It's more efficient, but it wouldn't fit in thereukezi wrote:real nice. making the combo module direct is way more efficient. you start a lot of rockets, don't you
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Moderator: bobingabout
It's more efficient, but it wouldn't fit in thereukezi wrote:real nice. making the combo module direct is way more efficient. you start a lot of rockets, don't you
I just began upgrading production to gear up for the rocket phase. All science is now researched, and the rocket production line is pretty much all set up. It's just a matter of getting the raw material throughput increased. Making enough solid fuel is a significant challenge.ukezi wrote:real nice. making the combo module direct is way more efficient. you start a lot of rockets, don't you
Yea the speed modules definitely seem to break things. If you use Beacon MK3 and speed module 8s, you can cause the inserters to go silly and stop loading resources into a factory. It looks like the game tries to compensate for the number of items needs to keep it going, so it starts increasing the amount on hand in the factory. Once it starts trying to have more than 1,000 or so of each item in the factory, the inserter will just continue inserting one item in until it runs out, and will hold onto that item and can't put it into the factory. Then the factory will run out of another item, but the inserter is stuck with an item in hand and can't load the correct items that are needed. For the rocket silo it doesn't seem like we could cap that out and get around that limitation since we use 1 item per inserter for it, and even with like a 10,000% increase in crafting speed it continued to work just fine. I wonder at what point it's capping out though if it can only do 1 per tick.ukezi wrote:yeah productivity, even with more then 100% works fine, if you don't overdo it with speed.
If you don't mind a couple questions bob, I'm curious about a couple things. Is there a reason why the personal shield MK6 has 2.4x the hitpoints of the mk6 shield that goes into the tank / vehicles? They both use the exact same recipe but the tank is at a severe disadvantage. Couple that with the small grid and you're simply better off running around as a person because the MK5 power armor allows you to setup to run 5x as fast, have like 10x the hitpoints, and still use other equipment for similar damage. The MK3 tank might be fine as is, but maybe a MK4 / MK5 addition with larger grids so you can actually equip the tank with some real toys. (Even the train has a 10 x 8 grid making it so you can put more plasma cannons in it than a tank)bobingabout wrote: The grids for trains are added in Logistics, the grids for tanks and the car are added by Warfare. The equipment mod itself doesn't add the grids.
This is something I plan to change for 0.15 version of the mods, the Vehicle equipment should add the grids.
snip.... Finding entities that already exist is a very CPU intensive task, the first iteration of my inserter migration script would cause the game to lock up for about 2 minutes, and that was just finding all existing inserters.mikavelli wrote:"Suggestions"
I'm not saying a mod can't be made to do these things, I'm just not going to be the one to do it.
Ahh, thanks that makes much more sense why I kept missing it. I was looking at just the weapons and beside it and was quite sadden. So I just double check and was missing the warefare module hehe. I downloaded it all via just in order on the mods.factorio but I guess I missed it then compared them all again to what I did have and was just off by the 1 so derp mebobingabout wrote:There are weapons added in the bobwarefare mod, but most of the upgrades are actually to the ammo, not the weapons themselves.
Though Tanks do offer a fair bit of an upgrade there.
The idea is that it gives you the bare minimum required to make the Tier 3 electronics boards (Advanced electronics), for this you need to make Transistors, which requires Silicon, which comes from Quartz. That's why you have the Quartz there.Kane wrote:- Tin - Basic Electronic Board?
- Galena (Lead) - Basic Electronic board?
- Quartz - Greenhouse?
This issue has cropped up before, it may be able to be solved if you add the optional dependency (have a ? at the start) for all of the DyTech mods to bobplates info.json. The flags were removed from the official mod release mostly because some people thought you NEEDED everything in the dependencies list, coupled with DyTech being a Dead mod when I did it, they weren't needed.Neversleep wrote:Hi all, don't know if it's the right place to post this, hope I'm not mistaken
I've downloaded a modpack some time ago (for 14.22) but I think I have a problem concerning dytech/bob's mods and some recepies
Some items recepies have two slots for the same ingredient, and inserters will only fill one of these slots, so that I have to manually fill the other one. Since dytech is not being developed anymore by Dysoch (am I correct ?) I thought I could post this problem here. Is it a bug, or a feature ? How can I solve this ? I already checked those two recepies and they don't have double ingredient requirements in the script
Thanks in advance
You want to connect to server with different mod set - you can't.TheDarkNoise wrote:Hey i got a question about BoBEnemies.zip
is there a way to remove it and still use the other mods instead??
get this when i DONT use that Zip
works fine with the zip ofc
but i want to skip that mod
Bobtech , BobPlates ARE updated version's !
only says that when i got the bobenemies NOT in folder
thought soorzelek wrote:You want to connect to server with different mod set - you can't.TheDarkNoise wrote:Hey i got a question about BoBEnemies.zip
is there a way to remove it and still use the other mods instead??
get this when i DONT use that Zip
works fine with the zip ofc
but i want to skip that mod
Bobtech , BobPlates ARE updated version's !
only says that when i got the bobenemies NOT in folder
You can play with part of bob's mods but not on a server that has all of them.
logistic: bot2:0.07 payload 3 bot3:0.09 payload 6 bot4: 0.12 payload 11NewSwiss wrote:Quick question, what are the base movement speeds of the mk2-4 robots? I'm currently playing with Late Upgrades, and with 30 levels of robot speed research I'm curious just how fast they're actually going.
Good god. Since the bonus with 30 levels of robot speed research is +3490%, assuming the tiles are 1m each, that means my robots are flying as fast as commercial airliners (260 m/s, 580 mph). With that speed and an energy consumption of 5 kJ/m, that means they consume around 1.3 MW each during flight... What's funny is even when they run out of charge they still move faster than I can with power armor and several pairs of mk3 legs.ukezi wrote: logistic: bot4: 0.12 payload 11
I think the speed is in tiles/tick.