Only once they figure out how fusion rectors use power cells that sLOWLY run down and put in a recharge mechanism for that - may take long, but I do not like "never refuel" mechanicsnagapito wrote:Almost forgot....
How about a new logistic/contruction robot MK5 that would have the same stats of a MK4 but not require recharging and would require a fusion reactor, uranium cell and the mk4 to be assembled?
[0.15.x] Bob's Mods: General Discussion
Moderator: bobingabout
Re: [0.15.x] Bob's Mods: General Discussion
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Re: [0.15.x] Bob's Mods: General Discussion
I already use HD icons where there are available. There's actually a mix around the place of 32, 64 and 128 size icons.Shielder wrote:Bob, Will the HD icons be used in the research and crafting menu ?
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Re: [0.15.x] Bob's Mods: General Discussion
So you can never get a Steam Engine 3 to run at 100% capacity with boilers? And with nuclear it will waste heat. That seems... odd.bobingabout wrote:Alright, Power mod is out. As you know with the change to boilers and steam engines, all new stats.
Re: [0.15.x] Bob's Mods: General Discussion
I simply modified Fusion Robots for Bob's mod.nagapito wrote:Almost forgot....
How about a new logistic/contruction robot MK5 that would have the same stats of a MK4 but not require recharging and would require a fusion reactor, uranium cell and the mk4 to be assembled?
Re: [0.15.x] Bob's Mods: General Discussion
Some of the upgrade research is the same cost as the previous one. Example: Robotics and Robotics 2 cost the same. This happens a lot. Is it intentional?
Re: [0.15.x] Bob's Mods: General Discussion
Would you consider re-adding them? A lot of my Hyperspeed fluid setups requires those 2x2 entities because they allow more than 150u/s (1500u/s now on 0.15) fluid speed since tank-to-tank or assembly-to-assembly don't have speed cap on fluids. But if the pumps are still a no, then no biggie, I'll figure something out.bobingabout wrote:As for the pumps, they were disabled on purpose, because barrelling is handled entirely by the base game now. The air pump remains for use to create compressed air. In theory, I probably should remove that too and just add the recipe to the assembling machine. Or I could get clever and just make a small 1x1 compressor, the 2x2 size was only needed to allow barrelling to have inserters access.
Re: [0.15.x] Bob's Mods: General Discussion
Longtime fan here, eagerly updating the mods as you update them daily.
Not sure where to report bugs, so il just drop this one here for now. I just added logistics, got the research for inserters(long, near, etc) But they dont have any items allocated to it. Nothing gets showed as "This would be unlocked", and after researching they also dont show up.
If i remember correctly you used to put all of them into a seperate tab, and thats also not showing up.
Just wanted to inform you, and i assume there is a better place to say this.. Sorry for that.
Not sure where to report bugs, so il just drop this one here for now. I just added logistics, got the research for inserters(long, near, etc) But they dont have any items allocated to it. Nothing gets showed as "This would be unlocked", and after researching they also dont show up.
If i remember correctly you used to put all of them into a seperate tab, and thats also not showing up.
Just wanted to inform you, and i assume there is a better place to say this.. Sorry for that.
Re: [0.15.x] Bob's Mods: General Discussion
Did you ever noticed who is that mod author?oLaudix wrote:I simply modified Fusion Robots for Bob's mod.nagapito wrote:Almost forgot....
How about a new logistic/contruction robot MK5 that would have the same stats of a MK4 but not require recharging and would require a fusion reactor, uranium cell and the mk4 to be assembled?
So the reason to ask since now there is nuclear items in the game, it kinda made some sense but if he doesnt plan to do it, I will just upgrade the mod and do some nuclear integrations
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Re: [0.15.x] Bob's Mods: General Discussion
First pass: Make things workRecon777 wrote:Some of the upgrade research is the same cost as the previous one. Example: Robotics and Robotics 2 cost the same. This happens a lot. Is it intentional?
