Search found 230 matches

by Jackalope_Gaming
Fri Aug 04, 2017 3:51 am
Forum: Show your Creations
Topic: Jack's Crazy Contraptions
Replies: 30
Views: 33588

Re: Jack's Crazy Contraptions

Well, I did end up making this inline 6 to 6 balancer, but a problem with it is putting 6 full belts into it results in a little less than 6 belts out. The splitter item memory coupled with the loop means it derps a bit. I also need to make an update on those balancers above since several are not co...
by Jackalope_Gaming
Sat Jun 03, 2017 8:51 am
Forum: Ideas and Suggestions
Topic: Suggestion: Change the UI for recipes with multiple outputs
Replies: 4
Views: 3068

Re: Suggestion: Change the UI for recipes with multiple outputs

Yeah, while playing with mods the inability to know exactly what a recipe outputs is quite frustrating. I was playing AngelBob's when I first thought of this because so many recipes either have several outputs or their names don't actually tell what the product is. Plus there's the issue of various ...
by Jackalope_Gaming
Wed May 24, 2017 6:33 pm
Forum: Balancing
Topic: Odd sulfuric acid ratios for processing units and batteries
Replies: 8
Views: 5471

Re: Odd sulfuric acid ratios for processing units and batteries

Yes, I do actually care about the ratio of steel furnaces to certain things. In some cases it can be easier to smelt iron to steel inside of a build than belting it in. Why bother putting in a whole belt of steel when you just need 1 bar every once in a while.
by Jackalope_Gaming
Wed May 24, 2017 9:23 am
Forum: This Forum
Topic: Reply not saved when I'm timed out but log back in to post
Replies: 1
Views: 1084

Reply not saved when I'm timed out but log back in to post

There have been times on this forum where I've made rather long posts, only to hit the Reply button and find I was logged out due to not being active. Okay, I'll log back in and then hit back to get back to my work... Nope, it's not saved, I've lost all my work. Yes, this can be solved by telling th...
by Jackalope_Gaming
Wed May 24, 2017 9:20 am
Forum: Balancing
Topic: Odd sulfuric acid ratios for processing units and batteries
Replies: 8
Views: 5471

Re: Odd sulfuric acid ratios for processing units and batteries

In my experience the challenge associated with sulfuric acid lies not in the logistics of transporting it to where it needs to be but, rather, in (1) creating compact builds This part seems pretty true - having pipes, and conveyor belts for ingredients and outputs, and inserters for the blue circui...
by Jackalope_Gaming
Fri May 19, 2017 5:39 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1407069

Re: Development and Discussion

Thanks for the reply! I am starting to see it now, it was around 2am and I was tired and starting to overthink it....thats my excuse. 8-) Yeah, I blame tiredness on my first go through Vanilla Angels Refining and going "Uh, why is there a recipe to crush iron ore into pebbles and then a recipe...
by Jackalope_Gaming
Fri May 19, 2017 5:27 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 152378

Re: Friday Facts #191 - Gui improvements

These changes would definitely be welcome. Since we're talking about UI though, what about the assembler crafting UI? Especially on recipes with multiple outputs like oil refining, there is a gross problem where we don't actually get the names of the outputs if we hover over them within the UI itsel...
by Jackalope_Gaming
Thu May 18, 2017 8:16 pm
Forum: Balancing
Topic: Deconstructed fish, and they know it!?
Replies: 1
Views: 1035

Re: Deconstructed fish, and they know it!?

They just want to go to their dolphin overlords in space.
by Jackalope_Gaming
Thu May 18, 2017 8:13 pm
Forum: Balancing
Topic: Odd sulfuric acid ratios for processing units and batteries
Replies: 8
Views: 5471

Odd sulfuric acid ratios for processing units and batteries

While doing calculations (or rather, having Helmod do them for me) I noticed that 1 chemical plant making sulfuric acid is enough to feed 100 processing unit assemblers. The very large difference has me curious on the balancing part of it all since I would have expected something more along the line...
by Jackalope_Gaming
Fri May 05, 2017 6:37 pm
Forum: Releases
Topic: Version 0.15.7
Replies: 72
Views: 49263

Re: Version 0.15.7

My reactions to the notes: Balancing: Production Science Pack change: Why was the pumpjack changed to assembling machine 1? The pumpjack was actually the middle one in terms of needed resources so changing it to be the least resource intensive seems a bit odd. Changing the electric engine down to th...
by Jackalope_Gaming
Thu May 04, 2017 6:28 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 356525

