This is a change that Kiwi Hawk made to my mods after I handed it over to him. It's the only change he's made that I disagree with, and wouldn't have made myself.
I left the Long Handed Inserter in on purpose when the inserter overhaul option is turned off.
It's been a long time since I looked at ...
Search found 7351 matches
- Sun Apr 07, 2024 3:44 am
- Forum: Bob's mods
- Topic: A way to return to normal long inserters?
- Replies: 2
- Views: 1195
- Fri Apr 14, 2023 9:50 pm
- Forum: Bob's mods
- Topic: How do I reserach
- Replies: 1
- Views: 1072
Re: How do I reserach
If you're in the situation where you're starting without the ability to make electricity, and need to research it, then there should be a burner powered lab.
of course, if you're running Angels, then that takes over, so my advice might not be helpful.
of course, if you're running Angels, then that takes over, so my advice might not be helpful.
- Mon Dec 26, 2022 12:45 am
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 70
- Views: 46619
Re: [1.1] Bob's Mods: General Discussion
Why do you specifically want it to be 3x3? All other substations are 2x2.CaptRonSolo wrote: Sun Dec 25, 2022 10:01 am Not sure if this is the right place to post this, but I was curious about updates to Bob's Power and what the chances were of seeing a 3x3 Substation 5, to better match assemblers/labs?
- Thu Oct 06, 2022 12:28 pm
- Forum: Bob's mods
- Topic: Playing bobs mods as it is meant.
- Replies: 2
- Views: 2758
Re: Playing bobs mods as it is meant.
Basically, the correct way to play Bob's Mods as they're meant to be, is to install them all.
https://forums.factorio.com/viewtopic.php?f=51&t=55347 This topic lists them all, the dropbox links are a bit out of date now though as the latest versions aren't on there.
Reset options to default if ...
https://forums.factorio.com/viewtopic.php?f=51&t=55347 This topic lists them all, the dropbox links are a bit out of date now though as the latest versions aren't on there.
Reset options to default if ...
- Mon Aug 22, 2022 6:35 pm
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 70
- Views: 46619
Re: [1.1] Bob's Mods: General Discussion
Hi!
I played with pure speed/prod modules before, but this time I really used Helmod to map out the chains and it looks like pure productivity and speed modules are a clear upgrade on normal ones, while basically being only negligibly more expensive.
So it looks like it is an either or situation ...
- Sat Aug 13, 2022 3:44 pm
- Forum: Bob's mods
- Topic: Robochest is harmful
- Replies: 2
- Views: 2191
Re: Robochest is harmful
There are quite a few solutions to the Robochest issue.
Part of the reason why you end up with the huge queues for docking is that either your robots aren't busy enough, you have too many, or you've positioned the robochest poorly. Ideally, it should be "Behind" an array of charging pads.
The ...
Part of the reason why you end up with the huge queues for docking is that either your robots aren't busy enough, you have too many, or you've positioned the robochest poorly. Ideally, it should be "Behind" an array of charging pads.
The ...
- Mon May 09, 2022 5:28 pm
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 70
- Views: 46619
Re: [1.1] Bob's Mods: General Discussion
Is there any way to change initial settings later? I forgot to set speed penalty for productivity modules and would like to add it. After 150 hours I do not begin new save with new settings. I can use commands or hack save files with hex editor or anything if someone tell what to change. Vanilla ...
- Sun May 01, 2022 8:13 pm
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 70
- Views: 46619
Re: [1.1] Bob's Mods: General Discussion
By "Bob is often there too.", I just show up randomly, with days between messages, and give basic responses like "Yes, that's fine" or an explanation of why something is the way it is, and if I think it should change.
- Sat Apr 16, 2022 12:29 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 427855
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
No, they're both on the same option...Gnarker wrote: Thu Apr 14, 2022 2:58 pm If you're using the mod for the Groundwater alone, is there any way to get it without also getting Lithia Water?
- Sat Mar 12, 2022 12:05 am
- Forum: Bob's mods
- Topic: [Bob's Adjustable Inserters] Fast replace between Long inserters and others ?
- Replies: 5
- Views: 3304
- Fri Mar 11, 2022 12:16 am
- Forum: Bob's mods
- Topic: [Bob's Adjustable Inserters] Fast replace between Long inserters and others ?
- Replies: 5
- Views: 3304
Re: [Bob's Adjustable Inserters] Fast replace between Long inserters and others ?
it is done in boblogistics, but not bobinserters.
