Search found 72 matches
- Thu Jan 02, 2020 7:49 pm
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: Alternate Textures mod
- Replies: 17
- Views: 21780
Re: [0.17.x] Bob's Mods: Alternate Textures mod
Hey there, I really love the textures you made! I did some quick changes to your mod for my personal use: - I added shinybobgfx as an optional dependency, which causes your mod to be loaded *after* shinybobgfx, allowing it to overwrite the textures. - If shinybobgfx is installed, it won't replace sh...
- Sun Dec 29, 2019 9:30 am
- Forum: Questions, reviews and ratings
- Topic: Modding question - Equipment to add resistances?
- Replies: 3
- Views: 1951
Modding question - Equipment to add resistances?
I'm working on porting my mod to 0.17, and I was wondering if it might be possible to create some modular equipment (like night vision) that gives resistance / immunity to a certain damage type? Basically, I want to make a poison mask equipment that gives resistance / immunity to poison. But this co...
- Thu Dec 26, 2019 8:40 am
- Forum: News
- Topic: Friday Facts #326 - Particle emitter & Data cache
- Replies: 42
- Views: 20089
Re: Friday Facts #326 - Particle emitter & Data cache
now draw a 3 second timeline on paper, mark frame times, and mark particle spawn times. It's much easier to write an algorithm to calculate this than try to calculate it on paper yourself. This is the reason computers were invented in the first place. As for frame skipping, I'm sure the particle sy...
- Wed Dec 25, 2019 2:17 pm
- Forum: News
- Topic: Friday Facts #326 - Particle emitter & Data cache
- Replies: 42
- Views: 20089
Re: Friday Facts #326 - Particle emitter & Data cache
Not sure if the first part about particles with fractional life values was aimed at me, or someone else, but the difference between a particle with 0.5 frames of life and one with 1.0 frames of life would be their alpha values. Even if they will both expire next frame, they can have different alpha ...
- Mon Dec 23, 2019 7:15 pm
- Forum: News
- Topic: Friday Facts #326 - Particle emitter & Data cache
- Replies: 42
- Views: 20089
Re: Friday Facts #326 - Particle emitter & Data cache
I was updating my mod and stumbled onto some old issues I was having with the particle system, it looks like this would be the perfect time to make a feature request! The issue arises when creating particle trails for high velocity objects (for example fast vehicles or high-velocity rockets). You wa...
- Mon Dec 03, 2018 5:47 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 206722
Re: Friday Facts #266 - Cleanup of mechanics
I know I'm late to the discussion, but as someone who plays modded factorio, it really sucks to see some of these things get "cleaned up". Mining hardness was a nice way to encourage tiered mining. Want to mine tungsten? If you don't have at least T3 drills, it's going to take a *really* l...
- Mon Dec 03, 2018 5:22 pm
- Forum: News
- Topic: Friday Facts #270 - HR Substation & Save/Load overview
- Replies: 99
- Views: 38334
Re: Friday Facts #270 - HR Substation & Save/Load overview
I made a suggestion about this a while ago: *please* consider making it so the autosave is done on each client. So when they rejoin the game, they can use the latest existing autosave they have, and only receive the information about events that took place since then. It would tremendously improve ...
- Fri Nov 30, 2018 12:57 pm
- Forum: News
- Topic: Friday Facts #270 - HR Substation & Save/Load overview
- Replies: 99
- Views: 38334
Re: Friday Facts #270 - HR Substation & Save/Load overview
I'm glad that you are taking the time to look at save file optimization. Save file size may not be a big deal for singleplayer, but it can lead to tedious amounts of waiting in multiplayer since the file needs to be sent every time someone joins. (Or every time the host runs into a biter nest, dies,...
- Thu Jan 25, 2018 11:04 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 365344
Re: Friday Facts #225 - Bots versus belts (part 2)
For instance, add a fuel requirement; make it so bots need to refuel from a roboport, which you need to pump in with a pipe. Make different fuel types with increasing production chain complexity, so the bots start pretty slow and require better fuel in order to move faster. (Remove the bot speed re...