Second pass: Check that things make sense.
There's a high likely hood things like this will happen while I'm still updating mods to work with 0.15. I'll have to go through and check for things like this later on.
I don't know how useful it will be to you, but I did update "Small pump" MK2 to MK4 to the new standard, and the "small pump" of 0.5 units of fluid per... time, went up to 200. Given new measurements, that's still 40 times as powerful. And I similarly updated their speeds massively for 0.15. So although there's no water pump for fluid packing, there is still the pump that should be pretty fast.Mobius1 wrote:Would you consider re-adding them? A lot of my Hyperspeed fluid setups requires those 2x2 entities because they allow more than 150u/s (1500u/s now on 0.15) fluid speed since tank-to-tank or assembly-to-assembly don't have speed cap on fluids. But if the pumps are still a no, then no biggie, I'll figure something out.bobingabout wrote:As for the pumps, they were disabled on purpose, because barrelling is handled entirely by the base game now. The air pump remains for use to create compressed air. In theory, I probably should remove that too and just add the recipe to the assembling machine. Or I could get clever and just make a small 1x1 compressor, the 2x2 size was only needed to allow barrelling to have inserters access.
Okay... Base game, long inserter is unlocked with automation, fast by logistics, and filter on electronics. then the express inserters technology is available to unlock express and filter express. Advanced electronics and logistics 2 adds stack inserter research, that unlocks stack and filter stack, which leads to stack 2 which unlocks express stack and express filter stack inserters....Rink wrote:Longtime fan here, eagerly updating the mods as you update them daily.
Not sure where to report bugs, so il just drop this one here for now. I just added logistics, got the research for inserters(long, near, etc) But they dont have any items allocated to it. Nothing gets showed as "This would be unlocked", and after researching they also dont show up.
If i remember correctly you used to put all of them into a seperate tab, and thats also not showing up.
Just wanted to inform you, and i assume there is a better place to say this.. Sorry for that.
Long, More and Near inserter technologies DO NOT unlock anything directly, however, this is what they do:
There is a button of an express (Cyan (light blue) coloured) inserter at the top of the screen, this will open a menu. Researching these technologies will add options to that menu. (Long adds Long inserter toggle, Near adds Near side of belt placement, and More allows you to specify long input/output seperatly)
If you also have bob inserters installed, it will add extra options in that mod too. (Long2 and More2 are also in the inserters mod)(Long (and long 2) add options to where you can set the range, near allows you to specify the drop location within the tile, and More (and more 2) allows you to specify diagonals and more rotation options)
Re: [0.15.x] Bob's Mods: General Discussion
Tbh I don't think you need upgraded pumps now.
Basic one has now potential throughput of 12k/second (since the value is in amount per tick) but there is not much that can support it. There is a test around and it can get to more then 8k/s when pumping out of tank. Pipes are the limiting factor here - I'm wondering if the bigger pipes you have in mod would be better with throughput when used with pumps.
Basic one has now potential throughput of 12k/second (since the value is in amount per tick) but there is not much that can support it. There is a test around and it can get to more then 8k/s when pumping out of tank. Pipes are the limiting factor here - I'm wondering if the bigger pipes you have in mod would be better with throughput when used with pumps.
Re: [0.15.x] Bob's Mods: General Discussion
So... With the removel of barrels/canisters/etc.... we lost the liquid fuel canister and is awesome fuel value.
It also made liquid fuel totally useless...
It also made liquid fuel totally useless...
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Re: [0.15.x] Bob's Mods: General Discussion
I forgot about that item.nagapito wrote:So... With the removel of barrels/canisters/etc.... we lost the liquid fuel canister and is awesome fuel value.
It also made liquid fuel totally useless...
But it's not completely useless (Okay, fair enough, it is RIGHT NOW, because nothing uses it yet). If you look back at 0.14 (and earlier) it is also a component of my rocket ammo, and I plan to use it in the revamp mod as part of the rocket fuel recipe.
