- Forum: Mods
- Topic: [REL 0.16] High definition pipes v0.1.10
- Replies: 16
- Views: 3267
Re: [REL 0.16] High definition pipes v0.0.1
I wanna do grayscale templates for all the bob pipes but i ran into some problems. So i just wanted to test a full render instead. This would be the copper variant... https://puu.sh/C7MzZ/d7e27b4f72.png I know the displacement (rifling) and glossiness is the cause of the excessive reflected light th...
- Sun Nov 25, 2018 8:27 pm
- Forum: Mods
- Topic: [REL 0.16] High definition pipes v0.1.10
- Replies: 16
- Views: 3267
[REL 0.16] High definition pipes v0.1.10
https://puu.sh/C7AOh/859285d981.png High definition pipes Quite simply what it says it does. This mod replaces all vanilla pipe textures with higher resolution ones. Apart from being higher resolution (4 times as defined) the visuals of all pipes has changed. While i could spend hour on end trying ...
- Sun Nov 25, 2018 2:56 pm
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 101390
Re: Feedback
Having slower pumps to start with sounds great Bob. I like the idea of splitting with different pumps. What I do not know are the rate from which producers and consumers use fluids. For example, a chemical plant produces lubricant. At what rate is the amount produced "pumped" out into the...
- Sun Nov 18, 2018 6:02 am
- Forum: Modding discussion
- Topic: Making new fluid storage tanks... Showcasing, ideas, feedback?
- Replies: 16
- Views: 3763
Making new fluid storage tanks... Showcasing, ideas, feedback?
Here's my graphics, very much work in progress. https://puu.sh/C3EJs/6567e985ba.png Will add pumps on the sides and connections as well as a window just like the vanilla tank. This particular one is meant to be a 1x1 tank. Yes, a single "pipe" but with the ability to connect to the circuit...
- Tue Nov 13, 2018 4:55 pm
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 101390
Re: Feedback
Well, fluid mechanics are going to change again so perhaps one should wait with any massive changes. Also, don't forget that some machines literally gobble up and puke fluids. Especially when you use them en masse. With the current fluid dynamics, it's not possible to avoid 2 tile piping (undergroun...
- Mon Nov 12, 2018 11:01 pm
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 101390
Re: Feedback
Hi Bob, I wonder what is the practical difference between Pumps MK1-MK4? I did a lot of experiments with fluid pumping and all of them produce exactly the same results regardless of pump type. Even is the simplest test "storage tank - pump - storage tank" all pumps have exactly the same t...
- Mon Nov 12, 2018 4:15 pm
- Forum: Mods
- Topic: [Mod 0.16] Signal Splitter Combinator
- Replies: 16
- Views: 3896
Re: [Mod 0.16] Signal Splitter Combinator
I could techincally make a database of all items in existence and then force certain signals to be assigned a certain "index" behind the scenes. I say i could, doesn't mean i would because can you imagine the amount of work that would go into doing that? It's also possible that the API has...
- Sun Nov 11, 2018 10:33 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network connections for splitters
- Replies: 39
- Views: 13857
Re: Circuit network connections for splitters
I suspect a programmable filter is useless. Compared to the filter inserter, a splitter guarantees its item will back up, instead of passing through. Letting an item back up on a mixed belt is almost never what you want, as it easily deadlocks. If an item is so toxic to the system ahead of it that ...