Search found 30 matches
- Tue Feb 06, 2018 2:48 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 362813
Re: [0.16.x] Bob's Mods: General Discussion
And now that I've buffed robots, and inserters, I was thinking we need some sort of buff to belts, but there's only 2 ideas I can think of. Another tier of belt... which might require another tier of inserter to be able to grab things off them, or loaders, but there's already a mod for that. how ab...
- Sun Dec 31, 2017 12:28 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 362813
Re: [0.16.x] Bob's Mods: General Discussion
I would adjust the bobs-fluid-wagons to vanilla and i can imagine to to settle on a size of 5x of the barrels. Meaning something of this: [Stacksize] [fluid_per_bottle] 10 250 25 100 <- my preference 50 50 10x would look like: 10 500 25 200 50 100 In my opinion 10x would be overkill. Or maybe you co...
- Thu Dec 21, 2017 11:56 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 362813
Re: [0.16.x] Bob's Mods: General Discussion
Funny thing is, that it can be on 60FPS for some time and then just drops to 20 or less. And I'm sure I wasn't had problems before on 0.15.x, only UPS dropped when save was being saved (disk operation). But 0.16 brought new graphics and this might put more strain on GFX card, but I don't think I wo...
- Tue Nov 21, 2017 11:28 pm
- Forum: Bob's mods
- Topic: [MOD 0.15.x] T2k3's Bob's Overhaul
- Replies: 9
- Views: 7966
Re: [MOD 0.15.x] T2k3's Bob's Overhaul
Woha, that's a whole barrage of new ideas, impressions and constructive critics! Thanks so much for that! (i was pretty much starving for feedback till now) First of, my whole angle in this mod is "it must be real" or it must be "realistic" hence the problem with bronze. As much ...
- Mon Nov 20, 2017 12:24 pm
- Forum: Bob's mods
- Topic: [MOD 0.15.x] T2k3's Bob's Overhaul
- Replies: 9
- Views: 7966
Re: [MOD 0.15.x] T2k3's Bob's Overhaul
Crap - https://yadi.sk/i/SDAkcLcy3Pqfu9 - to you still is over what to work T2K3 Πo tell the truth, I expect the birth interesting mod, it's necessary just to wait a stage when such inconvenient mistakes climb :D All begins are hard ^^ thanks for staying with me :) And another. Tested with a unconf...
- Sun Nov 19, 2017 4:02 pm
- Forum: Bob's mods
- Topic: [MOD 0.15.x] T2k3's Bob's Overhaul
- Replies: 9
- Views: 7966
Re: [MOD 0.15.x] T2k3's Bob's Overhaul
Seriously? Did you check all of them for compatibility? Here's my error and all mods https://yadi.sk/i/CZxzl3Vr3Pps6F Factorio tells me that bob's modules have errors, WUT :shock: :?: Yes, all as in ores,enemies,inserters,vehicleequipment,plates,assembly,logistics,mining,modules,warefare. And yes a...
- Thu Nov 16, 2017 10:06 pm
- Forum: Bob's mods
- Topic: [MOD 0.15.x] T2k3's Bob's Overhaul
- Replies: 9
- Views: 7966
Re: [MOD 0.15.x] T2k3's Bob's Overhaul
Theoretically? can ur expansion be compatible with angel's mods? Or are you not a adherent of the ideas of Arch666Angel? Just curious Well "theoretically" i could make a version for Angels. The part that makes it problematic is the amount of recipes i would need to revisit in Angels. Ange...
- Tue Nov 07, 2017 1:04 am
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 119329
Re: [MOD 0.15] AAI Industry
i found a little glitch in the animation of the offshore pumps. The colorbars of the north animation are off. I fixed it by this here: data.raw.pump["offshore-pump-output"].fluid_animation.north.shift = util.by_pixel(0, -25) data.raw.pump["offshore-pump-output"].fluid_animation.n...
- Fri Oct 27, 2017 9:17 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 391642
Re: [0.15.x] Bob's Mods: Loader Question
All, Have a problem. Finally researched loaders, and I'm attempting to use them. One loader into a provider chest, and two out, as in the wood production blueprint. For some reason, nothing happens. I've set the filters on the loaders to be raw wood, and there's raw wood waiting at the input loader...
- Mon Oct 23, 2017 5:30 pm
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 136354
Re: Feedback
Well, i think most of my feedback you can guess since i just thrown out my interpretation of bob's. But let's put them nicely ordered out here, since my mod description is really a bit sparse to make clear points. (don't fret! praise will follow) My main point for "why is bobs overkill" is...
