Search found 87 matches
- Thu Sep 01, 2016 3:51 am
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 160850
Re: [0.14.x] Bob's Mods: General Discussion
Although I did mention it in my first post, the topic was kind of ignored due to bug reports... but... I added equipment grids to Tanks and Trains. Currently, you can't put any equipment in (Because I didn't allow armor equipment to be used, and I haven't added any new equipment yet). Any suggestio...
- Thu Sep 01, 2016 3:42 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1399085
Re: Development and Discussion
Airat9000 There is no need to separate resources becuase you get youki resources from those. But if you want create something like processed unprocessed scenario than just get inside "angel's infinite ores" mod(not sure where I think it is either in data or data_finaltweaks , and delete l...
- Thu Sep 01, 2016 3:28 am
- Forum: Ideas and Suggestions
- Topic: Rail signals should act the same to auto and manual trains
- Replies: 31
- Views: 9998
Re: Rail signals should act the same to auto and manual trains
It could be done at same place where manual auto switch present. Though I would made it somewhere a bit off so there wouldn't be problem when switching. Also that slider is abnoxious to hit. I would like either some keyboard switch between modes or larger buttons instead slider. Or handcart sugguest...
- Wed Aug 31, 2016 7:47 am
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 160850
Re: [0.14.x] Bob's Mods: General Discussion
Hello! Great set of mods you've developed here. They've really changed the game for me and I don't think I could ever go back to vanilla. Thanks for all the effort you've put in. I do have a question however. Is it at all possible to disable the gas venting research item and associated pump/recipes...
- Wed Aug 31, 2016 7:37 am
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 160850
Re: [0.14.x] Bob's Mods: General Discussion
Something with amethists lots of amethists. And cobalt steel. Just anough to spam my trains and wagons of hauling products from place to place. I was thinking putting in laser defences in,but if there is nothing similar to drain amethists it would be a bit shameful. Currently Amethyst is compound(co...
- Tue Aug 30, 2016 8:41 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1399085
Re: Development and Discussion
Airat9000 There is no need to separate resources becuase you get youki resources from those. But if you want create something like processed unprocessed scenario than just get inside "angel's infinite ores" mod(not sure where I think it is either in data or data_finaltweaks , and delete li...
- Tue Aug 30, 2016 8:35 pm
- Forum: Ideas and Suggestions
- Topic: Rail signals should act the same to auto and manual trains
- Replies: 31
- Views: 9998
Re: Rail signals should act the same to auto and manual trains
This one is probably a bug, but... I've had an automatic train rushing up my rear, and smash clean through the back few carriages of my train before. It was like... Argh, that train must really hate me! At which point I then reloaded from the last autosave, because, through no fault of my own, an a...
- Tue Aug 30, 2016 8:32 pm
- Forum: Ideas and Suggestions
- Topic: Minor nit: lost mining progress of partially mined items
- Replies: 4
- Views: 1331
Re: Minor nit: lost mining progress of partially mined items
OR just prevent switching objects while mouse button pressed and object is being mined. There are some mods which add both, and it would be nice indeed to have something like tourch to start forest fires. Though still I like forest they prevent pollutions, only wished I could make them transparent ...
- Tue Aug 30, 2016 3:19 pm
- Forum: Ideas and Suggestions
- Topic: Minor nit: lost mining progress of partially mined items
- Replies: 4
- Views: 1331
Re: Minor nit: lost mining progress of partially mined items
OR just prevent switching objects while mouse button pressed and object is being mined. There are some mods which add both, and it would be nice indeed to have something like tourch to start forest fires. Though still I like forest they prevent pollutions, only wished I could make them transparent o...
- Tue Aug 30, 2016 12:54 am
- Forum: Ideas and Suggestions
- Topic: Nuclear Power from a Nuclear Engineer
- Replies: 94
- Views: 32768
Re: Nuclear Power from a Nuclear Engineer
And to add, a fast reactor doesn't drive the uranium backwards in atomic weight, it drives U238 to Pu239, which then can fission rather well in the fast spectrum. Not sure what you are talking about with U238->U235, cause that just doesn't happen. I mean, uranium decays into U234 via alpha decay, b...
