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Re: Bob mods for 0.12 General Topic.

Posted: Tue Jun 07, 2016 8:03 pm
by iamwyza
bobingabout wrote:Unfortunately, It will download everything, including the previous versions of the mods currently still in the folder. you can delete those manually afterwards though.
Yeah.....hopefully the changes to the mod system in .13+ will help alleviate this.

Alternatively, perhaps you could have 2 dropbox folders? 1 for current and 1 for previous? Then the download all option would work great!

Thanks for this modset it's amazing ;)

Re: Bob mods for 0.12 General Topic.

Posted: Fri Jun 10, 2016 4:42 pm
by TheSAguy
I read somewhere that you were adding water patches like oil. (But can't find it right now.)

Here is some of my thoughts on it, though might already have been mentioned, since I cant' find it as mentioned....

I love the idea, since currently water is a none resource really. One 1x1 dot of water is all you need in the entire game.
Have the water patches dissipate once depleted, not like oil be infinite.

Make fresh water and salt water. Fresh water, or clean/normal ,is what is used in the current recipes. Make it hard to get get fresh water from salt water. Like needs to be boiled and so forth, causing additional pollution and fuel requirements.

Re: Bob mods for 0.12 General Topic.

Posted: Fri Jun 10, 2016 7:42 pm
by bobingabout
I really should add an option for depleatable fluids, right now (in my wrking copy) I have them act pretty much just like oil, though the values are all tweaked. I have Lithia water and "Ground water" (which is normal water) right now, but then I haven't added in the salt/pure water stuff yet.

Re: Bob mods for 0.12 General Topic.

Posted: Sun Jun 19, 2016 6:26 pm
by Benie
Is there a mod that adds longer underground belts? I could've sworn from a friend's factory, he had really long underground sections of belts, and was using this mod pack.
I need to know which mod it is.

Re: Bob mods for 0.12 General Topic.

Posted: Sun Jun 19, 2016 7:15 pm
by steinio
This could help: viewtopic.php?f=97&t=24684

Greetings steinio

Re: Bob mods for 0.12 General Topic.

Posted: Sun Jun 19, 2016 8:44 pm
by sparr
Benie wrote:Is there a mod that adds longer underground belts? I could've sworn from a friend's factory, he had really long underground sections of belts, and was using this mod pack.
I need to know which mod it is.
One of bob's mods makes faster belts go farther underground. yellows still have the same length.

Re: Bob mods for 0.12 General Topic.

Posted: Sun Jun 19, 2016 11:00 pm
by Phantum
is there a way to be able to use 5dimm plates for bob's/bob's plates for 5dimm's recipes? It's really annoying having both mods and having to do two seperate processes for the same thing D:

Re: Bob mods for 0.12 General Topic.

Posted: Wed Jan 04, 2017 9:15 am
by Jackalope_Gaming
bobingabout wrote:
Hannu wrote:You should consider is basic electronic board really needed in lamp recipe instead of basic circuit board. I like lamps and would like to use them immediately after electricity. It takes many annoying nights before electronic production can begin and after that there are many other needs for valuable electronic circuits too. Incandescent lamps are very simple and old technology in real life too. For example compared to even most simple automatic inserter or assembling machine.
Actually, old style bulbs use a tungsten filament, which is hard to mine :P
Though you're right, they probably should use the easier to make electronics board.
As of the latest version you still have lamps using electronic board instead of circuit board. Can that be changed to the circuit board please?

Re: Bob mods for 0.12 General Topic.

Posted: Thu Jan 05, 2017 2:19 pm
by Deadly-Bagel
Argh, yes please, I spent so many hours in the dark ._.

Re: Bob mods for 0.12 General Topic.

Posted: Thu Jan 05, 2017 6:44 pm
by steinio