Search found 73 matches

by crysanja
Fri Sep 20, 2019 10:58 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 362742

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Removing old (coal) buildings is a real pain, bots are not realy helpfull because there is alot of coal and stuff in them. The electric miners are realy large, and feel inefficent, because of the reduced miner density. I had some early medium worm spawns, they were realy tough with heavy armor and s...
by crysanja
Sat Jan 19, 2019 9:27 am
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 66566

Re: Friday Facts #278 - The new quickbar

I would like to export/import/save my quickbar - this way i would not have to create it again and again in each following game. =)
by crysanja
Fri Aug 03, 2018 11:26 am
Forum: Bob's mods
Topic: Give feedback: new material
Replies: 4
Views: 2569

Re: Give feedback: new material

Why not go for the proposed island of stablility.

You can use your thorium here, maybe some collision of Th + U -> stuff
This should use alot of energy, maybe force the player to use nuclear power - maybe even use the spend fuel for collisions?

Uranium seems to be under used.
by crysanja
Fri Jul 06, 2018 11:31 pm
Forum: Ideas and Suggestions
Topic: Combining, Splitting, and Balancing Large Numbers of Belts
Replies: 69
Views: 21460

Re: Wide Splitter (3 belt splitter)

this is a complicated solution, the easy one would be a 1x6 chest.
by crysanja
Sun May 20, 2018 2:15 pm
Forum: Bob's mods
Topic: Give feedback: steam power overhaul
Replies: 23
Views: 11065

Re: Give feedback: steam power overhaul

All the production steps, from start to finish, use the "same" energy amount.
With higher tier production facillities, it becomes cheaper.

Maybe the mod lacks some high energy intenive products.
by crysanja
Sun Mar 18, 2018 5:43 pm
Forum: Bob's mods
Topic: Any possible for infinite evolving biters?
Replies: 5
Views: 2913

Re: Any possible for infinite evolving biters?

Maybe its possible to gate some technologies with debuff techs for weapon damage.
This would make biters stronger at specific times.
by crysanja
Tue Feb 13, 2018 2:38 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1405348

Re: Development and Discussion

Yes you get more out of the ores this way. However i thought it was about transportation and on spot production. Cutting sheets on spot can work, i dont think it would be reasonable to place something like 4-8 casting machines with liquid piping wherever you need iron plates(or a different metal pla...
by crysanja
Mon Feb 12, 2018 6:06 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1405348

Re: Development and Discussion

@Zyrconia Casting iron from liquid has a base speed of 4 plates in 4 secs. Cutting iron from sheets has a base speed of 4 plate in 0.5 secs. Depending on crafting speed of the producer and modules, cutting is 8x faster then casting. Assemblers can use more modules too, which will increase this facto...
by crysanja
Mon Feb 12, 2018 2:45 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1405348

Re: Development and Discussion

No experimentation needed. The casting of plates is too slow.
However cutting plates from sheets would be an option.
I would recomment to bus iron gears too.
by crysanja
Sat Jan 13, 2018 12:28 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 378305

Re: Friday Facts #225 - Bots versus belts (part 2)

Hmm maybe bacons and radars should project a no logistics field.
by crysanja
Sat Jan 13, 2018 4:30 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 378305

Re: Friday Facts #225 - Bots versus belts (part 2)

I would suggest to make some items not transportable with bots. Stone, coal and ores come to mind. I guess all of thouse are usualy transported in a special way, large containers(boats/trains) or belts. Maybe they shouldnt be (un-)loaded with inserters, but just emptied into a special station? (http...
by crysanja
Sat Dec 23, 2017 2:47 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1405348

Re: Development and Discussion

chrushed stone ->calcium chlorid ->titanium ingots
by crysanja
Sat Dec 16, 2017 7:58 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1405348

Re: Development and Discussion

I recently finished my bob/angel/spaceX game, which required lots of rocket launches(250+). It was alot of fun, thank you! My biggest issues were with fluid piping. I would wish for better fluid propagation. Fluids which stood out with bad propagation were steam, purified water and natural gas. The ...
by crysanja
Sat Dec 16, 2017 7:13 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 329875

Re: [0.16.x] Bob's Mods: General Discussion

There is a bug with fast replacing bacon mk2 with mk3, now sure if mk1 is effected too.
by crysanja
Fri Dec 08, 2017 11:41 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1236282

Re: Bugs & FAQ

When you select a combinator, there is an option to read fluids.
The fluids tab has all fluids listed except 5 which are listed under the "resource refining".(crystal slurry(matrix/seedling and some sludge)
by crysanja
Thu Dec 07, 2017 5:20 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1236282

Re: Bugs & FAQ

Here are two more small issues.
"Gas Refinery mk2" cant be fast replaced with a "Gas Refinery mk4".
"Mineral Sludge" is not listed as a fluid.(logistics)
by crysanja
Tue Nov 28, 2017 2:20 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1236282

Re: Bugs & FAQ

Some Bugs: 1-"Metal catalysts" dont have their production building listed. 2-The ore pastes dont have their production building listed. 3-"Algae farms" of higher tiers are listed in the wrong order.(mk2, mk1 instead of mk1, mk2) 4-Steam cant be voided. 5-Powdered silicon cant be ...
by crysanja
Fri Nov 24, 2017 10:27 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1405348

Re: Development and Discussion

Today i tried the production of iron with coolant. Its a huge mess, coolant recycling is realy no fun at all. you need so much water for little gain. Cant this be much more efficient? Its possible to recover energy with the produced steam, however if you run into an production surplus you loose the ...
by crysanja
Wed Nov 01, 2017 10:26 pm
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 135259

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

With bobs mods, the requirements for brass in the military science pack is immense.
The waste product in the military chain seems wrong too. Transmutation of invar and brass to iron and copper ore.
by crysanja
Wed Nov 01, 2017 9:40 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1405348

Re: Development and Discussion

A few issues: With bob mods Wood/resin production is very difficult without bobs greenhouses. Wooden boards are fine. Molten steel production is less effective then smelting iron plates(smelting 2:1). Zinc ingot production is horrible,sorting of junks is required and there is a messy smelting proces...

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