[0.12.x][v0.12.6] Bob's Electronics
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Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
So, a peice of insulated wire to craft, thats it, so you can just run around with insulated cable in your bag, and make a red/green as desired? That's actually a good idea in my opinion, because it gives insulated cable more of a use too.
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
I've run into a progression issues with this mod. To produce basic electronic board you need a basic electronic component. to produce those you need carbon and to make carbon you need a chemical plant. That chemical plants takes a basic electronic board and you can't make those without a chemical plant. If i'm missing something please let me know as I've hit a stand still in my game.
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
you can make carbon with a chemical furnace =)
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
Lol I missed the bobs plate mod So i didn't have the chemical furnaces available
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Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
Ah, I didn't consider all the possible routes when you don't have bob's plates mod installed... I'm not sure what to do about that...
Since you need water, it means you can't make it in assembly machine 1. I'd say the next apropirate item would be a stone furnace, but you can't use a fuel item as an ingredient in a burner furnace, plus that can't have water in it either.
Since you need water, it means you can't make it in assembly machine 1. I'd say the next apropirate item would be a stone furnace, but you can't use a fuel item as an ingredient in a burner furnace, plus that can't have water in it either.
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Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
I third these changes. ether is fineDarloth wrote:Sure, that'd work fine too, and make a lot more sense.
If you wanted to do that, why not make them just take a single piece of insulated cable to make, since that's probably what they are - then it has some intermediate value and can be drawn off to a chest somewhere it's being made in the production process?
00110001 00100000 01101001 01100110 00100000 01111001 01101111 01110101 00100000 01100011 01100001 01101110 00100000 01110010 01100101 01100001 01100100 00100000 01101101 01100101
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
Hi
[using bobelectronics_0.12.2]
Love your mods man!
Played the latest version of Electronics (from the beginning) and have a few observations:
Basic Electronic Boards (BEB) cost a lot. Blue science takes a lot of transistor factories. (my science is only six labs and two BEB assemblers with four Transistor Assemblers(TA) ain't good enough, only smart and fast inserter require these) Looking at the stats you need four TA's to feed one BEB assembler. I was not prepared for this!
This is a large jump from Basic Boards, especially since you need two more resources (tin/lead) to make your basic essentials. (solar, assembly 2)
I have maxxed out my store of Basic Circuit Boards yet can maybe produce a solar panel a minute! (when science is turned off)
I like Bob's mods because it seems at a naturally lower pace. You need many more different factories instead of a row of six assemblers producing the same thing. You can get a half decent factory running, doing science, making other stuff, without rows of the same assembler type.
I do like the addition of BEB's, but I think you should reduce the cost to 2 (or even 1) of the transistors. The good thing about BEB's is you don't have a big jump to electronic circuit board. When you ask 'How do I build Electronic Circuit Board's?' you already have the solder and transistor assemblies set up. Before it was 'wow, i now need tin, lead/silver and silicon'. Now the progression is smoother.
One other thing,
Pumpjacks: Level 1 require BEB's but level two require Basic circuit boards. Need to be swapped over.
Regards
Omni
[using bobelectronics_0.12.2]
Love your mods man!
Played the latest version of Electronics (from the beginning) and have a few observations:
Basic Electronic Boards (BEB) cost a lot. Blue science takes a lot of transistor factories. (my science is only six labs and two BEB assemblers with four Transistor Assemblers(TA) ain't good enough, only smart and fast inserter require these) Looking at the stats you need four TA's to feed one BEB assembler. I was not prepared for this!
This is a large jump from Basic Boards, especially since you need two more resources (tin/lead) to make your basic essentials. (solar, assembly 2)
I have maxxed out my store of Basic Circuit Boards yet can maybe produce a solar panel a minute! (when science is turned off)
I like Bob's mods because it seems at a naturally lower pace. You need many more different factories instead of a row of six assemblers producing the same thing. You can get a half decent factory running, doing science, making other stuff, without rows of the same assembler type.
I do like the addition of BEB's, but I think you should reduce the cost to 2 (or even 1) of the transistors. The good thing about BEB's is you don't have a big jump to electronic circuit board. When you ask 'How do I build Electronic Circuit Board's?' you already have the solder and transistor assemblies set up. Before it was 'wow, i now need tin, lead/silver and silicon'. Now the progression is smoother.
One other thing,
Pumpjacks: Level 1 require BEB's but level two require Basic circuit boards. Need to be swapped over.
Regards
Omni
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Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
Bob's Mining is one of the mods that has not been updated for new recipes based on the electronics mod, I do plan to look at this in the future.
Also, the Basic Electronics Board shouldn't require Transistors, it requires Resistors, or "Basic Electronics", I can however look into costs, but I think a more realistic solution would be that you get several Resistors from the recipe.
Also, the Basic Electronics Board shouldn't require Transistors, it requires Resistors, or "Basic Electronics", I can however look into costs, but I think a more realistic solution would be that you get several Resistors from the recipe.
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
its still an issue that you need the ass2 to automate green science, and that to make a ass2 you need several green techs (lead processing + prereqs for solder, 150 green potions) or am i missing something?
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
it works fine for me =)
im about to start dark blue science and no deadlocks yet.
im about to start dark blue science and no deadlocks yet.
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Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
Lead Processing unlocks the advanced chemical process of refining lead, where you get a sulphur byproduct used to make sulphuric acid. Before you research this tech you can still just stick lead ore in a furnace and get lead plate out.safan wrote:its still an issue that you need the ass2 to automate green science, and that to make a ass2 you need several green techs (lead processing + prereqs for solder, 150 green potions) or am i missing something?
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
oh never tried that
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Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
I think that Lead is the only ore you can do that with though, well, and Copper, since I add a second recipe for that.
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
hello, great set of mods and i am really enjoying them, i have found a slight issue though, if you have dytech installed and don't turn off the override on, you cant make basic mining drill and some of the other basic equipment without getting to the 2nd level circuits, can this be fixed or will i have to turn the override off again?
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
what exactly is the problem? Bob's override works specifically that you need the basic electronic boards (needing solder and electronic components) for the electric mining drill and assembler 2
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Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
The issue is that DyTech adds "frame-1" as an ingredient to the recipe of the electric mining drill. frame-1 requires Electronic Circuit as an ingredient, and because I arn't specifically looking for it in the overide for the basic board, it defaults to basic electronic circuit, which requires the electronics research.
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
thats correct, and because of this you need to have the override turned off atm, the bad thing about this is that you lose some of the dytech stuff like higher count for belts and the ability to build 3 item recipes in the assembler 1
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Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
you don't NEED to have it turned off, you could just run on burner mining drills untill you can make the basic electronics board. A bit of a pain, but possible.Tristitan wrote:thats correct, and because of this you need to have the override turned off atm, the bad thing about this is that you lose some of the dytech stuff like higher count for belts and the ability to build 3 item recipes in the assembler 1
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
you are correct, maybe when i start a new game i will give it a gobobingabout wrote: you don't NEED to have it turned off, you could just run on burner mining drills untill you can make the basic electronics board. A bit of a pain, but possible.
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Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
I will fix it anyway, but the issue is when. I'm not very motivated to work on my mod with my host issue, and nobody being able to download it.Tristitan wrote:you are correct, maybe when i start a new game i will give it a gobobingabout wrote: you don't NEED to have it turned off, you could just run on burner mining drills untill you can make the basic electronics board. A bit of a pain, but possible.