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Re: [0.11.22/0.12.x][v0.12.3] Bob's Electronics

Posted: Fri Sep 11, 2015 2:47 pm
by bobingabout
In any case, you are right about that loop there, you need an assembly machine 2 to automate the basic electronic circuit board, but you need basic electronic circuit board to make the machine. So you need to make the boards for the first machine by hand. In contrast though, A LOT of things in that mod require a machine to make them.

Re: [0.11.22/0.12.x][v0.12.3] Bob's Electronics

Posted: Sat Sep 12, 2015 7:05 am
by PiggyWhiskey
I've ran into the recipe issue for Basic Circuit Boards needing Synthetic wood only. I remember seeing a post a while ago with your suggestion Bob, but I can't seem to find it now.

Any tips on getting it to work with normal wood without having to craft the normal Wooden Boards first?

Re: [0.11.22/0.12.x][v0.12.3] Bob's Electronics

Posted: Sat Sep 12, 2015 1:18 pm
by bobingabout
PiggyWhiskey wrote:I've ran into the recipe issue for Basic Circuit Boards needing Synthetic wood only. I remember seeing a post a while ago with your suggestion Bob, but I can't seem to find it now.

Any tips on getting it to work with normal wood without having to craft the normal Wooden Boards first?
No, that was the sugestion. Either craft the normal wood first, or carry Synthetic wood around with you.

Re: [0.11.22/0.12.x][v0.12.5] Bob's Electronics

Posted: Wed Oct 21, 2015 5:56 pm
by CortEnis
I have 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.

Re: [0.11.22/0.12.x][v0.12.5] Bob's Electronics

Posted: Wed Oct 21, 2015 6:48 pm
by orzelek
CortEnis wrote:I have 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.
Do you have any other mods around that could affect the recipes?
First version of chem plant should need only 5 stone bricks and 2 iron pipes - it looks like red stone furnace.

Re: [0.11.22/0.12.x][v0.12.5] Bob's Electronics

Posted: Wed Oct 21, 2015 7:41 pm
by bobingabout
If you have bobplates (Bob's Metals, Chemicals and Intermediates mod), then you need carbon that you can make in a chemical boiler.
If you do not have bobplates, then there should be no carbon, and you need raw coal.

If neither of these cases are true, update the mod, this is an old chicken/egg scenario that I fixed a long time ago.
It is possible however that Carbon may be added by another mod, which could re-introduce this chicken/egg scenario.

Re: [0.11.22/0.12.x][v0.12.6] Bob's Electronics

Posted: Wed Nov 11, 2015 11:03 pm
by Kabbage318
I'm not sure if this has been asked before, but how do you get resin? The only recipe I can find for it requires heavy oil. Which, in turn, requires an oil refinery, which requires BEBs, which require solder, which require resin. So if there's a recipe I can't see or another way of getting heavy oil I'd very much like to hear it.

Re: [0.11.22/0.12.x][v0.12.6] Bob's Electronics

Posted: Thu Nov 12, 2015 12:47 am
by bobingabout
Kabbage318 wrote:I'm not sure if this has been asked before, but how do you get resin? The only recipe I can find for it requires heavy oil. Which, in turn, requires an oil refinery, which requires BEBs, which require solder, which require resin. So if there's a recipe I can't see or another way of getting heavy oil I'd very much like to hear it.
There is. you can make it from wood, I'm not certain if I change it or not, but you may be able to craft it by hand, if not, assembling machine MK1 will do.

Re: [0.11.22/0.12.x][v0.12.6] Bob's Electronics

Posted: Sun Jan 31, 2016 8:20 am
by Airat9000
bobingabout wrote:
Kabbage318 wrote:I'm not sure if this has been asked before, but how do you get resin? The only recipe I can find for it requires heavy oil. Which, in turn, requires an oil refinery, which requires BEBs, which require solder, which require resin. So if there's a recipe I can't see or another way of getting heavy oil I'd very much like to hear it.
There is. you can make it from wood, I'm not certain if I change it or not, but you may be able to craft it by hand, if not, assembling machine MK1 will do.
Hi Bob wanted to ask
And it is impossible to make two kinds of your Moding? 1 with your electronics completely, and the second with the original + your electronics together 1 original and your recipes

Re: [0.11.22/0.12.x][v0.12.6] Bob's Electronics

Posted: Mon Feb 01, 2016 8:42 am
by bobingabout
The problem when they existed side by side is... why is there two? you get the issue of why does one thing use the base game electronics, and something else use bob's electronics. Which is why if you use bob's electronics it replaces the originals.

