Search found 247 matches

by Takezu
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
by Takezu
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...
by Takezu
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.
by Takezu
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...
by Takezu
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.
by Takezu
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 ;)
by Takezu
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...
by Takezu
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...
by Takezu
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 ...
by Takezu
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 ^^
by Takezu
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...
by Takezu
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...
by Takezu
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...
by Takezu
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.
by Takezu
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...
by Takezu
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...
by Takezu
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 ^^
by Takezu
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...
by Takezu
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...
by Takezu
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....

Go to advanced search