Sorry haven't had a chance to do this sooner but I've made a recording of the slow assemblers. UPS is at 60. Only mods are all of bobs and angels and a couple of quality of life mods.
https://imgur.com/rQ4E11P
Moderator: bobingabout
Sorry haven't had a chance to do this sooner but I've made a recording of the slow assemblers. UPS is at 60. Only mods are all of bobs and angels and a couple of quality of life mods.
That looks indeed strange. Am I wrong or are those blue belts are pretty slow, too?jacew wrote: βThu Sep 05, 2019 7:53 pmSorry haven't had a chance to do this sooner but I've made a recording of the slow assemblers. UPS is at 60. Only mods are all of bobs and angels and a couple of quality of life mods.
https://imgur.com/rQ4E11P
Yes.
Advanced automation science packs aren't part of Bob's. This is a conflict with one of your mods that adds new science.Pinoccio64 wrote: βSun Sep 08, 2019 7:07 pmAt this stage of the game, I cannot make or reproduce the advanced automation science pack (orange)
It's a conflict with another mod you have.Pinoccio64 wrote: βSun Sep 08, 2019 7:07 pm Hi Bob's Mod team !
At this stage of the game, I cannot make or reproduce the advanced automation science pack (orange), because I need the express inserters that at this stage of the game are not yet available at the research level !?
In fact, it is the snake that bites its tail, or in other words, in the structure of your research tree, we put the carts in front of the horse , to be able to create the express inserter, I must first create a chain of elements that compose the orange pack in their respective search!
Thank you in advance for finding a solution to this problem.
Best regards.
Cyril
No Express insert available.pngOrange fluid science pack.pngOrange science pack.pngScreen shot express inserter recherch.png
Boblocale is not one I write myself.
I've been trying to think of something to make the deuterium fuel cells harder to craft, I'm just not sure what yet. I could say, oh, you need to stick some Plutonium in there too, but... doesn't feel right.ColdPrototype wrote: βSat Sep 14, 2019 1:33 pm Is it just me, or are deuterium fuel cells very overpowered? It seems that with a pumpjack, less than a dozen chemical plants and electrolyzers, and a trickle of lead, I can produce an order of magnitude more power than a very resource-intensive uranium centrifuge/mining operation. Even the research is far less expensive than vanilla uranium enrichment (which is basically required for effective uranium power).
The main use for Plutonium is something I have yet to add, using it in thorium-plutonium fuel cells is sort of a "Here's a use for it for now" thing. Also, I wouldn't say the recipes are where I want them right now anyway. I should probably do a bit more research and write up a better chain, but the byproduct of the thorium cells should be U233, not Pu239, but I didn't want to add too much new stuff at the time. you'd then have to worry about what to do with U233, and should the resulting fuel be used in a Uranium or Thorium reactor?Light wrote: βSun Sep 15, 2019 12:13 am It's something that will need to be addressed at some point. The Space Exploration mod with its anti-matter cells locked near the end of the tech tree with their ability of generating intense heat up to 5000 degrees within a short time period isn't very appealing compared to deuterium (Ironically). It's so easy to create early on that it's honestly easier to live off deuterium forever than bother with the recipe and entity requirement of anti-matter or even uranium or plutonium.
Right now it's something my group has chosen not to abuse including the plutonium enrichment process. The uranium enrichment recipe breaks the game regarding nuclear power and so making thorium-plutonium cells which are superior in the same vein resulted in its removal as well.
Adding enrichment in the same style as MadClown's version where it has to slowly enrich the uranium until it reaches a certain % for fuel cell usage is the version I've always opted for. You need a lot of ore to enrich uranium to the 35% mark when it becomes fuel, but the residual 0% uranium is turned into the depleted uranium ammo which is a good sink for it. Weapons grade uranium at 95% enrichment makes for nukes if you choose to enrich that far.
Plutonium and deuterium lack any enrichment so you need a relatively tiny setup to achieve superior results. Perhaps some further processing could help prevent it from being so simple.
Fixed in 0.17.13
I'd say not to stress details like what reactor it should go into as not everyone will be using those reactor types (I sure don't), but focus more on the recipes themselves and the minor technicalities later. The answers may come to you through playtesting.bobingabout wrote: βSun Sep 15, 2019 12:53 amThe main use for Plutonium is something I have yet to add, using it in thorium-plutonium fuel cells is sort of a "Here's a use for it for now" thing. Also, I wouldn't say the recipes are where I want them right now anyway. I should probably do a bit more research and write up a better chain, but the byproduct of the thorium cells should be U233, not Pu239, but I didn't want to add too much new stuff at the time. you'd then have to worry about what to do with U233, and should the resulting fuel be used in a Uranium or Thorium reactor?