- Tue Aug 30, 2016 12:54 am
- Forum: Ideas and Suggestions
- Topic: Rail signals should act the same to auto and manual trains
- Replies: 31
- Views: 9998
Re: Rail signals should act the same to auto and manual trains
The thing with manual trains being able to take any route is true, however it's only taking one route when it approaches a switch. You use a left/right keys to alter the switch for you to take the new route in relation to the train's forward direction. The track reservation could be updated to refl...
- Mon Aug 29, 2016 9:07 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1399085
Re: Development and Discussion
Hi, is it possible to use petrochem mode without bob mods? If im trying to do that i have an error on game launch "Error in assignID, item with name "bauxite-ore" does not exist". Is there any way to avoid it? Hmm if I am correct the proper name is "bobs-bauxite-ore" I...
- Mon Aug 29, 2016 7:54 am
- Forum: Ideas and Suggestions
- Topic: Nuclear Power from a Nuclear Engineer
- Replies: 94
- Views: 32768
Re: Nuclear Power from a Nuclear Engineer
Well there are plenty of reactors that make U235->U238 reaction. But fast neutron ones allow reverse process(pretty complex) U238->U235 till nonradioactive or low radioactive isotopes mostly remain. There can be some stray radioactive isotopes but those would be uncomparable to modern direct cycle n...
- Mon Aug 29, 2016 6:50 am
- Forum: Ideas and Suggestions
- Topic: Rail signals should act the same to auto and manual trains
- Replies: 31
- Views: 9998
Re: Rail signals should act the same to auto and manual trains
Don't see problems or a lot of problems, just check next after yellow path or chain signal if it is red force manual train to slowdown, maybe slowdown on blue chain signal if you want pass on correct path, because sometimes I just zoom past split. If next siginal is green or chain signal is blue jus...
- Mon Aug 29, 2016 6:20 am
- Forum: Ideas and Suggestions
- Topic: Allow modules to modify recipes. (more module types)
- Replies: 2
- Views: 1306
Re: Allow modules to modify recipes. (more module types)
though this may seem cool all of these upgrades are already rolled into the productivity , Efficiency and production modules. though a pollution reduction module would be nice to see I am afraid it is wrong. Speed modules reduce by % and limited to 20% speed so no more than 5 times more. Productivi...
- Mon Aug 29, 2016 4:15 am
- Forum: Ideas and Suggestions
- Topic: More intresting Solar Power
- Replies: 4
- Views: 2225
Re: More intresting Solar Power
Instead of, or perhaps as an additional tier of solar power generation: Concentrated solar power, instead of simply having panels, we get mirrors pointing at a central power, heating water. it would go something like this: Pump>water transport> solar tower with mirrors> turbine (turbine would only ...
- Mon Aug 29, 2016 3:24 am
- Forum: Ideas and Suggestions
- Topic: Allow modules to modify recipes. (more module types)
- Replies: 2
- Views: 1306
Allow modules to modify recipes. (more module types)
Have completely probably silly idea, but it would be nice if there was ability for modules to modify how specific recipe group of recipes or specific recipe work. (add delete ingredients) 1) This would allow more interesting mods. For example mining drill heads.(After equipping such module on mining...
- Sat Aug 27, 2016 11:53 pm
- Forum: News
- Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
- Replies: 98
- Views: 45129
Re: Friday facts #153 - 0.13 Stable, 0.14 Experimental
looks like now trains may unload and more importantly load themselves without huge tons of belts. And not gobbling logistic robots from base, I like use stationary roboports for base service(repair, re-laying mine fields, and ammo logistics) and automatic restoration also serves problems with ammo l...
- Fri Aug 26, 2016 6:44 am
- Forum: Ideas and Suggestions
- Topic: Nuclear Power from a Nuclear Engineer
- Replies: 94
- Views: 32768
Re: Nuclear Power from a Nuclear Engineer
Lots of stuff to read through! I wanted to talk about adding some inflexibility to nuclear power. Everything else provides X energy exactly as needed. What if nuclear had a fixed output? Failing to use the energy could cause problems, and sudden needs can cause shortages. One possibility is that a ...
- Sat Aug 20, 2016 9:20 pm
- Forum: Development Proposals
- Topic: Circuit network features for 0.15
- Replies: 136
- Views: 91888
Re: Circuit network features for 0.14
Same with disabling station - you may already sorta disable by making correct setup with circuit network and checking stocks. Seems unnecessary simplification but if intent to simplify game for more casual{/list] You can't really disable a station. Trains will still go there (if the station is free...