Search found 13 matches

by Evgeni
Mon May 20, 2019 9:18 pm
Forum: Ideas and Requests For Mods
Topic: Future idea - Pre Industrial Realism.
Replies: 20
Views: 761

Re: Future idea - Pre Industrial Realism.

Thanks. Especially for the "evil" thing. The "labor" does have issues. I'm not sure what i feel about putting labor in smelting ingredient (this issue exists only in furnaces). Maybe the coal should be an ingredient? after all, most early smelters have it mixed with the ore, and work only for a spec...
by Evgeni
Mon May 20, 2019 4:48 pm
Forum: Ideas and Requests For Mods
Topic: Future idea - Pre Industrial Realism.
Replies: 20
Views: 761

Re: Future idea - Pre Industrial Realism.

Maybe. But does any of that make a fun game? Many players (including me) want to add complexity and realism after the vanilla. Just look how much players use Bob's and Angle's mod packs. So extra complexity can be fun. The not fun thing is doing things manually. Basically the game becomes more enjo...
by Evgeni
Mon May 20, 2019 2:32 pm
Forum: Ideas and Requests For Mods
Topic: Future idea - Pre Industrial Realism.
Replies: 20
Views: 761

Re: Future idea - Pre Industrial Realism.

have you put though on on one simple thing? why the hell should person from civilization, that is capable of interstellar flight should start wirh preindustrial tech? if you consider game canon, even steam engines are little off ... but somewhat tolerable, but anything bellow? we are not playing ci...
by Evgeni
Sun May 19, 2019 7:11 pm
Forum: Ideas and Requests For Mods
Topic: Future idea - Pre Industrial Realism.
Replies: 20
Views: 761

Re: Future idea - Pre Industrial Realism.

The key is to balance early game gameplay and early game realism. Pre electric mods clearly add realism but they make the gameplay to "manual and boring". Inserters and assemblers and bots are way too far ahead in the tech tree. The trivial gameplay improvement would be to start right off with const...
by Evgeni
Fri May 17, 2019 10:15 pm
Forum: Ideas and Requests For Mods
Topic: Future idea - Pre Industrial Realism.
Replies: 20
Views: 761

Re: Future idea - Pre Industrial Realism.

And then there's the question: Who's your target group? Do people who like steam-punk factorio also want medival people management aspects? Strange as it sounds, i actually want factorio to be more steam-punk. Vanilla factorio leaves the steampunk age about 10 minutes into the game (except the smal...
by Evgeni
Fri May 17, 2019 3:38 pm
Forum: Ideas and Requests For Mods
Topic: Future idea - Pre Industrial Realism.
Replies: 20
Views: 761

Re: Future idea - Pre Industrial Realism.

Firstly, This isn't the sort of direction I want to take Bob's mods. For huge mod ideas like this, you're better off posting in the general mod requests subforum, not in a specific modder's subforum. I can move it if you want me to. (I have moderator rights only in my subforum, but it does mean I c...
by Evgeni
Fri May 17, 2019 2:30 pm
Forum: Ideas and Requests For Mods
Topic: Future idea - Pre Industrial Realism.
Replies: 20
Views: 761

Re: Future idea - Pre Industrial Realism.

The problem is: Where do all the people come from? It kind of makes sense that a single engineer can escape a crash with his space ship, odds are against you, but there would be a chance. However, lots of people that work the fields to grow food, set up an early-tech economy and make up an army to ...
by Evgeni
Fri May 17, 2019 12:48 am
Forum: Ideas and Requests For Mods
Topic: Future idea - Pre Industrial Realism.
Replies: 20
Views: 761

Future idea - Pre Industrial Realism.

Factorio is amazing game. The vanilla experience offers a good balance of complexity and a reasonably steep learning curve. But after few games we just seek more. More realistic, complex industry. Currently, bobs pack offers great realism for the modern PCB and alloy industry. Angle buffs the petroc...
by Evgeni
Mon May 06, 2019 4:18 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 474
Views: 27217

Re: [0.17] Please post bugs and balance issues here.

Thanks! I added RSO and it seems to work well now... Are there other mods you can recommend me to use with Bob's? (except angle's... i dont think i am ready for so much complexity yet) and another question (is it ok to write it here? should i use the general post next time?)... configurable inserts ...
by Evgeni
Sun May 05, 2019 11:52 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 474
Views: 27217

Ores - quartz does not spawn

so almost 90 minutes into a deathworld game i noticed there is no quartz anywhere, and i can't evolve to make steel. :( i restarted several times and used map reveal command. nearly none of them had quarts. also, i noticed some resource frequantly spawn one inside the other (zinc inside nickle, silv...
by Evgeni
Sun Mar 31, 2019 1:56 am
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 474
Views: 27217

Re: [0.17] Please post bugs and balance issues here.

the latest bobplates has a requirement of 0.17.12, if you're running an older version, it simply just doesn't load. are you using an old version? I believe this is related to the new pollution generation methods, it all changed in 0.17.12. Installed newest version.. That works! Thank you so much! Y...
by Evgeni
Sat Mar 30, 2019 7:51 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 474
Views: 27217

Re: [0.17] Please post bugs and balance issues here.

Hi I started playing 0.17 few weeks ago. When i try to play all bob's mod pack i have a strange issue. I don't see the usual tech tree with all the material processing nodes. Also, all advanced materials seem to disappear from the recopies (greenhouse now uses iron copper and stone - not glass!) Wh...
by Evgeni
Sat Mar 30, 2019 12:32 am
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 474
Views: 27217

Re: [0.17] Please post bugs and balance issues here.

Hi I started playing 0.17 few weeks ago. When i try to play all bob's mod pack i have a strange issue. I don't see the usual tech tree with all the material processing nodes. Also, all advanced materials seem to disappear from the recopies (greenhouse now uses iron copper and stone - not glass!) Wha...

Go to advanced search