Search found 21 matches

by Qatavin
Tue Feb 03, 2026 3:38 pm
Forum: Bob's mods
Topic: Help with inserter mod
Replies: 1
Views: 226

Re: Help with inserter mod

We need more information. What other mods are you using?
by Qatavin
Fri Jan 30, 2026 6:09 am
Forum: Resource Spawner Overhaul
Topic: Ore config for Qatmore.
Replies: 11
Views: 7813

Re: Ore config for Qatmore.

Qatmore has finally been updated for 2.0. I have an adjusted config file for it here. Nauvis only, for the moment. Like the Bob's Mods it's built on top of, it isn't ready for Space Age.
by Qatavin
Sun Dec 14, 2025 7:58 pm
Forum: Bob's mods
Topic: Bob's Enemies = Huge 9k HP Titans early game??
Replies: 3
Views: 852

Re: Bob's Enemies = Huge 9k HP Titans early game??

Do you happen to know what the biter evolution settings were? That is, the Time Factor, Destroy Factor, and Pollution Factor. We made Bob's Enemies change these settings by default to be much lower, but some other mod may have increased them again.
by Qatavin
Tue Feb 25, 2025 1:46 am
Forum: Modding help
Topic: Tips and Trick Crashing 1.1.109 Modded VS 2.0.35 Modded
Replies: 5
Views: 952

Re: Tips and Trick Crashing 1.1.109 Modded VS 2.0.35 Modded

The team updating Bob's are aware of this issue, and we are working to fix it.
by Qatavin
Thu Oct 31, 2024 8:34 pm
Forum: Modding help
Topic: Circuit connectors for entity with graphics_set_flipped?
Replies: 0
Views: 377

Circuit connectors for entity with graphics_set_flipped?

I've got a type of 2x2 assembling machine that I'm trying to add circuit connectors to, but due to its fluid boxes, I've had to use graphics_set_flipped to get everything to line up right. However, because the flipped graphics change the positioning of the machine significantly, there's nowhere I ...
by Qatavin
Sun Jun 16, 2024 3:33 pm
Forum: Resource Spawner Overhaul
Topic: Ore config for Qatmore.
Replies: 11
Views: 7813

Re: Ore config for Qatmore.

I have another update, but it's a minor adjustment. Nothing that needs to be implemented urgently. Just whenever you have time.
qatmore.lua
(2.53 KiB) Downloaded 203 times
by Qatavin
Sat Jun 08, 2024 6:07 pm
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 397
Views: 147090

Re: Friday Facts #414 - Spoils of Agriculture

The first thing that came to my mind wasn't refrigeration, but preservative or longevity modules that would increase ttl. Their usage would of course be constrained by limited module slots that might be better used for other things.

I also like the idea someone had about having a grace period of ...
by Qatavin
Sat May 11, 2024 7:12 am
Forum: News
Topic: Friday Facts #410 - Rocket turret & Target priorities
Replies: 112
Views: 48363

Re: Friday Facts #410 - Rocket turret & Target priorities

The rocket turret can load nuclear weapons, but only has 15 minimum range? That's living dangerously. And it's not an unfamiliar issue in weaponry mods. It would be really nice for ammo to be able to modify the minimum range of a turret or gun in the same way the maximum range can be modified. A min ...
by Qatavin
Sun Mar 31, 2024 1:16 am
Forum: General discussion
Topic: How do YOU use mining drills?
Replies: 96
Views: 55588

Re: How do YOU use mining drills?

I build mines with longevity in mind. Mining drills placed densely in the richer areas, and with more space between them in the sparser areas. Belt lines start in the denser center of a patch and branch outwards, though usually in only two directions, for the sake of time. This means the dense parts ...
by Qatavin
Wed Mar 23, 2022 3:55 am
Forum: Resource Spawner Overhaul
Topic: Ore config for Qatmore.
Replies: 11
Views: 7813

Re: Ore config for Qatmore.

Thank you very much.
by Qatavin
Fri Mar 18, 2022 4:09 pm
Forum: General discussion
Topic: What starting settings does everyone use?
Replies: 14
Views: 29754

Re: What starting settings does everyone use?

