Search found 7351 matches
- Sat Nov 13, 2021 12:51 am
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 34803
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...
- Tue Nov 09, 2021 6:23 pm
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 34803
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...
- Sun Nov 07, 2021 12:07 am
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 34803
Re: [1.1] bugs and balance issues.
With the latest update to the main game, something hidden popped up from Bob's Personal Equipment mod. "equipment-name.combat-robot-dispenser-equipment". The Discharge Defense now gets a damage bonus from Energy Weapon Damage, and since this unfinished item has the same bonus category, it...
- Wed Sep 22, 2021 9:35 pm
- Forum: Bob's mods
- Topic: Bobs and Angels mods
- Replies: 21
- Views: 8006
Re: Bobs and Angels mods
Understood :3 Thanks for replaying and help. Will figured sthm else to play it now XD if it is an issue with "new steel" as mentioned by valneq, then you could fix the issue by turning off new steel in Bobplates (Bobs Metals, Chemicals and Intermediates mod), if the option isn't available...
- Mon Aug 30, 2021 1:54 pm
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 34803
- Mon Aug 02, 2021 8:10 pm
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 34803
Re: [1.1] bugs and balance issues.
Follow-up to this discussion. Bug: Thorium Fuel Cells / Thorium-Plutonium / Deuterium / Deuterium 2 Fuel Cells do not fit into Spidertrons / Heavy Spidertrons when the "Spidertron needs Fuel" setting in Bob's Warfare is set to ALL. Per Bob's statement in the above discussion, Spidertrons ...
- Tue Jul 06, 2021 6:01 pm
- Forum: Bob's mods
- Topic: Bob's Power: burn the sulphur!
- Replies: 2
- Views: 2103
Re: Bob's Power: burn the sulphur!
I mean, I'm not sure I want to add this, but if I did... yes, it would produce a lot of pollution, a very high pollution modifier, to the point any sane player wouldn't want to use it. I'd also have to do all the conversions to figure out game values of these fluids. It's probably Divide by 20... un...
- Tue Jun 29, 2021 6:48 pm
- Forum: Bob's mods
- Topic: [1.1] Bob's Greenhouse Mod: some thoughts
- Replies: 2
- Views: 1858
Re: [1.1] Bob's Greenhouse Mod: some thoughts
I believe that the reason I set the speed as 0.75 rather than 1, was because it was of the same tier as assembling machine 1, which has a speed of 0.75.
It is possible to have a machine generate "negative pollution".
I don't think I'll be making any changes to it though.
It is possible to have a machine generate "negative pollution".
I don't think I'll be making any changes to it though.
- Sun Jun 27, 2021 2:03 am
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 34803
Re: [1.1] bugs and balance issues.
The Steam powered assembling machine, in the help text that appears when you hover over it, I think it may have some values wrong. It shows 80kw when it should be 60kw. (I posted in the angel's mods but they told me that it has related with bobs assembers) I did change things at some point, so, I p...
- Thu Jun 10, 2021 2:18 pm
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 34803
Re: [1.1] bugs and balance issues.
Is that normal that with the latest patch Transistors require Silver Wires?! It's Extremely different in terms of requirements and my megabase with tin just screwed up for the recipe change Transistors should cost tinned copper wire. Bob's mods doesn't even have silver wire. So, if it costs that, i...
- Sun Jun 06, 2021 1:35 pm
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 34803
Re: [1.1] bugs and balance issues.
Not sure if I'm blind, but the logistics mod seem to remove long inserters? is was excessively requested. Let me explain. This only happens if you have the "Inserter overhaul" turned on. The overhaul will remove the long handed inserter (Existing items are converted to the red Fast insert...
- Fri Apr 23, 2021 12:11 pm
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 34803
Re: [1.1] bugs and balance issues.
Just got this error when trying to load all the bob / angel / pyanodon mods […] Loading Angel's + Pyanodon's together is not supported by either developers. But the error is very clearly caused by the mod "Circuit Processing", not by any of Bob's mods. Somebody deleted normal recipe branc...
- Sat Apr 17, 2021 11:48 am
- Forum: Bob's mods
- Topic: Bob Warfare (select / disable subgroup)
- Replies: 4
- Views: 1933
Re: Bob Warfare (select / disable subgroup)
thank you for the answer. yes, you don't even get a fee for it; I respect your labor and time. but actually I am not talking about too much of an adjustment mechanism. For example, the modes of aai introduce each mode separately in this way. For example, flame tank, laser tank, hauler, miners, indu...
- Fri Apr 16, 2021 11:50 am
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 70
- Views: 37646
Re: [1.1] Bob's Mods: General Discussion
Of course right after I asked I spotted an elemental spawner in radar range, went to check and got myself some colored alien artifacts. My usual (lack of) luck. Everything works fine then. Sorry. ;) Oh, right, maybe I'm still half asleep. if you specifically want the coloured artifacts, you need to...
- Fri Apr 16, 2021 11:46 am
- Forum: Bob's mods
- Topic: "it is intended to be used with the full Bob's Mods set"
- Replies: 9
- Views: 3753
Re: "it is intended to be used with the full Bob's Mods set"
lets you download the entire mod pack in one file (A dropbox feature) In-game mod manager can do that too, and it can do partial updates. Gotta admit when I look for a mod my order of thought is: "Search Ingame -> Search on modportal -> Search...somewhere else? Forum perhaps? It's a bit fuzzy ...
- Fri Apr 16, 2021 11:31 am
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 70
- Views: 37646
Re: [1.1] Bob's Mods: General Discussion
Do aliens require a specific evolution level before they can spawn enemies able to drop colored artifacts? I tend to slow down alien ability to spawn new bases by a large margin so they simply may not have spawned yet but in my previous playthroughs (few years ago) I was under the impression that e...
- Thu Apr 15, 2021 11:04 pm
- Forum: Bob's mods
- Topic: "it is intended to be used with the full Bob's Mods set"
- Replies: 9
- Views: 3753
Re: "it is intended to be used with the full Bob's Mods set"
However, I can't find a download for the "set." (I have found the Bob's library.) You actually have a few options. Go to this page here (a sticky in this subforum) and it links to all mods. https://forums.factorio.com/viewtopic.php?f=51&t=55347 It also includes a link to dropbox that ...
- Thu Apr 15, 2021 11:01 pm
- Forum: Bob's mods
- Topic: Bob Warfare (select / disable subgroup)
- Replies: 4
- Views: 1933
Re: Bob Warfare (select / disable subgroup)
These are not new requests. Both the options to enable specific features only, and a set of options for "First tier only" have been requested. It's a lot of work, and I've not been putting a lot of time into modding, which is why I haven't done it yet. Though, due to all options basically ...
- Fri Apr 09, 2021 6:01 pm
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 70
- Views: 37646
Re: [1.1] Bob's Mods: General Discussion
The 1.1.3 update run. Assembly 1.1.3: Fluid burning metal mixing to/from fluid burning no longer cost/return pipes. Steam power local fix Electronics 1.1.3: Minor changes to data-updates to avoid a crash. Library 1.1.3: Added a duplicate prerequsites check to the Technology prerequisites cleanup. (H...
- Fri Apr 09, 2021 12:32 am
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 70
- Views: 37646
Re: [1.1] Bob's Mods: General Discussion
Doesn't bobwarfare just build off bobenemies and make all the military technologies based on alien orbs? it adds radar tiers up to level 5 and the satellite recipe is changed to require this so there's a lot more complexity - something like 150 more buildings required to build the satellites. Mostl...