Although I agree that using the centrifuge does feel right for making the next tier of ingredient... it doesn't have any pipe connections.Light wrote: βMon Sep 16, 2019 6:59 pmI'd say not to stress details like what reactor it should go into as not everyone will be using those reactor types (I sure don't), but focus more on the recipes themselves and the minor technicalities later. The answers may come to you through playtesting.bobingabout wrote: βSun Sep 15, 2019 12:53 amThe main use for Plutonium is something I have yet to add, using it in thorium-plutonium fuel cells is sort of a "Here's a use for it for now" thing. Also, I wouldn't say the recipes are where I want them right now anyway. I should probably do a bit more research and write up a better chain, but the byproduct of the thorium cells should be U233, not Pu239, but I didn't want to add too much new stuff at the time. you'd then have to worry about what to do with U233, and should the resulting fuel be used in a Uranium or Thorium reactor?
You know your mod best, so I trust your judgement on what you find most fitting for recipe decisions. Using the centrifuge for further refinement of materials would be acceptable as it seems to be a mini-reactor in itself given its enrichment properties.
Barreling the fluid and inserting it into the centrifuge would yield the same result if piping isn't an option. It's a minor compromise that wouldn't hurt throughput as well, so there shouldn't be any major complaints.bobingabout wrote: βMon Sep 16, 2019 8:37 pmAlthough I agree that using the centrifuge does feel right for making the next tier of ingredient... it doesn't have any pipe connections.Light wrote: βMon Sep 16, 2019 6:59 pmI'd say not to stress details like what reactor it should go into as not everyone will be using those reactor types (I sure don't), but focus more on the recipes themselves and the minor technicalities later. The answers may come to you through playtesting.bobingabout wrote: βSun Sep 15, 2019 12:53 amThe main use for Plutonium is something I have yet to add, using it in thorium-plutonium fuel cells is sort of a "Here's a use for it for now" thing. Also, I wouldn't say the recipes are where I want them right now anyway. I should probably do a bit more research and write up a better chain, but the byproduct of the thorium cells should be U233, not Pu239, but I didn't want to add too much new stuff at the time. you'd then have to worry about what to do with U233, and should the resulting fuel be used in a Uranium or Thorium reactor?
You know your mod best, so I trust your judgement on what you find most fitting for recipe decisions. Using the centrifuge for further refinement of materials would be acceptable as it seems to be a mini-reactor in itself given its enrichment properties.
I've considered adding some, but it doesn't look right (It's kind of triangle shaped, not square, so doesn't have hard edges like an assembling machine does)
the problem with doing that though, is if I want ratios of... 100 in, 99.8 and 0.2 out, you can't really do that with barrels.Light wrote: βMon Sep 16, 2019 9:44 pmBarreling the fluid and inserting it into the centrifuge would yield the same result if piping isn't an option. It's a minor compromise that wouldn't hurt throughput as well, so there shouldn't be any major complaints.bobingabout wrote: βMon Sep 16, 2019 8:37 pmAlthough I agree that using the centrifuge does feel right for making the next tier of ingredient... it doesn't have any pipe connections.Light wrote: βMon Sep 16, 2019 6:59 pmI'd say not to stress details like what reactor it should go into as not everyone will be using those reactor types (I sure don't), but focus more on the recipes themselves and the minor technicalities later. The answers may come to you through playtesting.bobingabout wrote: βSun Sep 15, 2019 12:53 amThe main use for Plutonium is something I have yet to add, using it in thorium-plutonium fuel cells is sort of a "Here's a use for it for now" thing. Also, I wouldn't say the recipes are where I want them right now anyway. I should probably do a bit more research and write up a better chain, but the byproduct of the thorium cells should be U233, not Pu239, but I didn't want to add too much new stuff at the time. you'd then have to worry about what to do with U233, and should the resulting fuel be used in a Uranium or Thorium reactor?
You know your mod best, so I trust your judgement on what you find most fitting for recipe decisions. Using the centrifuge for further refinement of materials would be acceptable as it seems to be a mini-reactor in itself given its enrichment properties.
I've considered adding some, but it doesn't look right (It's kind of triangle shaped, not square, so doesn't have hard edges like an assembling machine does)
Honestly, there's enough entities requiring pipes that it seems you need more pipes than belts at times. It would be nice to have something a bit different for once, much like how the game used to be before fluid wagons basically changed the paradigm of how we see things today. It has become a bit boring if you ask me.
it uses random chance to give you item A 0.993 of the time and item B 0.007 of the time, and the 2 are not dependant on each other.BlueTemplar wrote: βTue Sep 17, 2019 8:30 am Why not?
Vanilla centrifuge already does 10 in, 0.993 and 0.007 out...