Ahh. So have you worked out the numbers for the increase factor with this method of creating solid fuel? I've been curious if those figures I worked out were helpful at all. Presumably, the distillery is less costly to run than boilers.bobingabout wrote:Distillery is a small (2x2) building which is supposed to distil water (Evaporate and condense), it takes "Water", which I've basically dubbed salt water, or Lithia water, and produces pure water. This is needed for electrolysis recipes. It is only enabled when you turn on the pure water option (which is now going to be turned on by default)
Enriched fuel is just another type of fuel block, think Fuel block MK2. It is produced from liquid fuel, or Hydrazine.
[0.15.x] Bob's Mods: General Discussion
Moderator: bobingabout
Re: [0.15.x] Bob's Mods: General Discussion
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Re: [0.15.x] Bob's Mods: General Discussion
they showed me what I was doing was a bad idea, so the distillery is much cheaper.Recon777 wrote:Ahh. So have you worked out the numbers for the increase factor with this method of creating solid fuel? I've been curious if those figures I worked out were helpful at all. Presumably, the distillery is less costly to run than boilers.bobingabout wrote:Distillery is a small (2x2) building which is supposed to distil water (Evaporate and condense), it takes "Water", which I've basically dubbed salt water, or Lithia water, and produces pure water. This is needed for electrolysis recipes. It is only enabled when you turn on the pure water option (which is now going to be turned on by default)
Enriched fuel is just another type of fuel block, think Fuel block MK2. It is produced from liquid fuel, or Hydrazine.
Re: [0.15.x] Bob's Mods: General Discussion
So a buddy and I went to use a gas vent, and noticed that we don't have a recipe for that anymore? There's also no research (as in searching for the research name in the technology screen yields no results) for the following:
If I search through the items using What is it used for? I can see that there is a gas venting pump, but it can't be researched.
Is Nitrogen Processing being overwritten by angelspetrochem improperly?
- Air Compressors 1-4
- Gas Venting
- Nitrogen Processing
- Bottled Gas Processing
Tech Tree Screenshot
We're playing with all of Bob's and Angel's mods, latest versions of allIf I search through the items using What is it used for? I can see that there is a gas venting pump, but it can't be researched.
Is Nitrogen Processing being overwritten by angelspetrochem improperly?
Re: [0.15.x] Bob's Mods: General Discussion
HI Bob! Your mods are awesome.
I think there is a bug with bob warfare tough in 0.15: poison and other mines crashes the game when they explode.
I think the fix is to replace
with
in "mines.lua".
The error is
I think there is a bug with bob warfare tough in 0.15: poison and other mines crashes the game when they explode.
I think the fix is to replace
Code: Select all
dying_explosion = "explosion-gunshot",
with
Code: Select all
dying_explosion = "explosion-hit",
The error is
See also viewtopic.php?f=49&t=48039Oriented explosion (or beam) needs to target to be created.
Re: [0.15.x] Bob's Mods: General Discussion
What crossed my mind recently, in reality you use the so called "oxygen converter process" for making steel. Simply put, take iron and scrap, throw the stuff in a furnace and burn out the impurities with lots of oxygen.
Would it over complicate bob's when we say there are two process for steel?
for examplre
2x iron plates -> 1x steel
1x iron plate + 25 oxygen -> 1 steel (maybe with a energy_required = 14 / expensive = 28 to even it out a bit more)
Would it over complicate bob's when we say there are two process for steel?
for examplre
2x iron plates -> 1x steel
1x iron plate + 25 oxygen -> 1 steel (maybe with a energy_required = 14 / expensive = 28 to even it out a bit more)
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Re: [0.15.x] Bob's Mods: General Discussion
I think Angel needs to talk a look at this. I know there's issues with my mods when you use angels right now, this one I didn't know about.Soul wrote:So a buddy and I went to use a gas vent, and noticed that we don't have a recipe for that anymore? There's also no research (as in searching for the research name in the technology screen yields no results) for the following:We DO have
- Air Compressors 1-4
- Gas Venting
However Bottled Gas Processing can't be reached.
