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Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates
Posted: Thu Jul 16, 2015 12:16 am
by bobingabout
I'll think about the change in electronics name for future releases.
And Translations are always welcome. I think someone once did a German translation, but it is a bit out of date now.
Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates
Posted: Thu Jul 16, 2015 3:56 pm
by crysanja
seeing oxygen production with hydrolysis kind of hurts. couldnt you use air liquification for O2 and N2? =)
im not a huge fan from hydrogen electrolysis in combination with fuel production either, this should allways be an energy loss.(please)
i was playing with several mods, so its not just the fault of youres, but its kind of confusing to have lots and lots of different salts and metal bars.
too much searching!
yes each of them look a little different, but coundt you add a chemical symbol in a corner? - if possible.
another maybe silly idea was to add a visible speed value to belts, like the energy or reach value of fuel and pipes?
sometime you produce something in youre mod and you have not a clue where it is used, is it possible to add something like an "is used for line" for some of the less common things?
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i have lots of fun with youre mod, keep up the good work!
Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates
Posted: Fri Jul 17, 2015 8:45 am
by bobingabout
There is a Compressed/Liquid air to Oxygen and Nitrogen option, similar to the Electrolysis chain. However, since the biggest use of Nitrogen requires Oxygen too in the form of Nitrogen Dioxide, and the Air compression chain gives far more Nitrogen than Oxygen(Because there is more Nitrogen in the air than Oxygen), you need to pump oxygen from your Electrolysis chain into your nitrogen chain to keep up with it.
Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates
Posted: Sat Jul 18, 2015 6:23 pm
by Airat9000
bobingabout wrote:There is a Compressed/Liquid air to Oxygen and Nitrogen option, similar to the Electrolysis chain. However, since the biggest use of Nitrogen requires Oxygen too in the form of Nitrogen Dioxide, and the Air compression chain gives far more Nitrogen than Oxygen(Because there is more Nitrogen in the air than Oxygen), you need to pump oxygen from your Electrolysis chain into your nitrogen chain to keep up with it.
who is timw update in 12 ?
Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates
Posted: Sat Jul 18, 2015 6:31 pm
by bobingabout
Airat9000 wrote:who is time update in 12 ?
I am working on it.
Expected release tomorrow or monday.
Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates
Posted: Sat Jul 18, 2015 7:08 pm
by Karosieben
bobingabout wrote:Airat9000 wrote:who is time update in 12 ?
I am working on it.
Expected release tomorrow or monday.
Awesome
Take your time, I much appreciate your work!
Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates
Posted: Sun Jul 19, 2015 10:02 am
by thewd
hi pals.
I couldn`t wait for starting brave new 0.12 world with my fav mod and make some fix to 0.11 ores and plates.
bobingabout, is there any big changes planned for 0.12-compatible version or there will be a migration of 0.11 version?
Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates
Posted: Sun Jul 19, 2015 11:44 am
by bobingabout
The only change I've made so far is to Ores and Plates so far, other than making it work, and making sure it does actually work, is some tweaks to Gems ore so it can give the indevidual gems instead of the unsorted gems ore that you then have to sort afterwards, and removing the extra pipes, pipes will be in logistics mod.
Though I am still in the "First pass" Stage, making everything work. I was hoping to do a few things more before I actually release the mods for 0.12, but if I don't get them done today, I'll release it as is without the extra changes.
Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates
Posted: Sun Aug 02, 2015 10:07 am
by cpy
I did some testing and with mk4 boilers and mk3 steam engines if you set hydrogen to solid fuel to cost 1000 it is balanced with only 10% loss, but you need to disable effectivity modules for electrolyzers if you want complete balance.
Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates
Posted: Sun Aug 02, 2015 12:13 pm
by bobingabout
cpy wrote:I did some testing and with mk4 boilers and mk3 steam engines if you set hydrogen to solid fuel to cost 1000 it is balanced with only 10% loss, but you need to disable effectivity modules for electrolyzers if you want complete balance.
