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Re: [0.13.x] Bob's Mods: General Discussion

Posted: Sat Jul 30, 2016 8:27 pm
by Necriptos
Hello, I have made some replacement textures for bob's electronics, see my post here, what are your thoughts about it?

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Sat Jul 30, 2016 8:49 pm
by Ratzap
Necriptos wrote:Hello, I have made some replacement textures for bob's electronics, see my post here, what are your thoughts about it?
I don't count much but from my view those are pretty damn sexy. Close to stocks feel but different enough to show what they are.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Sat Jul 30, 2016 9:07 pm
by Necriptos
Ratzap wrote: I don't count much but from my view those are pretty damn sexy. Close to stocks feel but different enough to show what they are.
Thank you for your feedback, i did my best on these. now i can fully enjoy bob's mod.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Tue Aug 02, 2016 5:35 pm
by appex213
Where are the smart inserters? I know the filter inserter can take specific items but I want it to check the amount in the logistics network first and insert only if it's lower than a specific value

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Tue Aug 02, 2016 5:43 pm
by Nexela
As of .13 all inserters can be connected to the logistic or circuit networks. Open up the inserter with "e" and the buttons on the right side of the window will allow you to connect.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Thu Aug 04, 2016 3:53 pm
by reallyLost
Hi. I'm on 0.13.13 and I've got a problem where inserters will not put coal into the chemical furnace as an ingredient. They only fill the fuel slot. Am I doing something wrong?

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Thu Aug 04, 2016 4:51 pm
by Athmagor
reallyLost wrote:Hi. I'm on 0.13.13 and I've got a problem where inserters will not put coal into the chemical furnace as an ingredient. They only fill the fuel slot. Am I doing something wrong?
Have you chosen the recipe?

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Thu Aug 04, 2016 5:45 pm
by reallyLost
Athmagor wrote: Have you chosen the recipe?
Yes.
Image

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Thu Aug 04, 2016 5:53 pm
by Ratzap
reallyLost wrote:
Athmagor wrote: Have you chosen the recipe?
Yes.
Your output is full (the 93 carbon). It will not insert until that is cleared.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Thu Aug 04, 2016 6:25 pm
by reallyLost
Ratzap wrote: Your output is full (the 93 carbon). It will not insert until that is cleared.
Ah, right. My mistake was that the carbon image is a light grey and it looks very similar to the ghost image. The number 92 is obvious now (there are so many because I hand loaded 200 coal) but when I first built it there were a much smaller number there and my eyes glossed over it - I just saw the light grey image and thought it was a ghost indicating no items. Thanks.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Sat Aug 06, 2016 10:35 am
by Ictoo
Hey Bob, Love your mods they bring so much life to the game!

I have a little problem that I can't seem to find a solution for.

Image

Is the error I get when i start up the game, If i delete bobs modules it loads ok. (I've tried turning god modules on in the bobconfig)
Mod list

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Sun Aug 07, 2016 1:44 am
by bobingabout
Okay, this module is (Probably) added by Power and Armor mod (Look at the mod load order, it starts with "PowerAndArmor") by the look of things......

Basically, My mods include a function for adding new recipes to all modules that include both a Limitations list, and Productivity multiplier. If the error is being generated, it means they have a limitations tag, but no limitation key.

Don't ask me how it works, all I know is that they're doing something that breaks when I try to add new limitations, even though my function should only ever add to modules that already have limitations.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Sun Aug 07, 2016 3:07 pm
by Ictoo
I didn't even think of taking the PowerandArmor mod out - I just assumed it was just the bobmodule.

I've taken it out and no problems, that's a lot better than taking the bobmodule out :P Thanks for the response ! Keep up the great work, always excited to see anything new from you.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Mon Aug 08, 2016 9:14 am
by DOSorDIE
Hi Bob!

Finally i managed to complete BOB Mods with Full Modules and research all techs ...
Most of the recipe are quite good but ...

