Search found 7351 matches
- Sun Aug 09, 2015 12:33 am
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 181885
Re: Bob mods for 0.12
I think the point with the sniper turrets is pretty valid there... I only really added them because people were requesting them, but the range is too long, they could do with more ballancing: Shorter range, and longer delay between shots. Unfortunately the change in AI isn't something I can do. As f...
- Sat Aug 08, 2015 10:59 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Power mod
- Replies: 102
- Views: 129761
Re: [0.11.22/0.12.x][v0.12.1] Bob's Power mod
Maybe this needs a config, like everything else.
- Sat Aug 08, 2015 6:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.2] Logistics network doesn't recognise contents
- Replies: 8
- Views: 1800
Re: [0.12.2] Logistics network doesn't recognise contents
for 0.11.22 all of the bob's mods from this page. https://forums.factorio.com/forum/viewtopic.php?f=51&t=5982 plus treefarm lite 0.1.3 I think. https://forums.factorio.com/forum/viewtopic.php?f=44&t=522 for 0.12.2/3 all of the latest version of bob's mods (minus Electronics Overide) https://...
- Sat Aug 08, 2015 12:58 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 181885
Re: Bob mods for 0.12
By the way, just in case you didnt know you can build basic electronic boards by hand allowing you to craft an assembly machine mk 2 :P Building the Resin and Component by machine was intended. once you have the components, being able to build them by hand was intended. I was thinking like an elect...
- Sat Aug 08, 2015 12:48 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Power mod
- Replies: 102
- Views: 129761
Re: [0.11.22/0.12.x][v0.12.1] Bob's Power mod
The big issue I have with the steam power entities is that the game already gives you something that is fairly efficient, it doesn't give you much room to work with when upgrading if you want to keep things within the realm of realism. So I basically say... How much power is in a peice of coal? inst...
- Fri Aug 07, 2015 7:24 pm
- Forum: News
- Topic: Friday Facts #98 - Just fixing bugs
- Replies: 24
- Views: 31394
Re: Friday Facts #98 - Just fixing bugs
This. The Friday Facts says it's the latest.kinnom wrote:when does 0.12.3 come out?
- Fri Aug 07, 2015 6:22 pm
- Forum: Bob's mods
- Topic: [0.12.x][0.12.4]Bob's Tech mod.
- Replies: 18
- Views: 27692
[0.12.x][0.12.4]Bob's Tech mod.
This is a simple tech extension mod. It adds an upgraded lab, with science pack 4. It also adds an alien research lab with assorted science packs if Enemies mod is detected. This mod is pointless without some of my others mods to make use of the additional science packs. Also included here is my Res...
- Fri Aug 07, 2015 6:18 pm
- Forum: Bob's mods
- Topic: [0.12.x][0.12.4]Bob's Mining mod
- Replies: 46
- Views: 45576
[0.12.x][0.12.4]Bob's Mining mod
Seperated from Bob's Ores mod. It features all the mining tools and machines as they were in Bob's Ores for 0.11.22. This split will have meaning down the road. Downloads: v0.12.x Latest: V0.12.4 - 26th June 2016 Dropbox Latest Archive As of 0.12.2, the Library Mod is required. Features shortlist: *...
- Fri Aug 07, 2015 6:01 pm
- Forum: Bob's mods
- Topic: Gun Turret Research
- Replies: 7
- Views: 9560
Re: Gun Turret Research
I found one more :D Sniper Turret Upgrade research finaly upgrade Gun Turret lv 1 to 6 for Mk1 to Mk3. I use Warfare 0.12.2 and Base 0.12.2. If I do this research now is the sniper upgraded after the upgrade of the mod or not ? Have a nice day 8-) I found it. It's a locale error, it upgrades the sn...
- Fri Aug 07, 2015 2:31 pm
- Forum: Balancing
- Topic: Gun turret size & rotation
- Replies: 11
- Views: 19268
Re: Gun turret size & rotation
All turrets are 2x2 now in 0.12.x, so this issue is fixed.
- Fri Aug 07, 2015 2:28 pm
- Forum: Balancing
- Topic: Rockets need a small buff.
- Replies: 19
- Views: 24324
Re: Rockets need a small buff.