- Nitrogen Processing
- Bottled Gas Processing
Tech Tree ScreenshotWe're playing with all of Bob's and Angel's mods, latest versions of all
If I search through the items using What is it used for? I can see that there is a gas venting pump, but it can't be researched.
Is Nitrogen Processing being overwritten by angelspetrochem improperly?
I'll take a look at this one.R3DKn16h7 wrote:HI Bob! Your mods are awesome.
I think there is a bug with bob warfare tough in 0.15: poison and other mines crashes the game when they explode.
I think the fix is to replaceCode: Select all
dying_explosion = "explosion-gunshot",
with
in "mines.lua".Code: Select all
dying_explosion = "explosion-hit",
The error isSee also viewtopic.php?f=49&t=48039Oriented explosion (or beam) needs to target to be created.
Re: [0.15.x] Bob's Mods: General Discussion
Angel has flare stacks and clarifiers that "replace" the bob vents
Re: [0.15.x] Bob's Mods: General Discussion
Flare stacking some gases is a bit silly though...Nexela wrote:Angel has flare stacks and clarifiers that "replace" the bob vents
Haven't tried the latest version, but in the past both existed in parallel. Gas vents should only take gases.
Gas vent needs to remain. Clarifiers are fine though.
Re: [0.15.x] Bob's Mods: General Discussion
Well there is no "real" concept of what a gas and fluid is. The .15 partially address this with gas_temperature but that won't help for things like the flare stack (unless generator prototype can be made to take an "array" of fluids
Re: [0.15.x] Bob's Mods: General Discussion
They have always coexisted in the past, and only disappeared in one of the recent updates. We just started a new world a day or so ago so any updates for the last week didn't affect us (we already had it researched so bob's stuff was unlocked properly).Nexela wrote:Angel has flare stacks and clarifiers that "replace" the bob vents
Yeah... Flare Stacking Oxygen... okay...Zyrconia wrote:Flare stacking some gases is a bit silly though...Nexela wrote:Angel has flare stacks and clarifiers that "replace" the bob vents
Haven't tried the latest version, but in the past both existed in parallel. Gas vents should only take gases.
Gas vent needs to remain. Clarifiers are fine though.
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Re: [0.15.x] Bob's Mods: General Discussion
I released an update to a few mods. Biggest one to note is revamp.
Rocket silo overhaul part 2 is out. It should be a complete overhaul to use many new resources from my mods.
Rocket silo overhaul part 2 is out. It should be a complete overhaul to use many new resources from my mods.
Re: [0.15.x] Bob's Mods: General Discussion
Regarding steel, I've actually wondered about this for a long time now in terms of realism, though naturally gameplay trumps realism.T2k3 wrote:What crossed my mind recently, in reality you use the so called "oxygen converter process" for making steel. Simply put, take iron and scrap, throw the stuff in a furnace and burn out the impurities with lots of oxygen.
Would it over complicate bob's when we say there are two process for steel?
for examplre
2x iron plates -> 1x steel
1x iron plate + 25 oxygen -> 1 steel (maybe with a energy_required = 14 / expensive = 28 to even it out a bit more)
In real life, pure iron is very soft compared to steel. You get steel by ADDING some sort of impurty, usually carbon, into the iron. Hence the term carbon steel. Technically, it makes no sense at all to get less steel than the amount of iron you put in, though I understand that this is for the purposes of gameplay since steel is more valuable and you want it to cost more. But what if steel was made by mixing carbon into the iron?
The issue, of course, is that steel is an early game material and carbon isn't quite as early. But that could be changed.
Thoughts?
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Re: [0.15.x] Bob's Mods: General Discussion
bobingabout wrote:I released an update to a few mods. Biggest one to note is revamp.
Rocket silo overhaul part 2 is out. It should be a complete overhaul to use many new resources from my mods.
Rocket silo gui is broken :/
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Re: [0.15.x] Bob's Mods: General Discussion
I just enabled pure water with the latest batch of mods and noticed that electrolysis does not require pure water at all. It still runs on regular water.
