I thought they were on by default.
anyway, when they're turned on, you get a few new intermediates, which are primarily used for making the new type of ammos. there's also alien science packs, and high end equipment will require artifacts for construction.
Basically, everything you build with ...
Search found 4 matches
- Wed Apr 04, 2018 12:44 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 386281
- Wed Apr 04, 2018 12:07 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 386281
Re: [0.16.x] Bob's Mods: General Discussion
so Alien artifacts turned off by default is there a lot implemented with them if people turn them on, or just remnants of pre .15? if there is some implementation is there a reason there off lag/ups or something?
- Mon Mar 12, 2018 1:46 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 386281
Re: [0.16.x] Bob's Mods: General Discussion
I don't think anyone has a problem with having new inserters but I think there's a little bit of redundancy of throughput I think I would make it so that you have
tier: color: Name: Research:
0- burner
1-Yellow .........................Logistics 1
2-Burner.................-Stack Research 1 ...
tier: color: Name: Research:
0- burner
1-Yellow .........................Logistics 1
2-Burner.................-Stack Research 1 ...
- Sun Mar 11, 2018 1:58 am
- Forum: Bob's mods
- Topic: Planned feature, give feedback: Pollution multipliers
- Replies: 17
- Views: 8103
Broken update
I don't use adjustable inserters because I find it really cheaty I like having to find alternate solutions but your latest logistics update removed the long-handed inserter making it the game completely unplayable can you please make it so the adjustable inserters mod removes the longhand instead of ...