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[Mod 0.12.22][Bobs]Solarpower0.0.1

Posted: Tue Feb 02, 2016 9:25 pm
by mastercheif1017
Type: Mod
Name: Solarpower
Description: adds solar panels for my power intensive mods.
License: N/A
Version: 0.0.1
Release: 2015-02-02
Tested-With-Factorio-Version: 0.12.22
Download-Url: See attachment.
Website: N/A

Here is a spoiler for those who want to see what else I have been working on
Liquid ore
Ore purification
And any contributors will be acknowledged and some way for any item or entity suggestion or graphic

Re: [Mod 0.12.22][Bobs]Solarpower0.0.1

Posted: Wed Feb 03, 2016 5:52 am
by kiba
What the heck does it do?

Re: [Mod 0.12.22][Bobs]Solarpower0.0.1

Posted: Wed Feb 03, 2016 12:32 pm
by daniel34
I've downloaded the mod and looked at the source (not tried ingame), and it seems it adds 3 new levels of solar panels, outputting 5GW, 10GW and 1024GW (which is seriously overpowered).
It also adds technologies for these solar panels that have to be researched first and some new recipes for fluids and items which depend on Bob's mods.

@mastercheif1017:
Please make your mod post more structured so it is easier to read and explain what your mod does and include some pictures, if possible.
Here is an example of how it should look like: [0.12.x]MagneticFloor 0.0.2

If you have encountered some problems writing your mod, please ask in the Modding help forum. If you need graphics, try the Texture Packs forum.

Re: [Mod 0.12.22][Bobs]Solarpower0.0.1

Posted: Wed Feb 03, 2016 12:39 pm
by kiba
daniel34 wrote:I've downloaded the mod and looked at the source (not tried ingame), and it seems it adds 3 new levels of solar panels, outputting 5GW, 10GW and 1024GW (which is seriously overpowered).
It also adds technologies for these solar panels that have to be researched first and some new recipes for fluids and items which depend on Bob's mods.
Doesn't sound particularly interesting mod to try out.

But you got to start somewhere.

Re: [Mod 0.12.22][Bobs]Solarpower0.0.1

Posted: Wed Feb 03, 2016 12:42 pm
by mastercheif1017
its the start for my session of mod that are VERY power intensive (i can't spell this morning) and i just forgot about it and that will be very expencive meant for late game

Re: [Mod 0.12.22][Bobs]Solarpower0.0.1

Posted: Sun Mar 06, 2016 12:17 am
by seronis
Whats the point in making items that are super power intensive if they're not forcing you to build out your power infrastructure? Just making "god power generators" doesnt feel very satisfying.

Re: [Mod 0.12.22][Bobs]Solarpower0.0.1

Posted: Sun Mar 06, 2016 12:25 am
by mastercheif1017
The thing with the solar panels is that I have updated them and have nerfed them and those numbers were just estimated and will be changed with the 1.0 release