Search found 281 matches

by Degraine
Sat Sep 12, 2015 4:36 pm
Forum: Bob's mods
Topic: destroy gaz
Replies: 16
Views: 12474

Re: destroy gaz

Sure, attach a small pump to the relevant pipeline and connect it to the nearest tank of that gas. Configure it to run when it's above a certain threshold, and attach a steam engine to the other side of the pump. It will automatically consume the gas without doing anything.
by Degraine
Sat Aug 22, 2015 9:40 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.7] Bob's Enemies Mod
Replies: 123
Views: 101436

Re: [0.11.22/0.12.x][v0.12.3] Bob's Enemies Mod

i have seen small artifact drops near biter spawners which i couldnt have killed. not sure how this happens, dont have more info about it either - sorry. Spawned aliens have a lifespan - when they reach their age limit, they die, and unfortunately the drops still happen, despite it not being a viol...
by Degraine
Sun Aug 16, 2015 4:49 am
Forum: Mods
Topic: [0.16.50] Dark Matter Replicators
Replies: 77
Views: 72424

Re: [0.12.3]Dark Matter Replicators

Since this is a fork, should it really be in the unofficial updates section?
by Degraine
Sun Aug 16, 2015 4:41 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.6] Bob's Electronics
Replies: 191
Views: 111987

Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics

Yeah, I second that, that's a reasonable change to base, IMO.
by Degraine
Sun Aug 16, 2015 4:33 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Modules.
Replies: 205
Views: 125366

Re: [0.11.22/0.12.x][v0.12.3] Bob's Modules.

Yeah, I had some trouble figuring out what was going on in the turret definition file until I got to the bottom. I don't know that writing up a generic function (or functions) to define various entities would be all that useful. Eventually you'd reach the point where you were defining every single f...
by Degraine
Sun Aug 16, 2015 3:15 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Power mod
Replies: 102
Views: 129568

Re: [0.11.22/0.12.x][v0.12.2] Bob's Power mod

Klonan built his oil fired burner to support ten engines at once, which conveniently replaces my original 1/5/20 pump/boiler/engine setup with a 1/1/20 pump/oil boiler/engine arrangement using your mk.3 engines. And it gives an energy boost since his steam fluid has a slightly higher energy content ...
by Degraine
Fri Aug 14, 2015 3:05 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 313652

Re: [0.11.22/0.12.x][v0.12.3] Bob's Logistics mod

bobingabout wrote:In theory my higher tiers do need lubricans because the components used to make them require libricant.
Well yes, that was kinda the point. Adding something like that for tier 3 would make it consistent.
by Degraine
Fri Aug 14, 2015 9:51 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.7] Bob's Enemies Mod
Replies: 123
Views: 101436

Re: [0.11.22/0.12.x][v0.12.3] Bob's Enemies Mod

I thought the fact that I was finding nothing but big explosive worms when I went hunting was odd. Was this fixed in the latest version?
by Degraine
Fri Aug 14, 2015 9:49 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 313652

Re: [0.11.22/0.12.x][v0.12.3] Bob's Logistics mod

Cobalt steel seems to be a solution looking for a problem to solve. Since there are high-speed steels that incorporate cobalt (just quietly ignore the tungsten component of the alloys...) could you add cobalt-steel cogs/bearings and replace the lubricant/iron gear components of express transport bel...
by Degraine
Fri Aug 14, 2015 1:25 am
Forum: Show your Creations
Topic: Universal factory
Replies: 4
Views: 10436

Re: Universal factory

I'll have to build my own factory to demonstrate what I'm talking about. I've gotten a proof of concept working with oil products from Bob's Mods so far.
by Degraine
Thu Aug 13, 2015 3:44 pm
Forum: Bob's mods
Topic: Builds with Bob's
Replies: 48
Views: 45700

Re: Builds with Bob's

I wish I could be this organised with my factories.

Also, wow, I knew there was a reason I stuck with RSO when playing Bob's, no matter what.
by Degraine
Thu Aug 13, 2015 3:37 pm
Forum: Questions, reviews and ratings
Topic: Mod Roundup #11
Replies: 0
Views: 6972

Mod Roundup #11

This is getting to be a bad habit. It's not all my fault, I've had some family issues to deal with recently, but that's done with, so, onto the mods! Since it's been two weeks since my last update, there's a whole raft of new and updated stuff, just like last time. *** New Aircraft - Adds flyable pl...
by Degraine
Thu Aug 13, 2015 3:14 pm
Forum: Mods
Topic: [0.12.3+ WIP] Deep Ores
Replies: 21
Views: 16841

Re: [0.12.3+ WIP] Deep Ores

With regard to producing stone/dirt in addition to the main ore type, I believe the probabilities are checked independently, so any ore entity automatically has the potential to produce multiple ore types simultaneously.
by Degraine
Thu Aug 13, 2015 2:19 pm
Forum: Show your Creations
Topic: Universal factory
Replies: 4
Views: 10436

Re: Universal factory

I think I see what you're aiming for, but I fear that it won't work beyond a one or two-stage production process at the moment. You might be better off with a loop system that outputs materials onto the belt whenever something else further down the line requires it.
by Degraine
Wed Aug 12, 2015 3:59 am
Forum: Mods
Topic: [MOD 0.12.x] Finite Water
Replies: 63
Views: 57191

Re: [0.12.x] Finite Water

Now all we need is a weather mod to add rain that refills the lakes. It looks like it has a maximum range it will draw from, similar to how Red Power's drain + pump worked in Minecraft (which is probably the only sane way to do it, really). Have you thought about an option for sufficiently large bod...
by Degraine
Sun Aug 02, 2015 2:48 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 289204

Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates

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.
by Degraine
Fri Jul 31, 2015 8:23 am
Forum: Bob's mods
Topic: Bob mods for 0.12 General Topic.
Replies: 409
Views: 181440

Re: Bob mods for 0.12

Mysteriously, now that I have Mining loaded in Factorio as well now, I'm getting gems from ores via miners again. Did you cut and paste some code from Ores that you shouldn't have, Bob?
by Degraine
Fri Jul 31, 2015 4:36 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Power mod
Replies: 102
Views: 129568

Re: [0.11.x][v0.1.8] Bob's Power mod

My recent games have all been completely solar agnostic, just for the hell of it. I'm interested in seeing how far I can drive the pollution of a base down by using the extended modules available. I'm also using Klonan's oil burner because dammit I want to use oil firing already. I lose the efficien...
by Degraine
Fri Jul 31, 2015 3:58 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 373230

Re: [0.11.x][v0.6.7] Bob's Ore Mod.

The extra mining drills and pumpjacks seem to have gone walkabout in 0.12.1, the prototype files are missing.

EDIT: Oops, never mind. I didn't see that you'd added another module for those items.
by Degraine
Fri Jul 31, 2015 3:54 am
Forum: Bob's mods
Topic: Bob mods for 0.12 General Topic.
Replies: 409
Views: 181440

Re: Bob mods for 0.12

You're not the only one, netmc. I can handmine coal and receive some diamond ore, but automated mining produces only coal, when outputting onto a belt or into a chest. It was working in 0.12 so maybe a bug was introduced in 0.12.1?

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