[0.15.x] Bob's Mods: General Discussion
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- bobingabout
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Re: [0.15.x] Bob's Mods: General Discussion
News:
0.15.19 should add support for fluid wagons to have equipment grids!
I did add the appropriate tags to fluid wagons to use them back when I first updated my equipment grid mod.
Give it a try!
0.15.19 should add support for fluid wagons to have equipment grids!
I did add the appropriate tags to fluid wagons to use them back when I first updated my equipment grid mod.
Give it a try!
- Arch666Angel
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Re: [0.15.x] Bob's Mods: General Discussion
Suggestion: Make enriched fuel blocks an upgrade for "regular" fuel blocksbobingabout wrote:News:
0.15.19 should add support for fluid wagons to have equipment grids!
I did add the appropriate tags to fluid wagons to use them back when I first updated my equipment grid mod.
Give it a try!
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
- bobingabout
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Re: [0.15.x] Bob's Mods: General Discussion
your suggestion has nothing to do with what you quoted.Arch666Angel wrote:Suggestion: Make enriched fuel blocks an upgrade for "regular" fuel blocksbobingabout wrote:News:
0.15.19 should add support for fluid wagons to have equipment grids!
I did add the appropriate tags to fluid wagons to use them back when I first updated my equipment grid mod.
Give it a try!
Valid suggestion though, but part of the intention was supposed to be a replacement for a barrel of liquid fuel. Hydrazine was an after thought. Still a valid suggestion for Hydrazine.
Re: [0.15.x] Bob's Mods: General Discussion
I recently loaded up an old 0.14 game of bobs mods and converted it over to 0.15 with the new updates... been enjoying having to rebuild half the dang place - glad I had solar power going because the nukular mod kinda... bombed out. But I've also noticed some changes in the bobs mods... Plastics for one, no longer seem to require chlorine, but have defaulted to the vanilla recipy. Was that intended? I do not read anything about it in the 0.15 changelogs...
Probably will find more peculiarities as I retweak the factory and figure out what's what
Probably will find more peculiarities as I retweak the factory and figure out what's what
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Re: [0.15.x] Bob's Mods: General Discussion
Plastic should still be using chlorine... are you sure you have bobrevamp installed?Aeternus wrote:I recently loaded up an old 0.14 game of bobs mods and converted it over to 0.15 with the new updates... been enjoying having to rebuild half the dang place - glad I had solar power going because the nukular mod kinda... bombed out. But I've also noticed some changes in the bobs mods... Plastics for one, no longer seem to require chlorine, but have defaulted to the vanilla recipy. Was that intended? I do not read anything about it in the 0.15 changelogs...
Probably will find more peculiarities as I retweak the factory and figure out what's what
From bobrevamp data-updates.lua
Code: Select all
if data.raw.fluid.chlorine then
bobmods.lib.recipe.replace_ingredient("plastic-bar", "coal", "chlorine")
end
Re: [0.15.x] Bob's Mods: General Discussion
That was it... for some reason the revamp mod was missing. Readded. Now I need to change my plastic production back to chlorine use...
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Re: [0.15.x] Bob's Mods: General Discussion
along with the whole sulphur chain. And the new changes like rocket parts.Aeternus wrote:That was it... for some reason the revamp mod was missing. Readded. Now I need to change my plastic production back to chlorine use...
Re: [0.15.x] Bob's Mods: General Discussion
Any idea what i can do with purified water? I have way to much.
I would like to vent it. Allready tried steam engines but they dont accept it.
I would like to vent it. Allready tried steam engines but they dont accept it.
Re: [0.15.x] Bob's Mods: General Discussion
who is Bob ('s avatar)? Google image search isn't very helpful. Not stalking or anything
https://goo.gl/iAWzX8
https://goo.gl/iAWzX8
Re: [0.15.x] Bob's Mods: General Discussion
Tails from Sonic. But he has a wig on his avatar.CorBlimey wrote:who is Bob ('s avatar)? Google image search isn't very helpful. Not stalking or anything
https://goo.gl/iAWzX8
Also, Bob, wouldn't it be better if you consolidate all laser researches into only one? Like "Focused Lenses Upgrade #" which would work for every entity that deals laser damage. Just like we have bullet damage, flamer damage and cannon damage researches. Also another reasearch with 6 lvls called "Improved Focusing Upgrade #" for the shooting speed.
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Re: [0.15.x] Bob's Mods: General Discussion
It's used for Electrolysis recipes.crysanja wrote:Any idea what i can do with purified water? I have way to much.