I think the issue with rockets comes down to upgrades. for starters, you only get 1 shot per rocket, where other ammo types give you 5 or more shots. but rockets make up for that with damage... Remember damage resistances have 2 components, a percentage, and a reduction. if that reduction is too hig...
- Fri Aug 07, 2015 2:12 pm
- Forum: Balancing
- Topic: Cost of electric pole, express undeground belt.
- Replies: 8
- Views: 21342
Re: Cost of electric pole, express undeground belt.
I completely forget about the underground belt issue, because my mod fixes the recipe.
I'd actually go the other way and sugest that all poles require copper cables instead of plates.
Also, you forgot substation in that comparison.
I'd actually go the other way and sugest that all poles require copper cables instead of plates.
Also, you forgot substation in that comparison.
- Fri Aug 07, 2015 2:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.2] Logistics network doesn't recognise contents
- Replies: 8
- Views: 1800
Re: [0.12.2] Logistics network doesn't recognise contents
I think this is it.
https://www.dropbox.com/s/l81imm9t9ypn9 ... 1.zip?dl=0
I still have it because I linked it before when the game crashed 15 seconds after loading in 0.12.0. of course that problem was fixed when I fully migrated my mods, and fixed anyway in 0.12.1.
https://www.dropbox.com/s/l81imm9t9ypn9 ... 1.zip?dl=0
I still have it because I linked it before when the game crashed 15 seconds after loading in 0.12.0. of course that problem was fixed when I fully migrated my mods, and fixed anyway in 0.12.1.
- Fri Aug 07, 2015 2:06 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 374378
Re: [0.11.x][v0.6.7] Bob's Ore Mod.
Also... Nothing in my mod requires you to have Cobalt ore Well, aside from the science pack 4s needed for rocket speed 5, needed to complete the rocket. So, it is kinda useful. :| I'm not saying you don't need Cobalt, I'm saying you don't need Cobalt ORE. You can get Cobalt oxide from a different m...
- Fri Aug 07, 2015 1:47 am
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 181885
Re: Bob mods for 0.12
Not entirely sure about the error... the recipe itself should still exist in MCI even if it isn't used. The overide code changes it to disabled (so you can't set it) rather than deleting it, and changes the output to match the right item. the effect is that there will be 2 identical recipes in the g...
- Fri Aug 07, 2015 1:04 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.2] Logistics network doesn't recognise contents
- Replies: 8
- Views: 1800
Re: [0.12.2] Logistics network doesn't recognise contents
It's not just those masses of yellow boxes either, it's pretty much every logistics chest in my savegame, and considering almost everything in my mod is managed by robots, that's a lot of problems...
- Thu Aug 06, 2015 10:34 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 181885
Re: Bob mods for 0.12
If I'm using electronics override now and switch to the new one a lot of stuff will go wrong I guess? :) The damage is actually fairly minimal... though still best to check on anything that uses either the Basic Cicuit Board or Basic Electronic board to make sure they're getting the right item. I f...
- Thu Aug 06, 2015 10:26 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.7] Bob's Enemies Mod
- Replies: 123
- Views: 101662
Re: [0.11.x][v0.1.2] Bob's Enemies Mod
They've changed the spawning rules for things I think... I still need to figure out what they've done before I can fix it.
- Thu Aug 06, 2015 7:22 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 181885
Re: Bob mods for 0.12
Updates:
Enemies:
Added drops to behemoth enemies
Electronics:
Fixed migration script.
Added a new Crafting Machine catagory, dynamically added to existing machines with catagory Crafting to be able to set machine only crafting in all assembly machines.
Enemies:
Added drops to behemoth enemies
Electronics:
Fixed migration script.
Added a new Crafting Machine catagory, dynamically added to existing machines with catagory Crafting to be able to set machine only crafting in all assembly machines.
- Thu Aug 06, 2015 6:15 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 181885
Re: Bob mods for 0.12
I see the issue... I limited the construction of the offending items (resin and Basic Electronics) to Crafting with Fluid catagory, assuming it was a "This needs to be made in a machine, not by hand" catagory, forgetting that assembling machine MK1 does not have that catagory. You are supp...