Search found 247 matches
- Fri Jun 19, 2015 9:38 pm
- Forum: Ideas and Requests For Mods
- Topic: Logs to "char"coal
- Replies: 3
- Views: 5613
Re: Logs to "char"coal
Coal to Crude Oil -> Bobs Mods
- Fri Jun 19, 2015 7:33 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 99116
Re: [UPDATED] Introducing NARMod 3.4
Maybe that sounds strange but, you already have that, even if it looks other then expectet. Your Steamengine/boilers are ecxatly that, a coalpwerplantmultiblock. A Coalpowerplant works similar, burn coal heat water use water to spin a turbine. In our case the Turbine is the engine. And its a multibu...
- Fri Jun 19, 2015 5:40 pm
- Forum: Mods
- Topic: [Mod 0.11.20] Steampunk V 0.1.1
- Replies: 13
- Views: 27885
Re: [Mod 0.11.20] Steampunk V 0.1.1
But can'T dropped directly into the mod folder for easy starting.
Zip's is what the game works with.
Zip's is what the game works with.
- Fri Jun 19, 2015 5:39 pm
- Forum: Bob's mods
- Topic: Bob's Mods Additions
- Replies: 10
- Views: 14360
Re: Bob's Mods Additions
No treefarm needed unless there is no wood at your spawn point. If that happens the RNG must really really hates you ;) I had that one time. the next forrest was 500 tiles east, thats where my idea with the car was born. the First trecks where a pin in the... But then i got the Car, it made somwhat...
- Fri Jun 19, 2015 10:51 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 311314
Re: [0.11.x][v0.1.7] Bob's Logistics mod
Robochest is like a roboport, but without a Supply an construction area. You can use logistic zone expander to set both areas.
- Fri Jun 19, 2015 7:58 am
- Forum: Mods
- Topic: [0.11.x]Science pack prerequisites 0.0.1
- Replies: 5
- Views: 7966
Re: [0.11.x]Science pack prerequisites 0.0.1
Well sometimes on a new map i found my self asking... blue since how the heck was the recipe.
Makse it a bit easier to remember i think
Makse it a bit easier to remember i think
- Fri Jun 19, 2015 7:46 am
- Forum: Ideas and Suggestions
- Topic: Storing energy as hydrogen (and oxygen) / Cool it down to store energy
- Replies: 29
- Views: 12889
Re: Storing energy as hydrogen (and oxygen)
Where does it break? It would roughly be the same with other names. The game doesn't care aubout water heat, for the game counts more or less how much energy ithe water has absorbed. We see that as Tempreature, but the information is more ore less only the stored energy. The only thing that would ch...
- Fri Jun 19, 2015 7:40 am
- Forum: Bob's mods
- Topic: Bob's Mods Additions
- Replies: 10
- Views: 14360
Re: Bob's Mods Additions
Yeah plastics isn't that far into the tech. and at that point where a Treefarming system obsolet. It's a bit inconvinient maybe, also i've never felt that way, but chopping every now and then som hundredts wood, until automatet via Oilproduction isn't that bad. On the other Hand there is Treefarm li...
- Fri Jun 19, 2015 7:28 am
- Forum: Ideas and Suggestions
- Topic: Storing energy as hydrogen (and oxygen) / Cool it down to store energy
- Replies: 29
- Views: 12889
Re: Storing energy as hydrogen (and oxygen)
The energy increase of the hydrogen via cooling is based on the fact that the volume never changes. If i cool water (down to 4^C not under!!! [this is important yes]) but where to hold the Volume all the time my "mass" of Water must increase. Same For Hydrogen, in which case the potential ...
- Thu Jun 18, 2015 2:40 pm
- Forum: General discussion
- Topic: For creators
- Replies: 6
- Views: 7111
Re: For creators
oh no ... that musn't be ...
For useless burner inserter theres also always a wooden box and shotgun ammunition.
Solves the problem pretty quick ^^
For useless burner inserter theres also always a wooden box and shotgun ammunition.
Solves the problem pretty quick ^^
- Wed Jun 17, 2015 10:44 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 287045
Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates
Are you sure you have researched Alloy processing 1? If yes the Blue furnace should have been right next to the red. The red one has an completly other purpose as the blue one. The chemical frunace is for Smeltingrecipes with liquids, like Salt from water ore Gold from Goldore with Cl. It's research...
