Re: [0.14.x] Bob's Mods: General Discussion
Posted: Mon Nov 14, 2016 7:14 pm
you could use the gold packs for the later tech labs. and maybe also use t5 electro to make them.
www.factorio.com
https://forums.factorio.com/
At time you require so much science pack, it's usually not problem of logistic, since at that time you use bots to deliver bottles. base game has only 4 i think, so that's just 2 belts, which is simple, but even with 8 you can go with 4 belts, not mention you can go up to 3 belts each side with long inserters from your mods, so 12 sciences packs is possible even without robots (not that i will do such thing, at such time i will probly stick with bots).bobingabout wrote:I'm not sure what to do about the T5 electronics (your lv4 in your chart) if there was a science pack 5, it would use them, so depending how the base game uses high tech science packs, it might be a component in that, or a High Tech 2.
As for the multiple labs, not only is it a logistical nightmare trying to wire up 8 bottles to a single lab, but it also messes up the GUI. My Alien lab already has 8 science packs in there, all 7 alien artefact types, plus "Gold science pack", which is 1+2+3, which exists purely so you don't need all 3 types in the lab.
So, I wouldn't want more than 8 types on the lab. Science pack 1 to 4, Military 1 and 2, Production 1 and 2, High tech 1... wait, that's 9 already. I'd probably also want Alien Science pack in my Lab T2, and maybe High tech 2, that's 11. So from that perspective, I really need to start splitting the labs up, despite the obvious issues with multiple lab types.
Now, like my existing Lab 2, which covers everything the base lab does, with the addition of science pack 4, there is the possibility for overlap. If the base game lab has Science packs 1, 2, 3, P, M and HT, which is 6 already, Lab 2 would probably just pull that to 1, 2, 3, 4, A, P, M and HT to bring it to 8. Then... Assuming nothing requires more than one of P, M and HT, it could become 1, 2, 3, 4, A, P1 and P2 as a Production lab, same with M1 and M2 for Military, etc... make sense?
mexmer wrote:At time you require so much science pack, it's usually not problem of logistic, since at that time you use bots to deliver bottles. base game has only 4 i think, so that's just 2 belts, which is simple, but even with 8 you can go with 4 belts, not mention you can go up to 3 belts each side with long inserters from your mods, so 12 sciences packs is possible even without robots (not that i will do such thing, at such time i will probly stick with bots).
UI clutter is different thing, everything that has more than 6 items (input + ouput combined), is at base of "unreadability" level. either it's lab or factory. exception are logistic boxes, which have storage grid.
A lab with 8 different packs looks crap enough as it is, it would look even worse with more than 8.bobingabout wrote:not only is it a logistical nightmare trying to wire up 8 bottles to a single lab, but it also messes up the GUI.
Thank you. For some reason I thought it can only take 3 ingredientssteinio wrote:You can also use the blue assembly machine.
Maybe it*s only 3 ingredients but one fluidMartymer wrote:Thank you. For some reason I thought it can take only 3 ingredientssteinio wrote:You can also use the blue assembly machine.
Actually with more it could look better once your ingredients go on next line your progress bar would move down too. And even with belt lab is 3x3 simpliest setup with belts may hold up to 3 beltsx2 linesx2 sides 12 easy. and if used several lines of inserters up to 4 belts per side or 6(still need empty space to get from) with adjustable inserters. In fact one belt may hold amount of types equal to amount of item belt capable holding /2 if you use circuit locks and one belt loop, it is not like you need that high saturation on labs.bobingabout wrote:mexmer wrote:At time you require so much science pack, it's usually not problem of logistic, since at that time you use bots to deliver bottles. base game has only 4 i think, so that's just 2 belts, which is simple, but even with 8 you can go with 4 belts, not mention you can go up to 3 belts each side with long inserters from your mods, so 12 sciences packs is possible even without robots (not that i will do such thing, at such time i will probly stick with bots).
UI clutter is different thing, everything that has more than 6 items (input + ouput combined), is at base of "unreadability" level. either it's lab or factory. exception are logistic boxes, which have storage grid.A lab with 8 different packs looks crap enough as it is, it would look even worse with more than 8.bobingabout wrote:not only is it a logistical nightmare trying to wire up 8 bottles to a single lab, but it also messes up the GUI.
In angel's you need Coal processing 1 for carbon iirc. To actually make it you need to crush coal into crushed coal (ore crusher). Then cook the crushed coal into coke (furnace). then process the coke into carbon with carbon dioxide (liquifer for both carbon and C02). Questions should probably be asked on the angel's board.ReDragon wrote:Hi,
i can't make Carbon. I don't see anywhere how to craft it. I looked up the uupcoming techs but i don't can't see it anywhere how to do it.
Beside bob's mods i use the angel's mod except the bio processing mod (the game won't start with it).
I have see the post with update the mods, i have updated my mods but i see no change.
Maybe can somebody help me.
Edit: I have removed the angel's petro chem mod now i can craft carbon but miss mod-content.
Can i solve this?
I can't reach this tech without carbon at my actuell progress. You have done it? How?arbarbonif wrote:ReDragon wrote:In angel's you need Coal processing 1 for carbon iirc. To actually make it you need to crush coal into crushed coal (ore crusher). Then cook the crushed coal into coke (furnace). then process the coke into carbon with carbon dioxide (liquifer for both carbon and C02). Questions should probably be asked on the angel's board.
is chemical furnace: coal+water-> carbon available to you?ReDragon wrote:I can't reach this tech without carbon at my actuell progress. You have done it? How?arbarbonif wrote:ReDragon wrote:In angel's you need Coal processing 1 for carbon iirc. To actually make it you need to crush coal into crushed coal (ore crusher). Then cook the crushed coal into coke (furnace). then process the coke into carbon with carbon dioxide (liquifer for both carbon and C02). Questions should probably be asked on the angel's board.
Yes it's aviable. I wonder because i don't have seen that i unlock the recipes for carbon and salt, i just saw the chemical furnace at the techtree. After i removed the angel's mod i have see the recipes. Anyway i can craft'em.fractalman wrote:ReDragon wrote:arbarbonif wrote:is chemical furnace: coal+water-> carbon available to you?
Currently not something that would be easy to do.KyRoMetalZz wrote:How can I change the stack size for items? these mods makes ores stack to 200 and i would like them smaler
Trust me, you'll be glad for the large stack sizes as you progress through these.KyRoMetalZz wrote:How can I change the stack size for items? these mods makes ores stack to 200 and i would like them smaler
I did that a long time ago, updated everything, loaded the save to find it difficult to place stuff in chests when i removed items haha.bobingabout wrote:Currently not something that would be easy to do.KyRoMetalZz wrote:How can I change the stack size for items? these mods makes ores stack to 200 and i would like them smaler
You'd have to mod the mod to do it.