Search found 18 matches
- 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: 327
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.
- Thu Oct 31, 2024 8:34 pm
- Forum: Modding help
- Topic: Circuit connectors for entity with graphics_set_flipped?
- Replies: 0
- Views: 153
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 ...
- Sun Jun 16, 2024 3:33 pm
- Forum: Resource Spawner Overhaul
- Topic: Ore config for Qatmore.
- Replies: 10
- Views: 5602
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.
- Sat Jun 08, 2024 6:07 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 90738
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 ...
I also like the idea someone had about having a grace period of ...
- Sat May 11, 2024 7:12 am
- Forum: News
- Topic: Friday Facts #410 - Rocket turret & Target priorities
- Replies: 112
- Views: 31348
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 ...
- Sun Mar 31, 2024 1:16 am
- Forum: General discussion
- Topic: How do YOU use mining drills?
- Replies: 96
- Views: 33447
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 ...
- Wed Mar 23, 2022 3:55 am
- Forum: Resource Spawner Overhaul
- Topic: Ore config for Qatmore.
- Replies: 10
- Views: 5602
Re: Ore config for Qatmore.
Thank you very much.
- Fri Mar 18, 2022 4:09 pm
- Forum: General discussion
- Topic: What starting settings does everyone use?
- Replies: 14
- Views: 20332
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 ...
- Sun Mar 13, 2022 4:04 pm
- Forum: Resource Spawner Overhaul
- Topic: Ore config for Qatmore.
- Replies: 10
- Views: 5602
Re: Ore config for Qatmore.
Sorry to bother, but the new config file hasn't been added to RSO yet.
- Wed Mar 09, 2022 7:04 am
- Forum: Resource Spawner Overhaul
- Topic: Ore config for Qatmore.
- Replies: 10
- Views: 5602
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.
The new ores are disabled by default, behind the Special Rare Ores setting.
- Sun Feb 27, 2022 11:32 pm
- Forum: Resource Spawner Overhaul
- Topic: Ore config for Qatmore.
- Replies: 10
- Views: 5602
Re: Ore config for Qatmore.
I have an update. A couple more optional ores that are designed to be rare.
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.
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.
- Sat Nov 13, 2021 6:03 am
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 48277
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 ...
- Tue Nov 09, 2021 9:08 pm
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 48277
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.
- Sun Nov 07, 2021 2:30 am
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 48277
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 ...
- Sat Nov 06, 2021 10:49 pm
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 48277
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 ...
- Tue Oct 26, 2021 4:29 pm
- Forum: Resource Spawner Overhaul
- Topic: Ore config for Qatmore.
- Replies: 10
- Views: 5602
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.
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.
- Sat Oct 23, 2021 10:57 pm
- Forum: Resource Spawner Overhaul
- Topic: Ore config for Qatmore.
- Replies: 10
- Views: 5602
Ore config for Qatmore.
Attached is the config file I've prepared for my fluorite ore.
And here is the bit in mainconfig. Nothing special.
Thanks in advance!
And here is the bit in mainconfig. Nothing special.
Code: Select all
if game.active_mods["qatmore"] then
fillQatmoreConfig(config)
end
- Mon Sep 20, 2021 9:56 pm
- Forum: Modding help
- Topic: Applying damage bonus to poison cloud? (Solution found)
- Replies: 0
- Views: 734
Applying damage bonus to poison cloud? (Solution found)
Recently I've been messing around with capsules, trying to see how they could be balanced and improved for better long-term utility, and I noticed something odd about the damage bonuses I tried to apply. You can increase instant damage just fine with a simple bonus applied to the capsule's category ...