Search found 13 matches
- Wed Aug 14, 2019 5:13 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 212991
Re: [0.17.x] Bob's Mods: General Discussion
I have a question regarding the Poison Worm. Is it normal, that a regular tank goes down in like 5-10 sec. when it was hit once without a way to escape it? For me, it is the most dangerous enemy atm, while a behemoth worm is not a big deal. (Seablock) there may need to be more balancing for these t...
- Wed Aug 07, 2019 3:46 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 155397
Re: [0.17] Please post bugs and balance issues here.
So it seems like the basic pink alien science pack made form alien artifacts doesn't allow productivity/god modules. All other science packs, including the other alien science packs do. Was this an intentional decision for some reason or is something amiss here?
- Fri Jul 26, 2019 3:16 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 155397
Re: [0.17] Please post bugs and balance issues here.
Not sure if this was happening before, or if it's something introduced with the most recent experimental release (possibly related to the reports of UPS drops), but since I'm only noticing it on modded building I thought I'd drop it here first: The fluid ports on electronics assembly machines consta...
- Fri Jul 26, 2019 2:22 am
- Forum: Bob's mods
- Topic: Bob's Personal Equipment Robot Control
- Replies: 3
- Views: 4240
Re: Bob's Personal Equipment Robot Control
I'm not having any good luck searching for this one with google or the forum search. Help a man out? What exactly does "Personal Roboport Robot Control" module do? Is this a holdover from days before you could disable the personal roboport, or is this something different? That's part of t...
- Thu Jul 25, 2019 9:45 pm
- Forum: Bob's mods
- Topic: Bob's Personal Equipment Robot Control
- Replies: 3
- Views: 4240
Bob's Personal Equipment Robot Control
I'm not having any good luck searching for this one with google or the forum search. Help a man out? What exactly does "Personal Roboport Robot Control" module do? Is this a holdover from days before you could disable the personal roboport, or is this something different?
- Fri Jul 12, 2019 7:29 pm
- Forum: News
- Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
- Replies: 144
- Views: 64680
Re: Friday Facts #303 - Under 100 bugs (but still not stable)
But how is making less money worse than making no money if people would pirate the game instead? There's a cost in administrative time to deal with the chargebacks and cancel bad keys. There's a cost in terms of customer service time spent helping people who think they bought a valid key when it tu...
- Thu Jul 11, 2019 3:04 pm
- Forum: Gameplay Help
- Topic: 0.17 Train Station Behavior
- Replies: 17
- Views: 4445
Re: 0.17 Train Station Behavior
Seriously, though, OP, so much of this sounds like you really want the LTN or TSM mods to manage your trains, but you don't realise that yet. It was more that the last time I attempted this approach I didn't have to do too much to it. It just worked. Going back to my original question, it seem then...
- Thu Jul 11, 2019 2:42 pm
- Forum: Bob's mods
- Topic: Patreon
- Replies: 15
- Views: 12762
Re: Patreon
I've been waiting for this opportunity. I've gotten more enjoyment and playtime from your mods that I ever did the base game, and that's with 1216 hours invested, combined, according to Steam. You do a lot of work on this set of mods, and with the amount of enjoyment I get out of it I didn't feel ri...
- Sun Jul 07, 2019 11:04 pm
- Forum: Gameplay Help
- Topic: 0.17 Train Station Behavior
- Replies: 17
- Views: 4445
Re: 0.17 Train Station Behavior
Yeah, that's not what I'm seeing at all. I have 2 stations with the same name. They have circuit wire connections, but only for "Send to train" function - no enable/disable. But any train pointed at that station name insists on going to only one of the two locations from my main base (the ...
- Sun Jul 07, 2019 4:59 pm
- Forum: Gameplay Help
- Topic: 0.17 Train Station Behavior
- Replies: 17
- Views: 4445
0.17 Train Station Behavior
I feel like I'm going crazy. Did I miss something? I used to have setups where multiple train stations had the same name and trains would go to the first available/unblocked station of the same name. In my first playthrough with 0.17 (currently 0.17.53), this behavior is not longer the same. Trains ...
- Fri Oct 06, 2017 5:35 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 343456
Re: MOD [ 0.15.x] Bio-Industries 1.9.4
Has anyone else had issues with the Musk Floor tiles crashing the game? Specifically, my friends and I ran a large map on a headless server with essentially the full Bob's mods set, plus this and some other mods. As soon as I start placing the musk floor tiles, CPU and memory consumption climb stead...
- Wed Sep 27, 2017 6:09 pm
- Forum: Bob's mods
- Topic: Charcoal ?
- Replies: 13
- Views: 6128
Re: Charcoal ?
I would suggest the Bio Industries mod if you're looking for a lot of wood handling options, including wood-> charcoal -> coal -> heavy oil...
- Fri Aug 11, 2017 7:33 pm
- Forum: Technical Help
- Topic: Server not inheriting map settings?
- Replies: 1
- Views: 1406
Server not inheriting map settings?
First off - I have no hard evidence right now to support this, so if you'd rather move on and come back when I do have the evidence, I don't blame you. Recently my small group of friends and I have been experimenting with multiplayer and different map settings. We have a headless server running on a...