Search found 348 matches
- Fri Jul 19, 2019 10:50 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 189863
Re: [0.17.x] Bob's Mods: General Discussion
Added a new oil overhaul(on another option) that doesn't add the extra oil processing recipes, instead it replaces petroleum gas on other oil processing recipes with sour gas. This can be split into petroleum gas to make plastic and hydrogen sulfide to make sulfur and sulfuric acid. sour gas can al...
- Wed Jul 17, 2019 11:47 am
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 106701
Re: [MOD 0.16] Realistic Reactors
I just tested it using only Bobs Plates and Bobs Ores (otherwise Thorium cells are deactivated), and for me it works: Can you reproduce this with only the two mods? Maybe another Bob mod is changing the fuel categories, but only with these two it should work as the categories are the same. It appea...
- Mon Jul 01, 2019 12:28 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 189863
Re: [0.17.x] Bob's Mods: General Discussion
FYI some of your technologies conflict with AAI Industries These are the main ones: steam-power and electricity I'm merging these with a modpack but with the name conflicts it's not something I can easily address. The problem is... do I do what I did with Bobplates metal technology, where it checks...
- Mon Jul 01, 2019 12:08 pm
- Forum: News
- Topic: Friday Facts #301 - Crash site: First state
- Replies: 52
- Views: 26704
Re: Friday Facts #301 - Crash site: First state
The numbers, what do they mean? You are number six! Who is number one? I am not a number, I'm a free man ! :mrgreen: :D The numbers, what do they mean? Maybe something 'bout the launch date of the new campaign, and maybe it's justo some random number :p You should worry where the other 77 chests ar...
- Fri Jun 07, 2019 2:23 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 137473
Re: [0.17] Please post bugs and balance issues here.
Looking forward to seeing all of your ores on my belts the same as the new vanilla ones!bobingabout wrote: ↑Fri Jun 07, 2019 1:51 pmI'll probably release another version soon that makes use of the variation system for my own ores.
Maybe even the new mipmap feature.
- Fri Jun 07, 2019 12:12 pm
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 122182
Re: Feedback
Option on the mods out there to nerf your modules some YouTube people I watch stop play the mod become of how op the module are there's a whole settings section to let you choose your own numbers for them. It's still going to take it up to 8 tiers, but you can turn off module merging, leaving you w...
- Tue Jun 04, 2019 4:37 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 189863
Re: [0.17.x] Bob's Mods: General Discussion
since Deuterium is easy enough to get (a chemical process, and then electrolysis), it should still be easy enough to get in seablock? I'm not happy with how easy it is to craft deuterium fuel cells, I was thinking of adding some sort of fusion catalyst to the cell, but the best thing I can think of...
- Tue Jun 04, 2019 11:32 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 189863
Re: [0.17.x] Bob's Mods: General Discussion
Updates strike again! Logistics 0.17.10: Added plasma resistances to trains. Enemies 0.17.7: fixed giant worm's hole size. Added build_base_evolution_requirement to spawners. Added damage type Plasma Increased small poison cloud damage rate Added poison sticker (DOT) to some poison damage weapons A...
- Fri May 31, 2019 2:05 pm
- Forum: News
- Topic: Friday Facts #297 - New resource icons
- Replies: 125
- Views: 52589
Re: Friday Facts #297 - New resource icons
Hi, Love the new resources on the belt. Feels much more natural and fun to look at after awhile. Since you're asking for our help on thoughts.. On the gif, after the turn of the belt, it seems the resource converts to a different random resource after the bend, creating a tear. Could that be smooth...
- Wed May 29, 2019 11:20 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 189863
Re: [0.17.x] Bob's Mods: General Discussion
I'm curious about your thoughts on more tiers of flamethrower turrets. The vanilla ones are really good, but late game I can see them not being very effective against Titans+. How would you scale the damage or even fire rate? I do like the idea of poison- or acid-thrower turrets. I can see using di...
- Wed May 29, 2019 12:27 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 189863
Re: [0.17.x] Bob's Mods: General Discussion
I'm curious about your thoughts on more tiers of flamethrower turrets. The vanilla ones are really good, but late game I can see them not being very effective against Titans+. How would you scale the damage or even fire rate? I do like the idea of poison- or acid-thrower turrets. I can see using dif...
- Wed May 29, 2019 12:21 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 538464
Re: [MOD 0.14] AAI Programmable Vehicles
I plan to place a few blue prints here in the near future, I just want to make sure some of my builds don't have issues in them before posting. I do have a resource gatherer that is fairly robust. It is based off of Nilaus' build cycling through various states, but at a slower rate to not use a ton ...
- Thu May 23, 2019 7:07 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 137473
Re: [0.17] Please post bugs and balance issues here.
huuum, im relation to the enemies using some of the mods, I don't think that the very first bitter attack should be of this size (using a pirated version to play with some friends that don't have the game, if it is just just a prank, just delete the post) Actually, with the new pollution settings f...
- Thu May 23, 2019 7:01 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 189863
Re: [0.17.x] Bob's Mods: General Discussion
Is this where the Worms did not have the "broken" ground around them?
- Thu May 23, 2019 7:00 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 130033
Re: [MOD 0.14] Alien Biomes
when i used Alien Biomes, Dectorio and Asphalt Roads (and even more other mods) in 0.16, i always hit the "255 IDs" hardlimit of Factorio. thus i stopped using several of these mods, no matter how nice they looked and how much i would have liked to play with them. But now I'm about to sta...
- Mon May 20, 2019 4:08 pm
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 122182
Re: Feedback
Speaking of the furnaces (ha ha), is there any reason to have the multi-purpose furnace mk2 hold six modules while the electric furnace mk3 holds five? I mean, I understand the flexibility of the electric furnace mk3, as its recipe can be changed on the fly with what is inserted into it. I don't re...
- Mon May 20, 2019 11:30 am
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 122182
Re: Feedback
Speaking of the furnaces (ha ha), is there any reason to have the multi-purpose furnace mk2 hold six modules while the electric furnace mk3 holds five? I mean, I understand the flexibility of the electric furnace mk3, as its recipe can be changed on the fly with what is inserted into it.
- Sat May 18, 2019 4:46 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 137473
Re: [0.17] Please post bugs and balance issues here.
Ok, that makes sense. Then maybe they are trying to dock, but are then called for going somewhere else before their turn.
- Sat May 18, 2019 4:22 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 137473
Re: [0.17] Please post bugs and balance issues here.
This may be more of a request, or even a question to understand better. Is there a priority as to where logistic bots go for a recharge? It seems in a few cases they like to prefer the Robochest over the charging pads next to it. And a 1x charging rate versus a 9x charging rate, piles up the bots in...
- Sat May 18, 2019 3:47 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 189863
Re: [0.17.x] Bob's Mods: General Discussion
Okay, time for a big update. Also let me know if my changes to the Centrifuge cause issues anywhere. It was a lot of effort to do, and technically it still isn't finished because the game doesn't support changing colour of lights based on recipe. (which I hope will get added.) I'm currently browsin...