[0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates

Some mods, made by Bob. Basically streaks every Factroio-area.

Moderator: bobingabout

Which of the new v0.7 additions do you like the best?

Advanced Electronics 3 with CPUs
59
25%
The Nitrogen/Ceramic chain
40
17%
The new Pumps and barrel/bottle recipes
25
11%
The new types of pipes
25
11%
Factory reballancing
32
14%
The new Electrolyser graphics!
53
23%
 
Total votes: 234

Airat9000
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Re: [0.10.0] Bob's Metals and Chemicals mod

Post by Airat9000 »

bobingabout wrote:
Airat9000 wrote:Idea
Add a group button for Bob's resources?

It will be in 0.5.3.
good!

By the way, I noticed that the bronze little used ..
would be to add a bronze pickaxe "Bob" on the basis of your bronze
and other ..

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Re: [0.10.0] Bob's Metals and Chemicals mod

Post by Airat9000 »

Bob idea

recept in you in @sand@ in dytech

to shove something into production that would be faster to get rid of the sand, for example to make a fantastic recipe, for example sulfuric acid of 2-3 components such poisonous sand ..

in question i am not mod industrio but your mod works ..

industry can not play?
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Re: [0.10.0] Bob's Metals and Chemicals mod

Post by bobingabout »

I am aware of the lack of use for bronze... and titanium, and some of the other materials too.

Once my work on updating my mods is complete, I plan to write a mod that will replace a lot of base game recipes to make use of the new materials.



Industrio is another mod. it also adds quartz and silicon.

However, if my mod was used with Industrio, you are unable to make silicon wafers.

Industrio is an optional prerequisite so It will load first, and then my mod will replace the industrio silicon wafer recipe to use my silicon plates.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Re: [0.10.0] Bob's Metals and Chemicals mod

Post by Airat9000 »

bobingabout wrote:I am aware of the lack of use for bronze... and titanium, and some of the other materials too.

Once my work on updating my mods is complete, I plan to write a mod that will replace a lot of base game recipes to make use of the new materials.



Industrio is another mod. it also adds quartz and silicon.

However, if my mod was used with Industrio, you are unable to make silicon wafers.

Industrio is an optional prerequisite so It will load first, and then my mod will replace the industrio silicon wafer recipe to use my silicon plates.
without the mod industry will work? I did not put the thought in the future will need.

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Re: [0.10.0] Bob's Metals and Chemicals mod

Post by bobingabout »

both work without each other. you do not need industrio.
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Re: [0.10.0] Bob's Metals and Chemicals mod

Post by haunted_1 »

Not quite a bug but i went through the electrolysis of water and found a chemical mistake.

The output of the Salt Water Electrolysis should be: 2 Sodium Hydroxid instead of one.

2 NaCl + 2 H2O = Cl2 + H2 + 2 NaOH

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Re: [0.10.0] Bob's Metals and Chemicals mod

Post by bobingabout »

New version is up.

haunted_1 wrote:Not quite a bug but i went through the electrolysis of water and found a chemical mistake.

The output of the Salt Water Electrolysis should be: 2 Sodium Hydroxid instead of one.

2 NaCl + 2 H2O = Cl2 + H2 + 2 NaOH
The original recipe was 1 salt + 1 water = 0.5 units of Chlorine, 0.5 units of Hydrogen, and 1 unit of Sodium Hydroxide.
However, since Sodium Hydroxide only has one use, where the Hydrogen and Chlorine have several, so you very quickly ended up with a lot more Sodium Hydroxide than you can use.
So in an effort to add some game ballance, I doubled the ingredients and the "Liquid" outputs, so you get more of the useful resources.
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Re: [0.10.0] Bob's Metals and Chemicals mod

Post by aklesey1 »

How to get nickel ore ?
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Re: [0.10.0] Bob's Metals and Chemicals mod

Post by bobingabout »

aklesey1 wrote:How to get nickel ore ?
Use Bob's ores mod, and mine Gallena. it has an 80% chance to drop Lead ore, and 60% chance to drop Nickel ore. That means it often drops both, and rarely doesn't drop anything.
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Re: [0.10.0] Bob's Metals and Chemicals mod

Post by Slan »

I have not industrio, but i need silicon wafer in the recipe. I have C2 researched and don't see any recipe for it. Any idea ? Actually i'am stuck and can't produce T3 assembly machine.