- Sun Oct 22, 2017 1:50 am
- Forum: Bob's mods
- Topic: [MOD 0.15.x] T2k3's Bob's Overhaul
- Replies: 9
- Views: 7966
[MOD 0.15.x] T2k3's Bob's Overhaul
Overhaul rings big, so what is this? Well, maybe it sounds a bit too big and don't fit well, but for now i'll stick to the name. (i'm open for suggestions here) First of all: this is a " forum-only-preview" for now. I would like to make it more stable and balanced (and i should probably t...
- Wed Sep 27, 2017 8:31 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 391642
Re: [0.15.x] Bob's Mods: General Discussion
yeah, was wondering about that as wellaklesey1 wrote:Hi Bobingabout, where we an read changelog for bob's revamp and modules?
- Tue Aug 08, 2017 12:27 pm
- Forum: Bob's mods
- Topic: Nuclear ideas (Thorium and others)
- Replies: 69
- Views: 38377
Re: Nuclear ideas (Thorium and others)
A little follow up from the rebalancing nuclear discussion. I switch to sigma one's nuclear mod for that, but after a while the whole seamed not to fit quite well with bob's so i did a little patch mod i want to share. (attached to the post) The mod comes basically as a number of new recipes: 1x qua...
- Fri Aug 04, 2017 10:33 pm
- Forum: Bob's mods
- Topic: Classes + Extra bodies
- Replies: 58
- Views: 32238
Re: Classes + Extra bodies
Well first, i would be nice if the ui would pop up in old saves. I didn't find any simple solution for this on the other hand, maybe someone has an idea. (i kinda provide a solution as well later) To the balancing: I did a short test in single-player and have to admit that the whole thing doesn't wo...
- Wed Jul 19, 2017 4:22 pm
- Forum: Bob's mods
- Topic: Classes + Extra bodies
- Replies: 58
- Views: 32238
Re: Classes + Extra bodies
From what i observed in multiplayer footage there are mostly 3 classes: Builder -> walk around in the factory to place entities and is always shy of space in his bags Outpost Builder -> always running around laying rails and expanding resource flow Warrior -> killing spawners en mass, dies pretty fa...
- Sat Jun 17, 2017 8:03 pm
- Forum: Bob's mods
- Topic: Nuclear ideas (Thorium and others)
- Replies: 69
- Views: 38377
Re: Nuclear ideas (Thorium and others)
I would most likely go with a chemical plant (centrifuge has no fluid pipes) to split Water into water and heavy water (HDO), the problem is... do we still have the water come back out the other output? if so, what water is it? can someone just loop it back to make heavy water again? Then the probl...
- Wed Jun 14, 2017 8:18 pm
- Forum: Bob's mods
- Topic: Nuclear ideas (Thorium and others)
- Replies: 69
- Views: 38377
Re: Thorium ideas
Well, although Thorium is in the files, it isn't enabled by default, and bobplates doesn't turn it on either, so right now you only have it if you manually turn it on. In theory I can just leave it as it is right now, and it wouldn't effect many people. Then when someone like gotlag (Who uses my or...
- Wed Jun 14, 2017 8:02 pm
- Forum: Mods
- Topic: [0.15, 0.16] Nuclear Fuel
- Replies: 19
- Views: 17515
Re: [0.15] Nuclear Fuel
hey, just dropping by to ask if you plan to incooperate bob's thorium in your nuclear fuel mod? as the discussion progress (see Bob's mods|Thorium ideas) bobingabout will leave this to other mod authors to use.
- Wed Jun 14, 2017 2:34 am
- Forum: Bob's mods
- Topic: Nuclear ideas (Thorium and others)
- Replies: 69
- Views: 38377
Re: Thorium ideas
Even after all these sugestions, I still haven't decided what I should do with Thorium. Sounds like a classic case of "I shouldn't add it just because I can", especially since other mods handle nuclear material with a clear goal in mind. The concept I was hoping for was nicely done with G...
- Mon Jun 12, 2017 9:25 pm
- Forum: Bob's mods
- Topic: Nuclear ideas (Thorium and others)
- Replies: 69
- Views: 38377
Re: Thorium ideas
How about a "bob's nuclear"-mod so we can go to play-testing instead of idea-crunching? I'm kinda eager to get rid of the "korvax enrichment process" in favor of something more balanced.bobingabout wrote:Even after all these sugestions, I still haven't decided what I should do with Thorium.