- Wed Jun 17, 2015 11:00 am
- Forum: Resource Spawner Overhaul
- Topic: Resource Spawner Overhaul - Old discussion thread
- Replies: 182
- Views: 176229
Re: Resource Spawner Overhaul - Discussion thread
Thats nothing with bobs. RSO defines whats spawns in the starting area. That more ores are to be expectet on the map is normal, the mod adds ores. Would find myself asking whats going on when it wheren't so. But the Starting Area is more or less defined by RSO, to reduce the amount of unplayable map...
- Wed Jun 17, 2015 7:38 am
- Forum: Ideas and Suggestions
- Topic: Storing energy as hydrogen (and oxygen) / Cool it down to store energy
- Replies: 29
- Views: 12889
Re: Storing energy as hydrogen (and oxygen)
TBH, i have now idea what TL;DR stands for. But the update makes the mainpoints quite clear. And even without corrosiv effects, it would a) be a nice storage system for energy and b) you're idea with the dissociator, the cleaning of pollution, would add a gameplay feature that i miss a bit. I've hun...
- Wed Jun 17, 2015 6:11 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 311314
Re: [0.11.x][v0.1.7] Bob's Logistics mod
You could also space the assemblers and the chest one space more out and use smart longhandet and smart long in standart inserter in double row.
doubles your output.
doubles your output.
- Wed Jun 17, 2015 12:52 am
- Forum: Ideas and Suggestions
- Topic: Storing energy as hydrogen (and oxygen) / Cool it down to store energy
- Replies: 29
- Views: 12889
Re: Storing energy as hydrogen (and oxygen)
i'm chemist can't be helped As said no offens meant. You're completly right the volume doesn't change at any point so the energy rises, based on rising energydensity. But as said, a sentence like cooling rises energy, let me remember vocational school, and gives me a headache. So were the little th...
- Tue Jun 16, 2015 11:13 pm
- Forum: Resource Spawner Overhaul
- Topic: Resource Spawner Overhaul - Old discussion thread
- Replies: 182
- Views: 176229
Re: Resource Spawner Overhaul - Discussion thread
I don't want to complain but, every bobmod map is start is getting colorfuler in the startin area. Just tu be clear, You don't need Zinc befor Tier 2 stuff, same for nickel, tin and lead are needed for Blue sience, but thats also not some thing i'd consider not needet for a start. Thats a point wher...
- Tue Jun 16, 2015 8:19 pm
- Forum: Gameplay Help
- Topic: Things you misunderstood when you were noob, and mistakes
- Replies: 15
- Views: 13995
Re: Things you misunderstood when you were noob, and mistakes
Well i didn't noticed that the liquid input of an assembler could be rotatet.
Ny first maps where piping madness.
But thats something i'Ve never thought off ^^
Ny first maps where piping madness.
But thats something i'Ve never thought off ^^
- Tue Jun 16, 2015 8:18 pm
- Forum: News
- Topic: Friday Facts #89 Timetables
- Replies: 82
- Views: 59761
Re: Friday Facts #89 Timetables
This game feels so complete already! Keep up the good work and thanks for hours of fun! SShhhhhh! .. you crazy m8?! don't tell them that... ! They will become lazy and stop adding stuff ;) I don't think they will ;) As long as someone of them has ideas in mind i think they will continue to refine f...
- Tue Jun 16, 2015 8:15 pm
- Forum: Resource Spawner Overhaul
- Topic: Resource Spawner Overhaul - Old discussion thread
- Replies: 182
- Views: 176229
Re: Resource Spawner Overhaul - Discussion thread
Well i think best way would be as said, define the normal generation settings and do math for the rest. Making some values out of Wavefunctions Hell i don'T even want to think about. If the defined Values for the normal settings lay somwhere around the vanilla gen, close enough. Think thats the best...
- Tue Jun 16, 2015 7:08 pm
- Forum: Resource Spawner Overhaul
- Topic: Resource Spawner Overhaul - Old discussion thread
- Replies: 182
- Views: 176229
Re: Resource Spawner Overhaul - Discussion thread
You want to read the mapgen settings? Would be nice if it works, but woulden't you have to determine what the options mean anyways? and regarding that, woulden't there be the easyest way to define the standart (Normal) settings and calculate from there if someone sets high/very high or low/very low....