Search found 42 matches
- Sun Jun 18, 2017 10:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.35] [Hanziq] Trains sometimes change path after chain signals
- Replies: 22
- Views: 23516
Re: [0.12.35] [Hanziq] Trains sometimes change path after chain signals
So I talked to the developers on IRC and apparently several videos and a dozen screenshots of the bug are not enough, they need a save just before it happens or they won't look into it. Can anyone provide one? I tried but without knowing what causes trains to repath (I asked the devs and they won't ...
- Thu Jun 15, 2017 9:41 am
- Forum: Pending
- Topic: Unpowered roboport causes bots to get stuck
- Replies: 3
- Views: 1386
Unpowered roboport causes bots to get stuck
When a roboport loses power and discharges, bots still see it as a valid charging source and will hover around it unable to do anything since they can't charge.
Using bobs mods. Not sure if behavior occurs in vanilla.
Using bobs mods. Not sure if behavior occurs in vanilla.
- Thu Jun 15, 2017 9:38 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.x] [Hanziq] train plans a self-intersecting route
- Replies: 9
- Views: 6172
Re: [0.14.x] [Hanziq] train plans a self-intersecting route
Still not fixed as of 15.20. Can happen in vanilla game. Issue is the train decides to change its path after it enters the roundabout, so it picks the exit it already passed. Bug is: Train can change paths in middle of chain signal block... And furthermore when it does, it picks paths it can't reser...
- Thu Jun 15, 2017 9:33 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.35] [Hanziq] Trains sometimes change path after chain signals
- Replies: 22
- Views: 23516
Re: [0.12.35] [Hanziq] Trains sometimes change path after chain signals
Great we have agreed its a bug and it still exists in 15.20, 12 months later. Can we please have trains check if they are in between two chain signals and disable rerouting logic? Rather, when a train recalculates a path, just use the old path (early out) if the train is current in between two chain...
- Thu Jun 15, 2017 9:22 am
- Forum: Bob's mods
- Topic: Free Energy [No modules]
- Replies: 16
- Views: 7210
Re: Free Energy [No modules]
I wouldn't mess around with high temp steam. just regular steam is OK I think, because you can get it at 100cish from a regular boiler, or 500c from a nuclear powerplant at a higher 'energy cost' but technically still lower resource cost since nuclear energy is so 'cheap' Compact free energy is rath...
- Thu Jun 15, 2017 9:17 am
- Forum: Bob's mods
- Topic: Free Energy [No modules]
- Replies: 16
- Views: 7210
Re: Free Energy [No modules]
Oh ok, Maybe i'll just look into modding the cost of electrolysis way up then. I do keep making electrolysis more and more expensive in every major version. if you actually look back a couple minor versions of bobplates, pure water (which is an option for electrolysis recipes instead of normal wate...
- Thu Jun 15, 2017 9:12 am
- Forum: Bob's mods
- Topic: Nuclear ideas (Thorium and others)
- Replies: 69
- Views: 35368
Re: Thorium ideas
Id still like a thorium nuclear fuel cell. Maybe has a different fuel value to complicate reactor management.
Id love to see alien artifacts become part of said fuel cell recipe too. Fueled by the blood of my enemies!
Id love to see alien artifacts become part of said fuel cell recipe too. Fueled by the blood of my enemies!
- Thu Jun 15, 2017 7:00 am
- Forum: Duplicates
- Topic: Trains reroute in middle of chain signals
- Replies: 1
- Views: 1006
Trains reroute in middle of chain signals
Hi. I am annoyed that trains can reroute when in the middle of a chain signal block, it seems like a bug to me since it defeats the point of chain blocks: Not being able to enter unless your exit is free. you can't guarantee that if a train decides to change exits half way through leading to deadloc...
- Sat Jun 10, 2017 11:10 pm
- Forum: Bob's mods
- Topic: Free Energy [No modules]
- Replies: 16
- Views: 7210
Re: Free Energy [No modules]
Oh ok, Maybe i'll just look into modding the cost of electrolysis way up then.
- Sat Jun 10, 2017 7:58 pm
- Forum: Bob's mods
- Topic: Gas Management
- Replies: 3
- Views: 3808
Re: Gas Management
Protip, Trains move gases/fluids around amazingly fast. You can also disable train stops based on if a fluid tank is full or not. All the fluids can move over the same traintrack too :) For most of my fluid movements I use 1:1 trains because they store so much, with the option of 1:2 trains. Interes...