I would like to vent it. Allready tried steam engines but they dont accept it.
It's me. That icon is from a picture I had drawn specifically for me.CorBlimey wrote:who is Bob ('s avatar)? Google image search isn't very helpful. Not stalking or anything
https://goo.gl/iAWzX8
Re: [0.15.x] Bob's Mods: General Discussion
Yea, that explained why my sulfuric acid production ground to a halt as well. Hadn't switched the refineries, so I just needed to set the recipes again there... And every pump needed to be changed over from the 1x1 to 1x2 model. Ugh. It was a mess!bobingabout wrote:along with the whole sulphur chain. And the new changes like rocket parts.Aeternus wrote:That was it... for some reason the revamp mod was missing. Readded. Now I need to change my plastic production back to chlorine use...
Wasn't producing rockets yet so that part at least was not a problem. I'm torn now though what to do for train fuel - do I go with rocket fuel, or stick with enriched fuel blocks? Rocket fuel just needs water and compressed air as basic resource - and not a whole lot of water either. Enriched fuel blocks can easily be made from light oil... a much simpler process, but has a lower accelleration bonus. Decisions, decisions...
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Re: [0.15.x] Bob's Mods: General Discussion
You need rocket fuel for rockets anyway, and once you have the research, it only costs water and air, so is effectively free, resource wise. So, I would switch to rocket fuel when you've researched it.
Re: [0.15.x] Bob's Mods: General Discussion
(And prepare a lot of hydrogen. I mean that - a lot Can use petroleum to suplement electrolysis if you have plenty. Esp that parts of chain don't accept productivity atm.)bobingabout wrote:You need rocket fuel for rockets anyway, and once you have the research, it only costs water and air, so is effectively free, resource wise. So, I would switch to rocket fuel when you've researched it.
Re: [0.15.x] Bob's Mods: General Discussion
I think the circuits primary the first tier is in expensive way to cheap copper wise. I think you should go up to 2s craft time and 8-12 cables and maybe 2 wood pieces. vannila it cost 10 cabels and 2 iron. in expencive mode the copper draw is way higher. for the basic stuff.
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Re: [0.15.x] Bob's Mods: General Discussion
wait, there's an expensive recipe for the electronic circuit now?ukezi wrote:I think the circuits primary the first tier is in expensive way to cheap copper wise. I think you should go up to 2s craft time and 8-12 cables and maybe 2 wood pieces. vannila it cost 10 cabels and 2 iron. in expencive mode the copper draw is way higher. for the basic stuff.
when I went through and added all my expensive recipes, there wasn't one for the electronic circuit.
Re: [0.15.x] Bob's Mods: General Discussion
It would appear so:bobingabout wrote:wait, there's an expensive recipe for the electronic circuit now?ukezi wrote:I think the circuits primary the first tier is in expensive way to cheap copper wise. I think you should go up to 2s craft time and 8-12 cables and maybe 2 wood pieces. vannila it cost 10 cabels and 2 iron. in expencive mode the copper draw is way higher. for the basic stuff.
when I went through and added all my expensive recipes, there wasn't one for the electronic circuit.
Code: Select all
{
type = "recipe",
name = "electronic-circuit",
normal =
{
ingredients =
{
{"iron-plate", 1},
{"copper-cable", 3}
},
result = "electronic-circuit",
requester_paste_multiplier = 50
},
expensive =
{
ingredients =
{
{"iron-plate", 2},
{"copper-cable", 10}
},
result = "electronic-circuit",
requester_paste_multiplier = 50
},
},
- bobingabout
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Re: [0.15.x] Bob's Mods: General Discussion
I do have an expensive set of recipes for all electronic components, and circuits already, though I don't think it's as big an increase as the ones in the base game.
Re: [0.15.x] Bob's Mods: General Discussion
yeap tier 2 gets incresed from 1 tinned and one carbon to 2 of each. at tier 3 mostly plastic goes up the other stuff doesn't matter much any way. How About an additonal tier of electronic assembly between currently tier 1 and 2 with speed of 1.5 and basic electronic boards in the cost? an equivalent to assembler 2 is missing currently.
Re: [0.15.x] Bob's Mods: General Discussion
Would you be willing to add logistics/construction robots battery capacity research?
Support for it was just added in 0.15.20 and it's effect name for tech would be (I think - asked in release thread to confirm).
Support for it was just added in 0.15.20 and it's effect name for tech would be
Code: Select all
worker-robot-battery