Sodium hydroxide is the worst !!!
I have no idea what i shall do with that near useless thing, but i produce tons of it.
I kill 4-6 Big Chest of it with my gun.
Can you change it that if give less of it ...or better nothing and make a own recipe for it.
Only aluminium and Silver oxide need it and you dont need much of it and that very late.

Aluminium, Tungsten & Co you need nowhere ... why?
Only to get better Buildings.
I have 1 miner per special ore and that more than enough.
Make much more use of it!

The rest are most visible problems.
"Module logic board" and "Module processor board" look the same ... took me 30 min to find the error that i produced the wrong one.
Maybe simple change the color of the lines from yellow to black or else.

But in sum i find BOB Mod very cool except Sodium hydroxide ;)

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Mon Aug 08, 2016 10:42 am
by BlakeMW
Sodium Hydroxide is used to make Alumina. Unfortunately Aluminium plate is only used for infrastructure so it's not really an ultimate resource sink but you might feel better about having a chest full of aluminium plate rather than a chest full of sodium hydroxide.

You get lots of it because IRL it's a byproduct of salt water electrolysis that is generated in large quantities (NaCl splits into 1 sodium and 1 chlorine). Bob is already being generous in giving a 2:1 ratio of Cl to NaOH

Perhaps not directly useful, but if you use Angel's Processing you can dispose of unlimited quantities of NaOH in bio processing to make synthetic wood.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Mon Aug 08, 2016 12:47 pm
by DOSorDIE
But let us make with that useless item a maybe usefull thing.
The problem that it need so many space (have 6 big chest 2x2 full of it).
Maybe for storage make a 20:1 compression for better storage and return then when you need it (as example Module Research).

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Mon Aug 08, 2016 1:54 pm
by BlakeMW
I think it's more about the uses for aluminium relative to other things we need salt water electrolysis for:

1 sodium hydroxide : 2 chlorine

1 gold : 0.5 chlorine
1 titanium : 1 chlorine
1 silicon : 1 chlorine
1 aluminium : 1 sodium hydroxide

So for 1 aluminium you could get 2 titanium, 2 silicon or 4 gold

Therefore, if aluminium was used in recipes at a rate at at least half the rate of titanium or silicon, or at a quarter the rate of gold, there wouldn't be a NaOH build up.

I think that's the crux of the problem, aluminium just isn't used enough in recipes. Really aluminium should probably by in the top 5 metals used, IRL it's the second most abundantly used metal. If aluminium replaced copper, iron/steel and titanium in various recipes it would make a much better NaOH sink, substituting Titanium with Aluminium in particular would directly rectify the issue as one consumes chlorine and the other consumes sodium hydroxide. Also aluminium should be used in circuits (IRL mainly as heat sinks and casing), perhaps replacing tin or copper in certain circuit boards, this would go a long way towards its consumption in research packs.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Mon Aug 08, 2016 8:20 pm
by iamwyza
The other problem is that currently late game use of the best stuff isn't all that useful. Yes you can upgrade your infrastructure to be insanely fast/productive, but it isn't used for the one thing you'd want it to be, in the rockets. I'd love to see rockets require all the late game materials in much greater quantities.

Also, Shiny Bob (or whatever it's called) adds a recipe to compress 20:1 sodium hydroxide. ;)

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Tue Aug 09, 2016 2:14 am
by bobingabout
Don't forget that Gem processing uses Alumina, so if you're making lots of laser stuff, and high end modules, it uses Sodium Hydroxide.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Tue Aug 09, 2016 9:52 am
by DOSorDIE
bobingabout wrote:Don't forget that Gem processing uses Alumina, so if you're making lots of laser stuff, and high end modules, it uses Sodium Hydroxide.
I dont use Laser and for the high end modules you need not so much ...
Only for resarch Modules you need in short time more ... but not that many.
I still need something to waste it or a void chest ;)
Its boring to make 6 chests in a row to kill that every hours.
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