Re: [0.15.x] Bob's Mods: General Discussion

Regarding the fuel and burning stuff, I found an interesting article at http://www.bbc.com/news/business-38391034 saying that an industrial plant is capturing the CO2 emissions from a coal boiler for use in making various chemicals. It also has the nice side effect of dramatically lowering the pollu...
by Jackalope_Gaming
Thu May 04, 2017 12:40 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 356525

Re: [0.15.x] Bob's Mods: General Discussion

Regarding your update list in the first post, could you either bold the different mod headings (clock, inserters, ores, etc) or add a line break after each one so they're more distinguishable? That way it's less a wall of text and more easily read between all the mods.
by Jackalope_Gaming
Thu Apr 27, 2017 10:06 pm
Forum: Ideas and Suggestions
Topic: Suggestion: Change the UI for recipes with multiple outputs
Replies: 4
Views: 3068

Suggestion: Change the UI for recipes with multiple outputs

Most recipes with a single output directly show what is being produced because that's the name of the recipe. Copper cable recipe? It makes copper cables, and only copper cables. However, recipes that have multiple outputs don't have all those outputs in the recipe name, and this is probably for the...
by Jackalope_Gaming
Thu Apr 27, 2017 9:45 pm
Forum: Ideas and Suggestions
Topic: Ability to destroy unneeded components of oil processing
Replies: 18
Views: 10236

Re: Ability to destroy unneeded components of oil processing

This is why you set up circuit controlled automated oil cracking. If petro < light oil, crack light oil to petro. If light oil < heavy oil, crack heavy to light. Notice how the first post shows petrol as full? Can't crack petrol down, and if you're in a spot where you can't use the excess petrol th...
by Jackalope_Gaming
Thu Apr 27, 2017 6:28 pm
Forum: Gameplay Help
Topic: Steam power, I'm missing something
Replies: 8
Views: 4502

Re: Steam power, I'm missing something

Make sure to press Alt to show where it can input and output. Boilers now show output only on the steam side.
by Jackalope_Gaming
Tue Apr 25, 2017 6:53 pm
Forum: Bob's mods
Topic: 0.15 - plans?
Replies: 64
Views: 24971

Re: 0.15 - plans?

Alien Artifacts will remain (And re-add base game version) in the bob's enemies mod. However, I an unsure if I should have them enabled, or disabled by default. Since Enemies can just be tacked on to vanilla, and vanilla doesn't need them anymore, it probably makes most sense to have them default d...
by Jackalope_Gaming
Tue Apr 25, 2017 6:45 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1407069

Re: Development and Discussion

Any plans to update mods for 0.15 ? Much of Angel's also gets used with Bob's, so the full update will depend on what Bob ends up doing. There's a lot of new things available in .15 so overhaul mods are going to take time, especially in terms of tweaking things for research and all that. Plus the s...
by Jackalope_Gaming
Sat Apr 08, 2017 7:16 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1407069

Re: Development and Discussion

Is there a possibility for Infinite Ores to support Hardcrafting sometime?
by Jackalope_Gaming
Fri Apr 07, 2017 2:37 am
Forum: Angels Mods
Topic: Angel's Smelting Bob's Mods Ratios [Updated for 2.3]
Replies: 15
Views: 13004

Re: Angel's Smelting Optimum Ratios with Bob's Mods

6 iron ingots and 6 oxygen gas get turns into 3 steel ingots, then 2 steel ingots get turns into 2 molten steel, and 2 molten steel gets turned into 2 steel plate. It's the exact same 2 iron to 1 steel ratio as in baseline Bob's mods. At that point, why not just toss the iron in a furnace and direc...
by Jackalope_Gaming
Wed Apr 05, 2017 4:58 pm
Forum: Angels Mods
Topic: Angel's Smelting Bob's Mods Ratios [Updated for 2.3]
Replies: 15
Views: 13004

Re: Angel's Smelting Optimum Ratios with Bob's Mods

Something I've noticed with Angel's is it's not worth it to use the metallurgy buildings for steel, at least in the .1 versions. The .2 versions I haven't gone through yet so I can't comment on them. 6 iron ingots and 6 oxygen gas get turns into 3 steel ingots, then 2 steel ingots get turns into 2 m...

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