Yes this has come up before, I'm not against it happening.
Yes this has come up before, I'm not against it happening.
- Wed Feb 16, 2022 7:44 pm
- Forum: Bob's mods
- Topic: Pre-requisite mods vs stand alone mods
- Replies: 4
- Views: 3076
Re: Pre-requisite mods vs stand alone mods
Fantastic - really appreciate your response & explanation thanks Bob!
I'll pick up from my save games and try the console command to use the BobsOres addon mid-game.
Having never delved into the world of mods, it's another fun (but steep!) learning curve to get my head around.
I'm sure this ...
- Tue Feb 15, 2022 11:51 pm
- Forum: Bob's mods
- Topic: Pre-requisite mods vs stand alone mods
- Replies: 4
- Views: 3076
Re: Pre-requisite mods vs stand alone mods
If you have bobplates aka MCI aka "Bob's Metals, Chemicals and Intermedites mod" installed, you need Bobores too, everything else should be pick and choose optional.
You can actually just add Bob ores to the game at this point, there is a command you can enter to regenerate all of the ores it adds ...
You can actually just add Bob ores to the game at this point, there is a command you can enter to regenerate all of the ores it adds ...
- Wed Dec 29, 2021 8:05 pm
- Forum: Bob's mods
- Topic: Bob's metals, Chemicals and Intermediates mod Tech-Tree Loop
- Replies: 5
- Views: 3445
Re: Bob's metals, Chemicals and Intermediates mod Tech-Tree Loop
or a screenshot of the error message.
It's most likely a conflict with another mod that tries to change the order of things in the tech tree.
Note, while there are other loop issues that do crop up when you have a large number of mods installed, there is the known issue that I am not going to fix ...
It's most likely a conflict with another mod that tries to change the order of things in the tech tree.
Note, while there are other loop issues that do crop up when you have a large number of mods installed, there is the known issue that I am not going to fix ...
- Sat Dec 25, 2021 2:44 pm
- Forum: Bob's mods
- Topic: old uranium recipe
- Replies: 1
- Views: 1771
Re: old uranium recipe
hi, is there a way / settings option to switch back to the old uranium bullet magazine recipe. id hate to have to remove bobs warfare mod because of that one problem.
I didn't have that in mind when I changed it. The main reason why I did it was because the nuclear ammo, which was added after I ...
- Thu Dec 16, 2021 2:41 am
- Forum: Bob's mods
- Topic: On Bob’s Classes and Multiple Characters Mod
- Replies: 1
- Views: 2016
Re: On Bob’s Classes and Multiple Characters Mod
Hard to say exactly. Perhaps because it adds little to game play, and is a comparability issue with other major mods and mod packs, most prominent being Space Exploration.
- Mon Dec 06, 2021 12:37 am
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 70
- Views: 46619
Re: [1.1] Bob's Mods: General Discussion
I'm sure it used to be more complicated than that, but if that's all it takes to fix it now, that's not bad.Silari wrote: Sat Dec 04, 2021 5:54 am Isn't that just the Steam prototype having a max_temperature set to 1000? Space Exploration has 5000 degree steam for it's anti-matter and energy beam stuff, and it's fine.
- Sat Dec 04, 2021 3:40 am
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 70
- Views: 46619
Re: [1.1] Bob's Mods: General Discussion
I am trying to modify the amount of power generated by the nuclear machines in the power mod. I've managed to set the reactors and exchangers to my desired values, but the turbines seem to be capped at 11.82 MW because the maximum temperature they seem to be able to handle is 1000C:
0.2 KW * 60 ...
- Mon Nov 29, 2021 2:46 am
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 70
- Views: 46619
Re: [1.1] Bob's Mods: General Discussion
It's liniar.flame_Sla wrote: Sun Nov 28, 2021 8:24 am Steam powered assembling machine
by what formula is the crafting speed calculated for different temperatures?
165С - crafting speed=0.4
315С - crafting speed ?
...
T1 steam, 165C is 0.4
T2 steam, 315C is 0.8
T3 is 1.2
T4 is 1.6
T5 is 2.0
- Tue Nov 23, 2021 2:52 pm
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 70
- Views: 46619
Re: [1.1] Bob's Mods: General Discussion
but all things considered i would still recommend starting a fresh game with the mods on, since they are quite a significant overhaul and can change the way you build from the start, that would give the full experience :).
maybe it requires a bit of time/testing to find the most suitable ...