Search found 72 matches

by obuw
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...
by obuw
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...
by obuw
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...
by obuw
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 ...
by obuw
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...
by obuw
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...
by obuw
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 ...
by obuw
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,...
by obuw
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...
by obuw
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...
by obuw
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 ...
by obuw
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...
by obuw
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!
by obuw
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...
by obuw
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...
by obuw
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 ...
by obuw
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...
by obuw
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...
by obuw
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...
by obuw
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.

Go to advanced search