Search found 72 matches

by obuw
Mon May 01, 2017 9:38 am
Forum: Bob's mods
Topic: 0.15 - plans?
Replies: 64
Views: 24704

Re: 0.15 - plans?

Heh, anything in vanilla is going to look trivialized when you're used to bob's mods / uranium power. :-) I kinda liked having to re-evaluate boiler to engine ratios as I went up the tiers in bob's mods. The new 2:1 vanilla ratio seems to really trivialize things, the whole thing may as well be a 3x...
by obuw
Sat Apr 29, 2017 3:42 pm
Forum: General discussion
Topic: Tank flamethrower - why doesn't it set things on fire?
Replies: 18
Views: 11569

Re: Tank flamethrower - why doesn't it set things on fire?

vanatteveldt wrote:PS any chance of adding modular armor to vanilla tanks?
FYI Bob's mods include vehicle equipment, but you might already know that since you said "vanilla tanks".
by obuw
Sat Apr 29, 2017 6:44 am
Forum: Bob's mods
Topic: 0.15 - plans?
Replies: 64
Views: 24704

Re: 0.15 - plans?

Well, I'm sure bob would probably make the new vanilla science packs require stuff like Li batteries as well. Just like the changes to the existing science packs.
by obuw
Sat Apr 29, 2017 4:52 am
Forum: Bob's mods
Topic: Excess Calcium Chloride
Replies: 8
Views: 4433

Re: Excess Calcium Chloride

I play without Angel's mods, and I don't have trouble with either of those byproducts. Sure they accumulate for a while in the mid-game, but once the ore processing chains that require them show up, I end up actually having a lack of them and having to create extra CaCl / NaOH just to feed those cha...
by obuw
Sat Apr 29, 2017 4:47 am
Forum: Bob's mods
Topic: 0.15 - plans?
Replies: 64
Views: 24704

Re: 0.15 - plans?

Makes sense to replace science pack 4 with the new vanilla packs I suppose. I'm sure you'd be replacing the ingredients for the science packs with intermediate products that make more sense as well, instead of stuff like assembling machines / electric furnaces. As for collecting alien artifacts - ac...
by obuw
Fri Apr 28, 2017 10:30 am
Forum: Bob's mods
Topic: 0.15 - plans?
Replies: 64
Views: 24704

Re: 0.15 - plans?

Thanks for continuing to update your fantastic mods, I don't even want to touch vanilla now, definitely not playing 0.15 until I can play with bobs mods. :) Regarding alien science packs, I can't even fathom how people can play with aliens disabled. So much of the game just becomes obsolete without ...
by obuw
Tue Apr 04, 2017 9:26 am
Forum: Balancing
Topic: Factorio Design Issues
Replies: 25
Views: 7806

Re: Factorio Design Issues

Well my memory is hazy from the fact I usually play with my mod also adjusting things, but iirc bob's mk6 lasers do pretty insane damage. You just walk and everything gets melted?
by obuw
Mon Apr 03, 2017 3:17 pm
Forum: Balancing
Topic: Factorio Design Issues
Replies: 25
Views: 7806

Re: Factorio Design Issues

Are we talking bob's mods or vanilla here?
by obuw
Fri Mar 31, 2017 2:10 pm
Forum: Balancing
Topic: Factorio Design Issues
Replies: 25
Views: 7806

Re: Factorio Design Issues

More accurately they want you to focus on the factory. It's Factorio, not Defendio or Survivio. It's ok, they can focus on whatever they would like, it's their game of course. It's great that there are enemies, turrets, vehicles and all that in the game already, so we can mod the game to utilize it...
by obuw
Mon Mar 27, 2017 5:24 pm
Forum: Balancing
Topic: Factorio Design Issues
Replies: 25
Views: 7806

Re: Factorio Design Issues

I agree with pretty much everything you say about combat. It's a shame that the devs don't actually want this to be a fun combat game like Crimsonland, they want to focus on the automated defense aspect. But it's their choice and we have no choice but to respect that. However, mods can fix that! Sha...
by obuw
Sat Feb 25, 2017 12:44 am
Forum: Ideas and Suggestions
Topic: Ctrl+click to add to front of craft queue
Replies: 7
Views: 3346

Re: Ctrl+click to add to front of craft queue

I would very much like to see this as well. I know this has been suggested many times already, but it would be a huge boon a year ago, and it would be a huge boon right now. Nothing complicated. No adjustable queues. No overhauled handcrafting. Just a simple ctrl-click to add to the front of the que...
by obuw
Mon Feb 20, 2017 9:09 pm
Forum: Gameplay Help
Topic: Using trains to transport resources that are getting low?
Replies: 29
Views: 13677

Re: Using trains to transport resources that are getting low?