- Sat Jun 10, 2017 7:53 pm
- Forum: Bob's mods
- Topic: Free Energy [No modules]
- Replies: 16
- Views: 7210
Re: Free Energy [No modules]
Id like to see some aluminum or titanium or plastic used as a container, just as a symbolic resource use.
Id love to see hydrogen become super costly to get from electrolysis and add a petroleum gas->hydrogen reformer.
Id love to see hydrogen become super costly to get from electrolysis and add a petroleum gas->hydrogen reformer.
- Sat Jun 10, 2017 7:51 pm
- Forum: Bob's mods
- Topic: Graphical bug with electric furnace 2
- Replies: 5
- Views: 2385
Re: Graphical bug with electric furnace 2
Confirmed fixed.
- Fri Jun 09, 2017 4:09 pm
- Forum: Bob's mods
- Topic: Nuclear ideas (Thorium and others)
- Replies: 69
- Views: 35368
Re: Thorium ideas
Interesting, learn something new every day. So it isn't exactly that they are using the nuclear reaction as fuel, but as a method to superheat something else (looks like hydrogen). I knew about space based nuclear engines (both thermal and electric), but didn't know they ever considered them for at...
- Fri Jun 09, 2017 4:06 pm
- Forum: Bob's mods
- Topic: Nuclear ideas (Thorium and others)
- Replies: 69
- Views: 35368
Re: Thorium ideas
Oh oh. How about as an alternative rocket fuel for launches? NUCLEAR ROCKET FUEL! there are actual nuclear rocket engines proposed, and RTG's (Radiothermal generator) are a thing for satellites/rovers. Not so much. RTG's have such abysmal efficiency it'd be basically impossible to launch a rocket w...
- Fri Jun 09, 2017 4:00 pm
- Forum: Bob's mods
- Topic: Thanks for the changes to rockets
- Replies: 2
- Views: 1384
Re: Thanks for the changes to rockets
Yea, Maybe for rocket fuel you could add in some resource needed. Ideas: Plastic and/or aluminum and/or titanium for fuel tank. Maybe you need to say assemble 10 liquid hydrazine into a single fuel tank before its usable as fuel in the rocket/burners/cars/etc. I seem to recall the stuff is nasty to ...
- Fri Jun 09, 2017 2:55 am
- Forum: Bob's mods
- Topic: Nuclear ideas (Thorium and others)
- Replies: 69
- Views: 35368
Re: Thorium ideas
Oh oh. How about as an alternative rocket fuel for launches? NUCLEAR ROCKET FUEL! there are actual nuclear rocket engines proposed, and RTG's (Radiothermal generator) are a thing for satellites/rovers.
- Fri Jun 09, 2017 2:54 am
- Forum: Bob's mods
- Topic: Thanks for the changes to rockets
- Replies: 2
- Views: 1384
Thanks for the changes to rockets
No seriously, I am going to like bobs mods a LOT more now that I actually have a reason to use all this titanium and aluminum and stuff for the low density structure. And the MK5 radar and such is going to be a joy to assemble, Finally a real reason to build high tier stuff en mass. I was hoping the...
- Wed Jun 07, 2017 8:07 pm
- Forum: Bob's mods
- Topic: Graphical bug with electric furnace 2
- Replies: 5
- Views: 2385
Re: Graphical bug with electric furnace 2
Thank you very much!
- Thu May 18, 2017 5:19 am
- Forum: Bob's mods
- Topic: [Bug] Tank Artillery Shooting Speed 5 is 10%
- Replies: 2
- Views: 1222
Re: [Bug] Tank Artillery Shooting Speed 5 is 10%
Ok so I was wrong, One zero too many.
- Wed May 17, 2017 4:01 pm
- Forum: Bob's mods
- Topic: Where to get more stone for titanium refining?
- Replies: 7
- Views: 2761
Re: Where to get more stone for titanium refining?
Yea now I just gotta obliterate large amounts of biters to get to that huge tungsten patch I need for tank mk3.
Oh well, These new explosive artillery rounds will come in handy for that...
Oh well, These new explosive artillery rounds will come in handy for that...