Re: [0.15.x] Bob's Mods: General Discussion
So, no more fuel canister?bobingabout wrote:I forgot about that item.nagapito wrote:So... With the removel of barrels/canisters/etc.... we lost the liquid fuel canister and is awesome fuel value.
It also made liquid fuel totally useless...
But it's not completely useless (Okay, fair enough, it is RIGHT NOW, because nothing uses it yet). If you look back at 0.14 (and earlier) it is also a component of my rocket ammo, and I plan to use it in the revamp mod as part of the rocket fuel recipe.
I can migrate for another form of fueling my trains or it might come back and I just need a temporary solution?
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Re: [0.15.x] Bob's Mods: General Discussion
There are no current plans to bring it back.nagapito wrote:So, no more fuel canister?bobingabout wrote:I forgot about that item.nagapito wrote:So... With the removel of barrels/canisters/etc.... we lost the liquid fuel canister and is awesome fuel value.
It also made liquid fuel totally useless...
But it's not completely useless (Okay, fair enough, it is RIGHT NOW, because nothing uses it yet). If you look back at 0.14 (and earlier) it is also a component of my rocket ammo, and I plan to use it in the revamp mod as part of the rocket fuel recipe.
I can migrate for another form of fueling my trains or it might come back and I just need a temporary solution?
Re: [0.15.x] Bob's Mods: General Discussion
And you strike again!!!
I finish converting angels mods and decide to try converting and fixing the vehicle mods just to find out that is way much harder then I was expecting, so I decide to wait just to find out you had just uploaded the new version
Only missing bob's warfare so I can have my radars back and I can update my map to v15 (I can live with the rest of the non updated mods).
I really was expecting this to take much more time!!!
I finish converting angels mods and decide to try converting and fixing the vehicle mods just to find out that is way much harder then I was expecting, so I decide to wait just to find out you had just uploaded the new version
Only missing bob's warfare so I can have my radars back and I can update my map to v15 (I can live with the rest of the non updated mods).
I really was expecting this to take much more time!!!
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Re: [0.15.x] Bob's Mods: General Discussion
You're welcome.nagapito wrote:And you strike again!!!
I finish converting angels mods and decide to try converting and fixing the vehicle mods just to find out that is way much harder then I was expecting, so I decide to wait just to find out you had just uploaded the new version
Only missing bob's warfare so I can have my radars back and I can update my map to v15 (I can live with the rest of the non updated mods).
I really was expecting this to take much more time!!!
I'm scared to even look at updating warfare mod, I know it's going to take a while.
Warfare isn't the end though, Revamp comes after that!
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Re: [0.15.x] Bob's Mods: General Discussion
I've been looking around... is there somewhere we can contribute to the "Bob's Debugging Fluid Fund?"
Re: [0.15.x] Bob's Mods: General Discussion
SpeedDaemon wrote:I've been looking around... is there somewhere we can contribute to the "Bob's Debugging Fluid Fund?"
bobingabout wrote:I have a paypal. I don't advertise it. It is however my contact email in the mods.
Re: [0.15.x] Bob's Mods: General Discussion
Since Angel's mods got updated to work with bobplates, I've got both running now. What I don't have, however, is a means of making Bobplates Carbon for the Electronic Components recipe, and it seems that the closest thing, angelspetrochem Carbon, is not sufficient or compatible. Am I missing a recipe somewhere?
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Re: [0.15.x] Bob's Mods: General Discussion
I seem to be running against the same issue. The PetroChem Carbon isn't compatible and I don't know how to make the correct carbon.Naxza wrote:Since Angel's mods got updated to work with bobplates, I've got both running now. What I don't have, however, is a means of making Bobplates Carbon for the Electronic Components recipe, and it seems that the closest thing, angelspetrochem Carbon, is not sufficient or compatible. Am I missing a recipe somewhere?