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by bobingabout
Mon Dec 26, 2022 12:45 am
Forum: Bob's mods
Topic: [1.1] Bob's Mods: General Discussion
Replies: 59
Views: 24707

Re: [1.1] Bob's Mods: General Discussion

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?
Why do you specifically want it to be 3x3? All other substations are 2x2.
by bobingabout
Thu Oct 06, 2022 12:28 pm
Forum: Bob's mods
Topic: Playing bobs mods as it is meant.
Replies: 2
Views: 537

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 https://forums.factorio.com/viewtopic.php?f=51&t=55347 This topic lists them all, the dropbox links are a bit out of date now though as the latest versions aren't on there.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 n...
by bobingabout
Mon Aug 22, 2022 6:35 pm
Forum: Bob's mods
Topic: [1.1] Bob's Mods: General Discussion
Replies: 59
Views: 24707

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: e...
by bobingabout
Sat Aug 13, 2022 3:44 pm
Forum: Bob's mods
Topic: Robochest is harmful
Replies: 2
Views: 575

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. ...
by bobingabout
Mon May 09, 2022 5:28 pm
Forum: Bob's mods
Topic: [1.1] Bob's Mods: General Discussion
Replies: 59
Views: 24707

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 li...
by bobingabout
Sun May 01, 2022 8:13 pm
Forum: Bob's mods
Topic: [1.1] Bob's Mods: General Discussion
Replies: 59
Views: 24707

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.
by bobingabout
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: 321417

Re: [0.12.x][v0.12.8] Bob's Ore Mod.

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?
No, they're both on the same option...
by bobingabout
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: 1203

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.
by bobingabout
Wed Feb 16, 2022 7:44 pm
Forum: Bob's mods
Topic: Pre-requisite mods vs stand alone mods
Replies: 4
Views: 1132

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 wil...
by bobingabout
Tue Feb 15, 2022 11:51 pm
Forum: Bob's mods
Topic: Pre-requisite mods vs stand alone mods
Replies: 4
Views: 1132

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...
by bobingabout
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: 1459

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 IF...
by bobingabout
Sat Dec 25, 2021 2:44 pm
Forum: Bob's mods
Topic: old uranium recipe
Replies: 1
Views: 695

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'd m...
by bobingabout
Thu Dec 16, 2021 2:41 am
Forum: Bob's mods
Topic: On Bob’s Classes and Multiple Characters Mod
Replies: 1
Views: 885

Re: On Bob’s Classes and Multiple Characters Mod

Mecejide wrote:
Thu Dec 16, 2021 1:46 am
Why is Bob’s Character Classes so rarely used?
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.
by bobingabout
Mon Dec 06, 2021 12:37 am
Forum: Bob's mods
Topic: [1.1] Bob's Mods: General Discussion
Replies: 59
Views: 24707

Re: [1.1] Bob's Mods: General Discussion

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.
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.
by bobingabout
Sat Dec 04, 2021 3:40 am
Forum: Bob's mods
Topic: [1.1] Bob's Mods: General Discussion
Replies: 59
Views: 24707

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 * 1...
by bobingabout
Mon Nov 29, 2021 2:46 am
Forum: Bob's mods
Topic: [1.1] Bob's Mods: General Discussion
Replies: 59
Views: 24707

Re: [1.1] Bob's Mods: General Discussion

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 ?
...
It's liniar.
T1 steam, 165C is 0.4
T2 steam, 315C is 0.8
T3 is 1.2
T4 is 1.6
T5 is 2.0
by bobingabout
Tue Nov 23, 2021 2:52 pm
Forum: Bob's mods
Topic: [1.1] Bob's Mods: General Discussion
Replies: 59
Views: 24707

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 combinaiso...
by bobingabout
Sat Nov 13, 2021 12:51 am
Forum: Bob's mods
Topic: [1.1] bugs and balance issues.
Replies: 88
Views: 18420

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. ... Actually, on that one, BOTH are "correct". The Module itself is the Affect, Productivity being increased is the effect of the mo...
by bobingabout
Tue Nov 09, 2021 6:23 pm
Forum: Bob's mods
Topic: [1.1] bugs and balance issues.
Replies: 88
Views: 18420

Re: [1.1] bugs and balance issues.

The description of Chemical Processing techs says "Research into to use and production of chemicals." Should probably be "into the use". The description of the "Productivity limitations" setting in your Modules mod says "effect" when it should be "affect...

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