I use the research cost multiplier. Currently I'm doing Space Exploration for the first time with a 5x multiplier, though I've gone as high as 20x, with appropriately increased resources as well. I don't want to be running out of stuff before I even manage to research trains. But the bigger ...
by Qatavin
Sun Mar 13, 2022 4:04 pm
Forum: Resource Spawner Overhaul
Topic: Ore config for Qatmore.
Replies: 11
Views: 7813

Re: Ore config for Qatmore.

Sorry to bother, but the new config file hasn't been added to RSO yet.
by Qatavin
Wed Mar 09, 2022 7:04 am
Forum: Resource Spawner Overhaul
Topic: Ore config for Qatmore.
Replies: 11
Views: 7813

Re: Ore config for Qatmore.

The new version has been released. Later than expected, but some things just weren't working out.

The new ores are disabled by default, behind the Special Rare Ores setting.
by Qatavin
Sun Feb 27, 2022 11:32 pm
Forum: Resource Spawner Overhaul
Topic: Ore config for Qatmore.
Replies: 11
Views: 7813

Re: Ore config for Qatmore.

I have an update. A couple more optional ores that are designed to be rare.
qatmore.lua
(2.12 KiB) Downloaded 250 times
They aren't in the current release of my mod, though. This is for the next version. They're designed with RSO in mind, because in vanilla there's a lower limit to how rare a resource can be.
by Qatavin
Sat Nov 13, 2021 6:03 am
Forum: Bob's mods
Topic: [1.1] bugs and balance issues.
Replies: 111
Views: 67762

Re: [1.1] bugs and balance issues.

To be precise, "effect" as a verb means to create something new, as opposed to "affect" which means to modify or alter something. In this case, the modules are not "effecting" productivity, because productivity already exists, it just starts at +0%, or in the case of mining drills, whatever % bonus ...
by Qatavin
Tue Nov 09, 2021 9:08 pm
Forum: Bob's mods
Topic: [1.1] bugs and balance issues.
Replies: 111
Views: 67762

Re: [1.1] bugs and balance issues.

It says "If enabled, modules that effect productivity can only be used on Registered intermediates." So "affect" would be correct, yeah.
by Qatavin
Sun Nov 07, 2021 2:30 am
Forum: Bob's mods
Topic: [1.1] bugs and balance issues.
Replies: 111
Views: 67762

Re: [1.1] bugs and balance issues.

When I tried it, I thought the idea had some potential, though perhaps it was redundant with Slowdown Capsules. Like, you'd want to drop a Distractor behind you to help get away from a swarm of attackers, but Slowdown Capsules already do that. Was the idea to have the Dispenser deploy combat robots ...
by Qatavin
Sat Nov 06, 2021 10:49 pm
Forum: Bob's mods
Topic: [1.1] bugs and balance issues.
Replies: 111
Views: 67762

Re: [1.1] bugs and balance issues.

With the latest update to the main game, something hidden popped up from Bob's Personal Equipment mod. "equipment-name.combat-robot-dispenser-equipment". The Discharge Defense now gets a damage bonus from Energy Weapon Damage, and since this unfinished item has the same bonus category, it's showing ...
by Qatavin
Tue Oct 26, 2021 4:29 pm
Forum: Resource Spawner Overhaul
Topic: Ore config for Qatmore.
Replies: 11
Views: 7813

Re: Ore config for Qatmore.

Thanks a lot!

That's an issue with Rampant Arsenal, having to do with a change to the effects of a land mine which messed up one of my changes. I'll fix that in the next version, it's no big deal. They're not really meant to be used together anyway. Too much overlap.
by Qatavin
Sat Oct 23, 2021 10:57 pm
Forum: Resource Spawner Overhaul
Topic: Ore config for Qatmore.
Replies: 11
Views: 7813

Ore config for Qatmore.

Attached is the config file I've prepared for my fluorite ore.
qatmore.lua
(394 Bytes) Downloaded 377 times
And here is the bit in mainconfig. Nothing special.

Code: Select all

    if game.active_mods["qatmore"] then
        fillQatmoreConfig(config)
    end
Thanks in advance!

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