Search found 11 matches

by Imperio
Mon Jul 05, 2021 7:07 pm
Forum: Bob's mods
Topic: Bob's Power: burn the sulphur!
Replies: 2
Views: 2166

Bob's Power: burn the sulphur!

I really like your fluid burning boilers and how I can burn hydrogen/petrol gas in them. But hydrogen sulfide (H2S), a by-product of sour gas processing, also has a heating value! Maybe add that to the burnable fluids list? For reference: Hydrogen sulphide (H2S) gross heating value: 25038 kJ/m3 Hydr...
by Imperio
Sun Jun 27, 2021 4:10 pm
Forum: Bob's mods
Topic: Asphalt
Replies: 0
Views: 975

Asphalt

If you visit an actual factory, the trucks and forklifts don't run on concrete beds (even if the actual structures do), but on asphalt. Even in the base game I find it silly to see concrete-laden floors and especially highways for cars. I know there are a number of asphalt mods out there, but have y...
by Imperio
Sun Jun 27, 2021 4:05 pm
Forum: Bob's mods
Topic: [1.1] Bob's Greenhouse Mod: some thoughts
Replies: 2
Views: 1911

[1.1] Bob's Greenhouse Mod: some thoughts

Good mod! Some thoughts: 1. Is there any point in having the Greenhouse crafting speed be 0.75 instead of 1? Greenhouses don't accept modules or beacons (AFAIK), there is no t2 or t3 version, and the recipes they enable are only made in this one machine. What benefits does it have for the recipe cra...
by Imperio
Wed Sep 11, 2019 5:16 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 190136

Re: [0.17.x] Bob's Mods: General Discussion

A few random questions: 1) Is there some weird Mandela Effect going on, or did your mods used to add Mk2, Mk3 and Mk4 Portable Fusion Reactors? I have everything except for Bob's Enemies, is it somewhere there maybe? Or am I completely wrong? If I am - maybe those could be implemented? It would be s...
by Imperio
Tue Sep 03, 2019 6:45 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 190136

Re: [0.17.x] Bob's Mods: General Discussion

A few ideas (maybe already listed) for Bob's Power: Wind power. I think there's a separate mod for that, but I'm not seeing why there couldn't be a Bob's implmentation as well. There aren't that many ways of making energy without pollution, and I think this is quite obvious choice in respect to real...
by Imperio
Fri May 31, 2019 8:34 pm
Forum: Ideas and Suggestions
Topic: Show drained amount in different texture in electric network info
Replies: 2
Views: 919

Show drained amount in different texture in electric network info

TL;DR Electric network info would function as it does right now, but instead of showing only the total overall consumption of one machine type, the bar would have "active" and "drained" sections. What ? Basically, something like this: 3RLoEGB.jpg But of course, the texture could...
by Imperio
Thu Jul 05, 2018 5:07 pm
Forum: Ideas and Requests For Mods
Topic: A 3D printer survives the crash, can print anything, slowly
Replies: 2
Views: 1176

Re: A 3D printer survives the crash, can print anything, slowly

Mmh. Could be neat, but I think a far simpler option would be some sort of "Game Setup" window before the game starts, in which you could set specific research goals as finished and give yourself a desired loadout of items. This would allow palyers a flexible yet immediate way to set up a ...
by Imperio
Thu Jul 05, 2018 5:02 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Rocket Turrets and Missile Silos / ICBM
Replies: 1
Views: 1243

[Request] Rocket Turrets and Missile Silos / ICBM

Well, exactly what it says on the tin. The addition of artillery really hyped me up, and I'd like to see more indirect fire options in the game. I had two principal ideas: - Rocket Turret, used as a medium-range base defense or a siege turret. It could use the already existing rockets fired by the b...
by Imperio
Mon Apr 02, 2018 8:51 am
Forum: Ideas and Suggestions
Topic: Multi-lane belt placement
Replies: 2
Views: 1930

Re: Multi-lane belt placement

fiery_salmon wrote:Seems to duplicate blueprints.
Not really. This would be most useful in early game when no bots are in sight, and even then this would be faster. Or at least more convienient, seeing just how much belts will be placed down in the game.
by Imperio
Mon Apr 02, 2018 8:17 am
Forum: Ideas and Suggestions
Topic: Multi-lane belt placement
Replies: 2
Views: 1930

Multi-lane belt placement

TL;DR Place multiple parallel lanes of belts while running. What ? Simple idea really. When holding a piece of conveyor belt, press [+] to add another parallel lane, and [-] to decrease one. Why ? This would make placing multi-laned buses longer distances much more tolerable. I actually got this id...
by Imperio
Sun Nov 19, 2017 12:10 pm
Forum: Ideas and Requests For Mods
Topic: Map mode to highlight chests
Replies: 3
Views: 1613

Map mode to highlight chests

Exactly what it says in the topic. When I play and accumulate too much needless stuff in my inventory, I tend to do "emergency dumps" by crafting a chest and dumping any excess items there for the time being. This can happen anywhere when I'm too far from my main base, especially if I'm re...

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