Page 14 of 30
Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates
Posted: Sun Apr 26, 2015 2:44 am
by bobingabout
have you actually looked at the percentage of magnesium in these alloys? in most cases, it's 1% or less, which is why I considered it not worth adding.
Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates
Posted: Sun Apr 26, 2015 11:39 am
by MNorman
There are Magnesium-based alloys, with greater than 90% magnesium, but they have low strengths, and are primarily used for lightly-loaded components in a structure that is otherwise made of titanium or aluminium.
Your Titanium recipe matches the FFC process, which uses carbon at very high temperatures instead of the light metal used by the Kroll process.
I would love to see better usage of speciality steels and nickel-based alloys, but these are usually 15-30% chromium.
Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates
Posted: Sun Apr 26, 2015 3:27 pm
by bobingabout
which is one of the reasons why I was considering Chromium at one point.
Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates
Posted: Mon May 11, 2015 11:53 pm
by orzelek
Small balancing question - would you consider improving heavy oil to synthetic wood efficiency?
Currently heavy oil is needed much more especially after you get to blue science and production of basic circuit boards needs a heavy ramp up.
My tanks farm is getting bigger and bigger for petroleum and light oil due to high usage of heavy oil. Thats with use of 4 Mk 2 chemical plants to make heavy oil from coal as an additional source (production of synthetic wood around 200/minute, basic boards 320/minute).
Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates
Posted: Tue May 12, 2015 3:48 am
by callmewoof
I have to agree that oil/wood becomes a huge problem. I won't use tree farm (too slow, literally ends up bloating the simulation later too). At first, a little bit of robot deforestation keeps you going, but after awhile, you end up relying on synthetic wood. For me, I can't use light or especially petrol fast enough. I end up having to remove/replace a dozen storage containers every now and again so I can "buy myself some time" and get heavy generating again. Basic circuits in vanilla always end up becoming one of your most hungry items, where you need lots (like, what, thousands?) produced/minute. With Bob's circuits needing wood boards of some type, you can just never get enough. In fact, at this point, I'd love/want/will find/make a mod that just destroys my items or liquids, aka, a black hole or something. That, or perhaps there could be new oil plants that have different ratios? Just as advanced gives you more light/petrol and less heavy (but needs water), maybe there could be a version that gives a lot more heavy but needs another chemical/reagent to work with.
Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates
Posted: Tue May 12, 2015 4:41 pm
by bobingabout
What if I half the heavy oil cost, would that work?
Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates
Posted: Tue May 12, 2015 5:20 pm
by orzelek
Maybe that and increasing amount of boards from one unit of wood?
If I'm counting correctly 1 blue science pack is now 7 circuit boards which costs 3.5 heavy oil plus another 1.125 heavy oil from electronic circuit board(around 4.5 total).
Making cost of synthetic wood and resin to half of heavy oil would drop it to about 2.25 per pack. Adding more efficient wood to wooden board conversion could shave off another part - it will still be quite costly heavy oil wise and it only needs a bit of petroleum for plastic I think.
Different recipe for refinery would also come in handy I think - something like 6 heavy and 2 of light and petroleum each.
Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates
Posted: Tue May 12, 2015 7:33 pm
by Finndibaenn
I 've been using MK2 tree farms, it seems to do the job for me.
Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates
Posted: Tue May 12, 2015 8:52 pm
by orzelek
Finndibaenn wrote:I 've been using MK2 tree farms, it seems to do the job for me.
As far as I can see treefarm is very cpu consuming so its a costly but useful solution potentially. Wood nets more wooden boards per raw wood (4 not 2 like for heavy oil since there is an intermediate step) - heavy oil is handicapped on that side also.
Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates
Posted: Wed May 13, 2015 7:52 am
by aklesey1
Where to use cobalt? For example? Dytech interprets the use of this metal in later stages, may you maybe you could find this application too
Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates
Posted: Wed May 13, 2015 10:12 am
by callmewoof
aklesey1 wrote:Where to use cobalt? For example? Dytech interprets the use of this metal in later stages, may you maybe you could find this application too
If you run the full bob's mods, I know there is a cobalt pickaxe that is a step up in the chain, and there was some other recipe in the later stages that uses the cobalt oxide, I believe.
Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates
Posted: Wed May 13, 2015 4:27 pm
by bobingabout
callmewoof wrote:aklesey1 wrote:Where to use cobalt? For example? Dytech interprets the use of this metal in later stages, may you maybe you could find this application too
If you run the full bob's mods, I know there is a cobalt pickaxe that is a step up in the chain, and there was some other recipe in the later stages that uses the cobalt oxide, I believe.
Cobalt Oxide is used to make Lithium Ion Batteries in the later stages.
Cobalt steel (which is used to make the pick axe) is also planned to be used to make the new higher level mining drills when I get around to re-writing the recipe with intermediates. I've been too destracted with Enemies and Warfare to do it though.
Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates
Posted: Thu May 14, 2015 12:14 am
by Finndibaenn
orzelek wrote:Finndibaenn wrote:I 've been using MK2 tree farms, it seems to do the job for me.
As far as I can see treefarm is very cpu consuming so its a costly but useful solution potentially. Wood nets more wooden boards per raw wood (4 not 2 like for heavy oil since there is an intermediate step) - heavy oil is handicapped on that side also.
i didn't notice cpu issue with Treefarm, event my computer is now > 2 years old I think( and was not high end either at the time).
Again, ofr my usage, 2 MK2 tree farms is too much, i switch one them off every now and then. This is actually the "bad" part about MK2, as it's using bots you can't limit its output with smart inserters
Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates
Posted: Thu May 14, 2015 4:40 am
by Degraine
You can limit the output of a Mk2 farm, but it requires a little more work. Set up an assembler to make the seeds, then place a smart inserter on its input or output that only runs when the total amount of wood in the system is below 2500 or 5000 or what have you.
The system's response time between noticing supplies are low and producing more wood is quite long, so you have to keep a fairly large buffer in order to ensure you don't run out of wood before more is available.
Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates
Posted: Thu May 14, 2015 7:28 am
by Finndibaenn
Indeed you're right I should have thought about it myself
Thanks
Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates
Posted: Thu May 14, 2015 7:56 am
by aklesey1
bobingabout wrote:callmewoof wrote:aklesey1 wrote:Where to use cobalt? For example? Dytech interprets the use of this metal in later stages, may you maybe you could find this application too
If you run the full bob's mods, I know there is a cobalt pickaxe that is a step up in the chain, and there was some other recipe in the later stages that uses the cobalt oxide, I believe.
Cobalt Oxide is used to make Lithium Ion Batteries in the later stages.
Cobalt steel (which is used to make the pick axe) is also planned to be used to make the new higher level mining drills when I get around to re-writing the recipe with intermediates. I've been too destracted with Enemies and Warfare to do it though.
Will it be compatible with dytech cobalt, i mean the cobalt plates from dytech, and with researching from dytech?
Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates
Posted: Thu May 14, 2015 5:38 pm
by orzelek
aklesey1 wrote:
Will it be compatible with dytech cobalt, i mean the cobalt plates from dytech, and with researching from dytech?
Cobalt is compatible like most other resources shared by those mods.
Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates
Posted: Thu May 14, 2015 7:28 pm
by bobingabout
orzelek wrote:aklesey1 wrote:
Will it be compatible with dytech cobalt, i mean the cobalt plates from dytech, and with researching from dytech?
Cobalt is compatible like most other resources shared by those mods.
I actually went through great lengths to accomodate the DyTech update that added cobalt, and research with the same name as mine, and even wrote in a little check to make my cobalt drop DyTech obsidian if you turn on my cobalt and obsidian exists.
Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates
Posted: Sat May 16, 2015 4:28 pm
by Degraine
The migration file for 0.6.3 now throws an error in the console when activating MCI on an existing save, since solder-lead (line 14) was renamed.
Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates
Posted: Sat May 16, 2015 4:48 pm
by bobingabout
Degraine wrote:The migration file for 0.6.3 now throws an error in the console when activating MCI on an existing save, since solder-lead (line 14) was renamed.
Ah, thanks, I'll have to take a look at that.
EDIT: I think it's safe to just delete that line, the recipe doesn't exist anymore, and the others, including the one that would replace it are in a later migration file.