EDIT : i let my stupid question in case someone stupid too make a research about it.

Solution : It's not Chemical to build Silicon Wafer : It's a Prereq for Silicon Tech that you (i) need to research too. Thanks to myself for my quick and smart response ;)

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Re: [0.10.0] Bob's Metals and Chemicals mod

Post by bobingabout »

Yup, Silicon wafers are unlocked with Silicon Production research, which is unlocked by Chemical 2 and Electrolysis 2 (I think).

I think I might have made an error with the latest version assembly machines mod, and made the requirement for the level 3 machine higher than intended.
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Re: [0.10.0] Bob's Metals and Chemicals mod

Post by Airat9000 »

bobingabout wrote:Yup, Silicon wafers are unlocked with Silicon Production research, which is unlocked by Chemical 2 and Electrolysis 2 (I think).

I think I might have made an error with the latest version assembly machines mod, and made the requirement for the level 3 machine higher than intended.
I noticed that after the generation of resources with a new card I generate other resources somewhere on the outskirts of the cards from the base where enemies.
and near the base of the screen there is nothing

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Re: [0.10.0] Bob's Metals and Chemicals mod

Post by bobingabout »

new card... do you mean new map?

I think the empty area there is because it is considered the "Starting area", and my ores are set up so that many of my new ores don't apear in the starting area, so you have to go out and look for them.

That's also a lot of red.
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Re: [0.10.0] Bob's Metals and Chemicals mod

Post by Airat9000 »

bobingabout wrote:new card... do you mean new map?

I think the empty area there is because it is considered the "Starting area", and my ores are set up so that many of my new ores don't apear in the starting area, so you have to go out and look for them.

That's also a lot of red.
I put the starting area is high,
resources are very often
presence of great wealth

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Re: [0.10.0] Bob's Metals and Chemicals mod

Post by bobingabout »

Airat9000 wrote:I put the starting area is high
This means a large area where only Copper, Iron, Coal, Stone and Tin can be found.
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Re: [0.10.0] Bob's Metals and Chemicals mod

Post by SuperSandro2000 »

What can I do with lead plates? I don't found any recipe that uses lead plates.

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Re: [0.10.0] Bob's Metals and Chemicals mod

Post by bobingabout »

SuperSandro2000 wrote:What can I do with lead plates? I don't found any recipe that uses lead plates.
Currently... nothing. I was considering making it a component in Solder, but decided not to.

I do have plans for it, but havn't got around to writing it yet.
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Re: [0.10.0] Bob's Metals and Chemicals mod

Post by bobingabout »

Intermediates relies on this plates (metals and chemicals) to give the best recipies.
Intermediates also changes some of the recipies in plates, but not all the ones intended, yet.

Since Intermediates would end up re-writing a lot of the plates mod to give my final intended outcome, I'm thinking of merging Intermediates into the Plates mod.

what do you think?
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Re: [0.10.0] Bob's Metals and Chemicals mod

Post by SuperSandro2000 »

Why not?

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Re: [0.10.0] Bob's Metals and Chemicals mod

Post by omegasrevenge »

bobingabout wrote:
Airat9000 wrote:I put the starting area is high
This means a large area where only Copper, Iron, Coal, Stone and Tin can be found.
Why would you need tin in the early game? This is a balance concern; in the early game you are trying to build up infrastructure that is completely dependant on iron, copper and depending on your mods, oil and coal. With my playthroughs, I always started mining tin at the same time as silver, gold, bauxite, rutile, quartz and so on. It was when I decided I had enough resources to go for DyTech Assembly Machines and your new and shiny modules and mk3 beacons.
In other words, I started needing tin when I decided I was ready to go for endgame.
bobingabout wrote:Intermediates relies on this plates (metals and chemicals) to give the best recipies.
Intermediates also changes some of the recipies in plates, but not all the ones intended, yet.

Since Intermediates would end up re-writing a lot of the plates mod to give my final intended outcome, I'm thinking of merging Intermediates into the Plates mod.

what do you think?
If you have two mods and one works in a much reduced fashion without the other then they should be one mod.
Go for it.

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