Why not hold the trains at their outposts? Yes you'll need to run them all along your existing rail network but once you add it to the blueprint it doesn't change anything (doesn't even consume wire when placed via blueprint). I did this in a Bob's Mods game with a sorted unloading bay, was very ti...
by obuw
Mon Feb 20, 2017 9:38 am
Forum: Gameplay Help
Topic: Using trains to transport resources that are getting low?
Replies: 29
Views: 13677

Re: Using trains to transport resources that are getting low?

Oh don't get me wrong, I'm not questioning why you are doing something complicated, this is a sandbox game after all, overcomplication is the goal of the game. ;) I was just trying to figure out a "tldr" of what your setup accomplishes (compared to a one-stop-per-train setup). I think my w...
by obuw
Sun Feb 19, 2017 2:22 pm
Forum: Mods
Topic: [MOD 0.12.11+] Blueprint String
Replies: 131
Views: 136798

Re: [MOD 0.12.11+] Blueprint String

Hmm, well, would it be possible to display it as a string in a textfield, and let the player just select and ctrl-c it himself? I don't think lua can set clipboard contents directly. You can do it with 3rd party libraries but no idea if factorio would even allow mods to add their own dll libraries t...
by obuw
Sun Feb 19, 2017 2:12 pm
Forum: Ideas and Suggestions
Topic: Multiplayer - use autosave file if possible instead of sending a new save every time
Replies: 0
Views: 584

Multiplayer - use autosave file if possible instead of sending a new save every time

This is probably my biggest annoyance in multiplayer right now. The longer we play the larger the save file gets. Right now the 20mb save file takes ~5 minutes to transfer with our garbage 3rd world internet upload rate. Every time one of us dies we load the last autosave, and the one who joins has ...
by obuw
Sun Feb 19, 2017 11:18 am
Forum: Mods
Topic: [MOD 0.16.x] ShinyBob_0.16.x
Replies: 264
Views: 132003

Re: [MOD 0.14.21] ShinyBob_v0.14.10

Hmm okay I think I was overlooking some of the options in the config file, for I thought setting pumpjack_graphics to false would also set all its underlying settings like pumpjack_tint, pumpjack_graphics_icons etc to false. That's why I still had some icons left. Now the only issue I have is that t...
by obuw
Sun Feb 19, 2017 10:44 am
Forum: Mods
Topic: [MOD 0.12.11+] Blueprint String
Replies: 131
Views: 136798

Re: [MOD 0.12.11+] Blueprint String

Hey there, great mod!

Just a suggestion; any chance you can add a button to just show the blueprint string on the screen, or copy it to the clipboard? Maybe even a button on the blueprint UI itself?
by obuw
Sun Feb 19, 2017 10:39 am
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 198572

Re: Support - Uranium Power

~snip Okay, once I figured out that the decay is related to the whole temperature equilibrium thing, I let the reactor cool down to below 300 degrees and then put a single 1.7% rod in it. Sure enough, it depleted in <10 seconds. I've just used up all my 1.7% rods which should give me plenty of wast...
by obuw
Sun Feb 19, 2017 10:26 am
Forum: Gameplay Help
Topic: Using trains to transport resources that are getting low?
Replies: 29
Views: 13677

Re: Using trains to transport resources that are getting low?

TI-89 wrote:~snip~
While impressive, I don't see why all this is necessary, what does it actually accomplish? If you're still going to have separate train lines for each resource, then you may as well just store them in the station and have the train go retrieve more when its wagon is empty?
by obuw
Sun Feb 19, 2017 10:23 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 282805

Re: [Mod 0.14] Logistic Train Network 0.9.2

Okay, so I need a requester stop and a provider stop just like the logistics network. But for instance if I request 10000 iron and then the system goes down to 9995, will the train go and retrieve just 5 iron, like drones do? That would be kinda wasteful. Or does it go get a full wagon of iron once ...

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