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Re: [0.15.x] Bob's Mods: General Discussion
Posted: Thu Jun 08, 2017 1:20 pm
by bobingabout
News:
0.15.19 should add support for fluid wagons to have equipment grids!
I did add the appropriate tags to fluid wagons to use them back when I first updated my equipment grid mod.
Give it a try!
Re: [0.15.x] Bob's Mods: General Discussion
Posted: Thu Jun 08, 2017 2:42 pm
by Arch666Angel
bobingabout wrote:News:
0.15.19 should add support for fluid wagons to have equipment grids!
I did add the appropriate tags to fluid wagons to use them back when I first updated my equipment grid mod.
Give it a try!
Suggestion: Make enriched fuel blocks an upgrade for "regular" fuel blocks
Re: [0.15.x] Bob's Mods: General Discussion
Posted: Thu Jun 08, 2017 4:31 pm
by bobingabout
Arch666Angel wrote:bobingabout wrote:News:
0.15.19 should add support for fluid wagons to have equipment grids!
I did add the appropriate tags to fluid wagons to use them back when I first updated my equipment grid mod.
Give it a try!
Suggestion: Make enriched fuel blocks an upgrade for "regular" fuel blocks
your suggestion has nothing to do with what you quoted.
Valid suggestion though, but part of the intention was supposed to be a replacement for a barrel of liquid fuel. Hydrazine was an after thought. Still a valid suggestion for Hydrazine.
Re: [0.15.x] Bob's Mods: General Discussion
Posted: Thu Jun 08, 2017 5:52 pm
by Aeternus
I recently loaded up an old 0.14 game of bobs mods and converted it over to 0.15 with the new updates... been enjoying having to rebuild half the dang place - glad I had solar power going because the nukular mod kinda... bombed out. But I've also noticed some changes in the bobs mods... Plastics for one, no longer seem to require chlorine, but have defaulted to the vanilla recipy. Was that intended? I do not read anything about it in the 0.15 changelogs...
Probably will find more peculiarities as I retweak the factory and figure out what's what
Re: [0.15.x] Bob's Mods: General Discussion
Posted: Fri Jun 09, 2017 7:53 am
by bobingabout
Aeternus wrote:I recently loaded up an old 0.14 game of bobs mods and converted it over to 0.15 with the new updates... been enjoying having to rebuild half the dang place - glad I had solar power going because the nukular mod kinda... bombed out. But I've also noticed some changes in the bobs mods... Plastics for one, no longer seem to require chlorine, but have defaulted to the vanilla recipy. Was that intended? I do not read anything about it in the 0.15 changelogs...
Probably will find more peculiarities as I retweak the factory and figure out what's what
Plastic should still be using chlorine... are you sure you have bobrevamp installed?
From bobrevamp data-updates.lua
Code: Select all
if data.raw.fluid.chlorine then
bobmods.lib.recipe.replace_ingredient("plastic-bar", "coal", "chlorine")
end
Re: [0.15.x] Bob's Mods: General Discussion
Posted: Fri Jun 09, 2017 1:03 pm
by Aeternus
That was it... for some reason the revamp mod was missing. Readded. Now I need to change my plastic production back to chlorine use...
Re: [0.15.x] Bob's Mods: General Discussion
Posted: Fri Jun 09, 2017 2:31 pm
by bobingabout
Aeternus wrote:That was it... for some reason the revamp mod was missing. Readded. Now I need to change my plastic production back to chlorine use...
along with the whole sulphur chain. And the new changes like rocket parts.
Re: [0.15.x] Bob's Mods: General Discussion
Posted: Sun Jun 11, 2017 8:05 am
by crysanja
Any idea what i can do with purified water? I have way to much.
I would like to vent it. Allready tried steam engines but they dont accept it.
Re: [0.15.x] Bob's Mods: General Discussion
Posted: Sun Jun 11, 2017 10:42 am
by CorBlimey
who is Bob
('s avatar)? Google image search isn't very helpful. Not stalking or anything
https://goo.gl/iAWzX8
Re: [0.15.x] Bob's Mods: General Discussion
Posted: Sun Jun 11, 2017 2:48 pm
by Mobius1
CorBlimey wrote:who is Bob
('s avatar)? Google image search isn't very helpful. Not stalking or anything
https://goo.gl/iAWzX8
Tails from Sonic. But he has a wig on his avatar.
Also, Bob, wouldn't it be better if you consolidate all laser researches into only one? Like "Focused Lenses Upgrade #" which would work for every entity that deals laser damage. Just like we have bullet damage, flamer damage and cannon damage researches. Also another reasearch with 6 lvls called "Improved Focusing Upgrade #" for the shooting speed.
Re: [0.15.x] Bob's Mods: General Discussion
Posted: Mon Jun 12, 2017 9:37 am
by bobingabout
crysanja wrote:Any idea what i can do with purified water? I have way to much.
I would like to vent it. Allready tried steam engines but they dont accept it.
It's used for Electrolysis recipes.