There's still the problem though that if it costs so much to produce fuel blocks from hydrogen that you'll only ever get 90% of the energy back out that you put into it. From a game point of view, why would you ever even make fuel blocks from hydrogen?
Since the fuel block from hydrogen recipe was mostly just added to give you a way of getting rid of the excess, and hydrogen from petroleum gas was a way to add more if you were short, as a control mechanism to control the flow of Hydrogen, to in turn control the flow of Oxygen and Chlorine... now that we have void pumps, I could just get rid of the fuel block from hydrogen recipe.
Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates
Posted: Sun Aug 02, 2015 1:54 pm
by oLaudix
Any ideas what I'm missing?
NVM Im dumbass.
Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates
Posted: Sun Aug 02, 2015 2:11 pm
by bobingabout
I have no idea. "repltech-sand" isn't something from any of the Bob's mods.
Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates
Posted: Sun Aug 02, 2015 2:14 pm
by oLaudix
bobingabout wrote:I have no idea. "repltech-sand" isn't something from any of the Bob's mods.
Yes. I just noticed it's replication mod problem. I removed it and it works. Sorry.
Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates
Posted: Sun Aug 02, 2015 2:48 pm
by Degraine
I'm looking forward to the day when liquid firing is possible in the game, and hydrogen can just have a really low fuel value and we can be done with this debate.
Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates
Posted: Sun Aug 02, 2015 3:42 pm
by bobingabout
Degraine wrote:I'm looking forward to the day when liquid firing is possible in the game, and hydrogen can just have a really low fuel value and we can be done with this debate.
And people will probably still complain that it provides too much power!
Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates
Posted: Mon Aug 03, 2015 4:52 am
by cpy
If it provides more power than it uses than i will complain again!
Anyway solar panels + hydrogen fuel = cheap battery backup for the night!
Currently if you put efficiency modules to 80% and make solid fuel you can amplify solar panel output by around 1:50 - 1:100, and if you use speed modules too it's op and with god modules you can probably make 100MW with 10 large solar panels mk3. Hydrogen fuel ftw.
Re: [0.11.22/0.12.x][v0.12.2] Bob's Metals, Chemicals and Intermediates
Posted: Mon Aug 10, 2015 11:12 pm
by Ackos
I am not able to connect a red wire to the void pump. Work around is to put the void pump on a vanilla pump, and wire the vanilla pump.
Re: [0.11.22/0.12.x][v0.12.2] Bob's Metals, Chemicals and Intermediates
Posted: Tue Aug 11, 2015 12:01 am
by bobingabout
Ackos wrote:I am not able to connect a red wire to the void pump. Work around is to put the void pump on a vanilla pump, and wire the vanilla pump.
unfortunately you have to do that for now because the void pump is technically a furnace, and there is no coded wire logic for "factory" entites yet.
Re: [0.11.22/0.12.x][v0.12.3] Bob's Metals, Chemicals and Intermediates
Posted: Tue Aug 25, 2015 11:52 pm
by Boogieman14
I think I've found a bug (for real this time

) I just started mining gems, but when I look at the ore refining, it doesn't show any machines to do it in:
And obviously, the icon is red so I can't do it in hand either. The same goes for polishing. Cutting does have standard assembly machines listed. I have all mods installed except for bobelectronics (I find that a bit too detailed to my taste). When I do add electronics, the assembly machines suddenly do show up for the refining and polishing, so there appears to be some weird dependency bug between gem processing and electronics. I hope this is easily fixable, because it'd be a shame if I had to shelve this save.
Re: [0.11.22/0.12.x][v0.12.3] Bob's Metals, Chemicals and Intermediates
Posted: Wed Aug 26, 2015 3:56 am
by bobingabout
Ah, I know exactly what the cause of the problem is... I used the new factory catagory for assembly machines so that you can make it in a MK1 if you want, but forgot to add the catagory to the factories in bobplates, it is added in bobelectronics only at the moment. This does need to be fixed.