Putting them back in side by side would be a step backwards to most people, and would be very difficult to do now that I've re-written most of my mods to look only for the base game item names.
(My electronics mod just changes the icon, name and recipe for the base game electronics so that existing recipes and other mods use my electronics)

Re: [0.11.22/0.12.x][v0.12.6] Bob's Electronics

Posted: Tue Feb 02, 2016 12:51 pm
by Airat9000
bobingabout wrote:The problem when they existed side by side is... why is there two? you get the issue of why does one thing use the base game electronics, and something else use bob's electronics. Which is why if you use bob's electronics it replaces the originals.

Putting them back in side by side would be a step backwards to most people, and would be very difficult to do now that I've re-written most of my mods to look only for the base game item names.
(My electronics mod just changes the icon, name and recipe for the base game electronics so that existing recipes and other mods use my electronics)
thanks realized
Previously, there was just staring at the moment there was something that I can develop all your produce and products through standard components and yours?

Re: [0.11.22/0.12.x][v0.12.6] Bob's Electronics

Posted: Sun Feb 28, 2016 7:46 pm
by GreatAlucard
Is there any way to actually automate electronic production early to midgame considering the inability to automatically farm wood?

I read past posts and understand the explanation as to why it works like this but it does seem to go against the core purpose of the game (If I'm looking at it from the correct angle), as wood would have to be cut down and placed manually.

For those reasons I have this part of the mod turned off for now but I would really like to have it on, although some sort of automation would have to be possible before I reach late into the green science packs period of the game.

Re: [0.11.22/0.12.x][v0.12.6] Bob's Electronics

Posted: Sun Feb 28, 2016 8:04 pm
by Arch666Angel
You can produce wood from Oil after the early stages of the game, if you are annoyed of farming a bit of wood early on you might want to rush it. Otherwise there are several mods out there that let you farm wood, like Treefarm, Biofarm(?) and my own processing mod.

Re: [0.11.22/0.12.x][v0.12.6] Bob's Electronics

Posted: Mon Feb 29, 2016 5:24 am
by GreatAlucard
I noticed that, but still, oil processing only happens mid green science pack period of the game.

Another issue then would be the incredible hassle on automating the production of even the early circuits, which need 6 parts or something, most of which also need processing, I guess if you rush oil processing to get heavy oil to make synthetic wood you can automate it if you got a big enough space but it does seem like it is more trouble than it is worth.

I would like to see a fully operational automated science pack factory with up to blue science pack having this module of the mod on, to get an idea about what it would look like to really have a formed opinion though (not sure where I would find that).

Re: [0.11.22/0.12.x][v0.12.6] Bob's Electronics

Posted: Mon Feb 29, 2016 7:12 am
by Yinan
I just recently wanted to start a new game just with bobs mods, but all of them.

Saw that you need a lot of wood for basically everything.

Immediately stopped.

Needing would for even Red Science Pack without giving a method to obtain wood at that stage is the worst idea I have ever seen.

Re: [0.11.22/0.12.x][v0.12.6] Bob's Electronics

Posted: Mon Feb 29, 2016 7:19 am
by Koub
There are trees in the game, I think trees give wood when you cut them :)

Re: [0.11.22/0.12.x][v0.12.6] Bob's Electronics

Posted: Mon Feb 29, 2016 9:07 am
by Yinan
Yes, manually.

I want to automate things! That's the whole point of this game!

Can't do that when I have to manually chop down millions of trees. You're already busy enough in this game as is, having to harvest wood the whole time at the beginning is really the worst thing you can add.

Re: [0.11.22/0.12.x][v0.12.6] Bob's Electronics

Posted: Mon Feb 29, 2016 9:57 am
by hoho
Yinan wrote:Yan't do that when I have to manually chop down millions of trees.
Only before you've researched plastics. Plastics research allows you to make synthetic wood from heavy oil.
Yinan wrote:You're already busy enough in this game as is, having to harvest wood the whole time at the beginning is really the worst thing you can add.
Unless you use some mods that make research harder, it's not *that* bad. If you do, you can also add some mod that allows growing trees.

Re: [0.11.22/0.12.x][v0.12.6] Bob's Electronics

Posted: Mon Feb 29, 2016 12:15 pm
by Yinan
Yeah but then it should be added as a Recommendation for that.

And Plastics research takes some time and I really don't think that it's a good idea to force the player to chop down wood manually for a long time in the beginning and then have him to rush some research just so he can finally automate it when you can basically automate everything else from the beginning!

Re: [0.11.22/0.12.x][v0.12.6] Bob's Electronics

Posted: Mon Feb 29, 2016 2:38 pm
by Arch666Angel
Bob may correct me if I'm wrong, but I think one of his intentions behind that was to use wood in a process you will need throughout the game with giving you an option to substitute later on, because in vanilla the only thing you do with wood after the early stages in the game is put it in a box and shot it...why have resources in the game if you don't really need them after 5 or 10 minutes into the game?