CorBlimey wrote:who is Bob
('s avatar)? Google image search isn't very helpful. Not stalking or anything
https://goo.gl/iAWzX8
It's me. That icon is from a picture I had drawn specifically for me.
Re: [0.15.x] Bob's Mods: General Discussion
Posted: Mon Jun 12, 2017 10:18 am
by Aeternus
bobingabout wrote:Aeternus wrote:That was it... for some reason the revamp mod was missing. Readded. Now I need to change my plastic production back to chlorine use...
along with the whole sulphur chain. And the new changes like rocket parts.
Yea, that explained why my sulfuric acid production ground to a halt as well. Hadn't switched the refineries, so I just needed to set the recipes again there... And every pump needed to be changed over from the 1x1 to 1x2 model. Ugh. It was a mess!
Wasn't producing rockets yet so that part at least was not a problem. I'm torn now though what to do for train fuel - do I go with rocket fuel, or stick with enriched fuel blocks? Rocket fuel just needs water and compressed air as basic resource - and not a whole lot of water either. Enriched fuel blocks can easily be made from light oil... a much simpler process, but has a lower accelleration bonus. Decisions, decisions...
Re: [0.15.x] Bob's Mods: General Discussion
Posted: Mon Jun 12, 2017 1:55 pm
by bobingabout
You need rocket fuel for rockets anyway, and once you have the research, it only costs water and air, so is effectively free, resource wise. So, I would switch to rocket fuel when you've researched it.
Re: [0.15.x] Bob's Mods: General Discussion
Posted: Mon Jun 12, 2017 5:26 pm
by orzelek
bobingabout wrote:You need rocket fuel for rockets anyway, and once you have the research, it only costs water and air, so is effectively free, resource wise. So, I would switch to rocket fuel when you've researched it.
(And prepare a lot of hydrogen. I mean that - a lot
Can use petroleum to suplement electrolysis if you have plenty. Esp that parts of chain don't accept productivity atm.)
Re: [0.15.x] Bob's Mods: General Discussion
Posted: Mon Jun 12, 2017 5:43 pm
by ukezi
I think the circuits primary the first tier is in expensive way to cheap copper wise. I think you should go up to 2s craft time and 8-12 cables and maybe 2 wood pieces. vannila it cost 10 cabels and 2 iron. in expencive mode the copper draw is way higher. for the basic stuff.
Re: [0.15.x] Bob's Mods: General Discussion
Posted: Tue Jun 13, 2017 8:39 am
by bobingabout
ukezi wrote:I think the circuits primary the first tier is in expensive way to cheap copper wise. I think you should go up to 2s craft time and 8-12 cables and maybe 2 wood pieces. vannila it cost 10 cabels and 2 iron. in expencive mode the copper draw is way higher. for the basic stuff.
wait, there's an expensive recipe for the electronic circuit now?
when I went through and added all my expensive recipes, there wasn't one for the electronic circuit.
Re: [0.15.x] Bob's Mods: General Discussion
Posted: Tue Jun 13, 2017 4:55 pm
by orzelek
bobingabout wrote:ukezi wrote:I think the circuits primary the first tier is in expensive way to cheap copper wise. I think you should go up to 2s craft time and 8-12 cables and maybe 2 wood pieces. vannila it cost 10 cabels and 2 iron. in expencive mode the copper draw is way higher. for the basic stuff.
wait, there's an expensive recipe for the electronic circuit now?
when I went through and added all my expensive recipes, there wasn't one for the electronic circuit.
It would appear so:
Code: Select all
{
type = "recipe",
name = "electronic-circuit",
normal =
{
ingredients =
{
{"iron-plate", 1},
{"copper-cable", 3}
},
result = "electronic-circuit",
requester_paste_multiplier = 50
},
expensive =
{
ingredients =
{
{"iron-plate", 2},
{"copper-cable", 10}
},
result = "electronic-circuit",
requester_paste_multiplier = 50
},
},
I belive it was there from start
Re: [0.15.x] Bob's Mods: General Discussion
Posted: Wed Jun 14, 2017 8:05 am
by bobingabout
I do have an expensive set of recipes for all electronic components, and circuits already, though I don't think it's as big an increase as the ones in the base game.
Re: [0.15.x] Bob's Mods: General Discussion
Posted: Wed Jun 14, 2017 3:27 pm
by ukezi
yeap tier 2 gets incresed from 1 tinned and one carbon to 2 of each. at tier 3 mostly plastic goes up the other stuff doesn't matter much any way. How About an additonal tier of electronic assembly between currently tier 1 and 2 with speed of 1.5 and basic electronic boards in the cost? an equivalent to assembler 2 is missing currently.
Re: [0.15.x] Bob's Mods: General Discussion
Posted: Wed Jun 14, 2017 6:25 pm
by orzelek
Would you be willing to add logistics/construction robots battery capacity research?
Support for it was just added in 0.15.20 and it's effect name for tech would be
(I think - asked in release thread to confirm).