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Re: [0.15.x] Bob's Mods: General Discussion
how is that even possible, I simply added an item to the recipe.British_Petroleum wrote:bobingabout wrote:I released an update to a few mods. Biggest one to note is revamp.
Rocket silo overhaul part 2 is out. It should be a complete overhaul to use many new resources from my mods.
Rocket silo gui is broken :/
really?Recon777 wrote:I just enabled pure water with the latest batch of mods and noticed that electrolysis does not require pure water at all. It still runs on regular water.
Best part is I can't check any of this until I get home from work.
Re: [0.15.x] Bob's Mods: General Discussion
Yeah. I double checked and the "Enable Pure Water" checkbox is definitely checked. And yet...
Also, very curious what you think of the Steel idea.
Also, very curious what you think of the Steel idea.
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Re: [0.15.x] Bob's Mods: General Discussion
was enable water turned on when you installed the mod, or did you load, save, turn it on then load again? if you did that step, it might not have done the "update recipe" part that happens when you install or update a mod.Recon777 wrote:Yeah. I double checked and the "Enable Pure Water" checkbox is definitely checked. And yet...
Also, very curious what you think of the Steel idea.
Either way, I need to take a look at that, make sure it's working right, but I don't remember making any changes that would break what I already had in place for using pure water.
Code: Select all
if settings.startup["bobmods-plates-purewater"].value == true then
bobmods.lib.resource.remove_result("ground-water", "water")
bobmods.lib.resource.add_result("ground-water", { type = "fluid", name = "pure-water", amount = 10, probability = 1})
bobmods.lib.recipe.replace_ingredient("water-electrolysis", "water", "pure-water")
bobmods.lib.recipe.replace_ingredient("salt-water-electrolysis", "water", "pure-water")
bobmods.lib.recipe.replace_ingredient("lithium-water-electrolysis", "water", "pure-water")
bobmods.lib.tech.add_recipe_unlock("electrolysis-1", "bob-distillery")
data.raw.recipe["fill-pure-water-barrel"].enabled = true
data.raw.recipe["empty-pure-water-barrel"].enabled = true
end
open the console and paste the following to see if it helps.
Code: Select all
/c for index, force in pairs(game.forces) do force.reset_recipes() force.reset_technologies() end
Re: [0.15.x] Bob's Mods: General Discussion
The silo has an ingredient count of 3, with a count of 4 it works fine.bobingabout wrote:how is that even possible, I simply added an item to the recipe.British_Petroleum wrote:bobingabout wrote:I released an update to a few mods. Biggest one to note is revamp.
Rocket silo overhaul part 2 is out. It should be a complete overhaul to use many new resources from my mods.
Rocket silo gui is broken :/
really?Recon777 wrote:I just enabled pure water with the latest batch of mods and noticed that electrolysis does not require pure water at all. It still runs on regular water.
Best part is I can't check any of this until I get home from work.
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Re: [0.15.x] Bob's Mods: General Discussion
That would do it. I'm such an idiot.Diedel wrote:The silo has an ingredient count of 3, with a count of 4 it works fine.bobingabout wrote:how is that even possible, I simply added an item to the recipe.British_Petroleum wrote:bobingabout wrote:I released an update to a few mods. Biggest one to note is revamp.
Rocket silo overhaul part 2 is out. It should be a complete overhaul to use many new resources from my mods.
Rocket silo gui is broken :/
So, if I add a line to change the ingredient count from 3 to 4, it should work.
Re: [0.15.x] Bob's Mods: General Discussion
I changed it in the original definition of the rocket-silo, that worked fine.bobingabout wrote:That would do it. I'm such an idiot.Diedel wrote:The silo has an ingredient count of 3, with a count of 4 it works fine.bobingabout wrote:how is that even possible, I simply added an item to the recipe.British_Petroleum wrote:bobingabout wrote:I released an update to a few mods. Biggest one to note is revamp.
Rocket silo overhaul part 2 is out. It should be a complete overhaul to use many new resources from my mods.
Rocket silo gui is broken :/
So, if I add a line to change the ingredient count from 3 to 4, it should work.
I am just not sure i like the new addition, not sure why the rocket would need it, as it never come back.