- Wed Jan 24, 2018 9:13 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 365344
Re: Friday Facts #225 - Bots versus belts (part 2)
I haven't read all 80+ pages of posts in these two FFF's, but I'd just like to chip in and offer an idea: If you want to nerf bots, why not try making them more complex to set up instead of just nerfing their numbers? For instance, add a fuel requirement; make it so bots need to refuel from a robopo...
- Wed Jan 10, 2018 11:11 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 338694
Re: Friday Facts #224 - Bots versus belts
I try to avoid using bots as much as possible in a vanilla game, as belt optimization and factory layout is basically the only challenge in the game and logistic bots defeat that. However when you start playing with, say, bob's / angel's mods, the amount of interconnected recipes quickly get out of ...
- Fri May 12, 2017 1:50 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 346442
Re: [0.15.x] Bob's Mods: General Discussion
Hey Bob, Is this the best topic to follow your progress on the mod updates? Seems like you've updated all your mods to 0.15 now, but from what I understand there are still a lot of changes you're working on? I'm holding off until things stabilize a bit (vanilla updates seem to be shaking things up t...
- Wed May 10, 2017 9:38 am
- Forum: Bob's mods
- Topic: What should I do with science packs?
- Replies: 68
- Views: 21174
Re: What should I do with science packs?
I definitely didn't like the direction the game went with the removal of the artifacts, so I'm glad you are keeping them as an option!
- Sun May 07, 2017 8:24 pm
- Forum: Bob's mods
- Topic: What should I do with science packs?
- Replies: 68
- Views: 21174
Re: What should I do with science packs?
The only problem with putting things like cordite in military science pack, is that I have made the research to unlock cordite require military science pack. Yeah, I thought that might be a problem.. That's why I made the intermediate subcomponent suggestion, so you could for instance make 2 milita...
- Sat May 06, 2017 10:55 pm
- Forum: Bob's mods
- Topic: What should I do with science packs?
- Replies: 68
- Views: 21174
Re: What should I do with science packs?
I think it would make sense to put stuff like Titanium/Nitinol Bearings, Gears, etc in production research instead of assembling machines or whatever. High-tech can require electronic processing boards, lion / zinc batteries, while military research can require stuff like cordite and laser batteries...
- Sat May 06, 2017 7:15 am
- Forum: Bob's mods
- Topic: 0.15 - plans?
- Replies: 64
- Views: 24348
Re: 0.15 - plans?
I think you misunderstood. You wouldn't need to barrel & unbarrel to use a product. For instance, if you create oxygen, it's already in gas form, and can be used in recipes. If you barrel it, it becomes liquid oxygen (since that part seems to be automatic?). Then when you unbarrel it, it starts ...
- Fri May 05, 2017 10:37 am
- Forum: Bob's mods
- Topic: 0.15 - plans?
- Replies: 64
- Views: 24348
Re: 0.15 - plans?
I just learned that in 0.15 water becomes steam when heated. I wonder if you can barrel steam? If yes, does it become water when barreled? (I haven't actually played 0.15 yet). This just gave me a crazy idea; Perhaps you can make use of this functionality somehow and make it so you need to cool down...
- Tue May 02, 2017 1:54 pm
- Forum: Bob's mods
- Topic: 0.15 - plans?
- Replies: 64
- Views: 24348
Re: 0.15 - plans?
Well, you can also happily carry around uranium ore, not to mention hundreds of mining drills / assembling machines on you. :P I'd imagine that the barrels used for stuff like nitroglycerine have the appropriate precautions (isolated compartments, etc) built in. Just an in-game abstraction of how it...
- Tue May 02, 2017 7:39 am
- Forum: Bob's mods
- Topic: 0.15 - plans?
- Replies: 64
- Views: 24348
Re: 0.15 - plans?
I'd be in favor of just keeping the vanilla barreling system tbh, since it's less work for you, and it's just simple and clean. It's not hard to imagine the gases going through the pipes and into the barrels as cooled to liquid form (e.g. liquid oxygen barrel). The in-game graphics in the pipes also...
- Mon May 01, 2017 10:07 pm
- Forum: Bob's mods
- Topic: 0.15 - plans?
- Replies: 64
- Views: 24348
Re: 0.15 - plans?
I mean, while the concept of sending rockets to space to bring back ore from the moon is cool and all, mechanically it's the same as an assembling machine isn't it? Just put the materials in, and take the product out.