Search found 267 matches
- Mon May 29, 2017 1:47 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 352283
Re: [0.15.x] Bob's Mods: General Discussion
I suppose it depends what you're using the gasses for, but I tend to opt for a central bus type fluid system. Rather than fluids being made as and when you need them(And I'm talking main fluids here like the 3 main oil products + sulfuric acid, and the 4 main gasses), and using this system, Hydroge...
- Mon May 29, 2017 12:09 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 352283
Re: [0.15.x] Bob's Mods: General Discussion
IMO, tanks have always been viable. If nothing else, they give you an armored platform which can "tank" damage while you spew out piercing ammo and cannon shells at spawners, then clean the biters up afterwards. The tactic is basically to drive in wide circles, taking care to keep the bit...
- Sun May 28, 2017 5:08 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 352283
Re: [0.15.x] Bob's Mods: General Discussion
It's in the mod options. Might be a startup menu option, I don't recall offhand. But it's definitely in there.orzelek wrote:Is there some specific way to enable alien science pack or it's not there any more?
I have alien artifacts enabled and bobtech mod but I don't see alien tech packs anywhere.
- Sun May 28, 2017 8:36 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 352283
Re: [0.15.x] Bob's Mods: General Discussion
Balance question: I just noticed that getting sulfur dioxide from lead processing requires 10 oxygen to get 10 sulfur dioxide. But if you go with nickel processing, it only requires 8 oxygen to get 10 sulfur dioxide. Is this arbitrary or was there a reason? Also, I'm looking over the process of gett...
- Sun May 28, 2017 6:48 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 352283
Re: [0.15.x] Bob's Mods: General Discussion
They even outrange flame turrets? Currently mk1 sniper turrets are all you need to defend yourself from early game to end game, and they only cost iron and copper, and they make very efficient use of bullets. If they were a later tech then at least you'd need to use other turrets early on. What ali...
- Sun May 28, 2017 5:38 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 352283
Re: [0.15.x] Bob's Mods: General Discussion
Yeah I think sniper turrets are op. Imo they should be a late game tech, requiring blue+military science or even high tech science I completely disagree. First, sniper turrets have already been moved back in the tech tree. They used to be available right away, but Bob moved 'em back a ways. Second,...
- Sun May 28, 2017 12:45 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 352283
Re: [0.15.x] Bob's Mods: General Discussion
Grenade damage seems more than a little light. I don't suppose you could buff it up quite a bit? I'm trying them out about 5 hours into a new game and finding them pretty useless except against the "small" biters. I've got the first few tiers of Grenade Damage researched as well. Grenades...
- Sat May 27, 2017 5:22 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 352283
Re: [0.15.x] Bob's Mods: General Discussion
Grenade damage seems more than a little light. I don't suppose you could buff it up quite a bit? I'm trying them out about 5 hours into a new game and finding them pretty useless except against the "small" biters. I've got the first few tiers of Grenade Damage researched as well.
- Fri May 26, 2017 7:06 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 352283
Re: [0.15.x] Bob's Mods: General Discussion
There are quite a few recipes in my mods that have an expensive setting. None of the research has changed to specifically add an expensive alternative, but I thought expensive for technologies was just a flat multiplier to all techs. is this not the case? I was referring to this: http://i.imgur.com...
- Fri May 26, 2017 7:00 pm
- Forum: Resource Spawner Overhaul
- Topic: Bob's Nickel Ore
- Replies: 10
- Views: 5833
Re: Bob's Nickel Ore
I tried RSO with Bob's mod first time in 0.15 and I noticed there is no lead ore in starting area. It only spawned miles away and i have no real means of transporting it to my base since i need lead for 2nd tier of circuit board. Should it behave like that? Really? I've started dozens of maps up, a...
- Fri May 26, 2017 5:47 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 352283
Re: [0.15.x] Bob's Mods: General Discussion
Idea regarding lithia water: Why not have a separate resource setting for it? Currently, there's settings for "Ground Water" when setting up a new map. Shouldn't the two be separate?
- Fri May 26, 2017 5:37 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 352283
Re: [0.15.x] Bob's Mods: General Discussion
Question about the recipe settings. Does Bob's give alternate "expensive" recipes for the "Recipe difficulty" and "Technology difficulty" settings?
I haven't tried those settings out yet at all, mostly because I'm trying to help balance the default game.
I haven't tried those settings out yet at all, mostly because I'm trying to help balance the default game.
- Fri May 26, 2017 5:34 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 352283
Re: [0.15.x] Bob's Mods: General Discussion
Bob, keep up the great work with your mods. I probably would have a life without them, which is not my goal at the moment =) I have a question though. Is it intended that to produce electronic circuit boards you need at least 2nd tier electronic assembling machine? The problem is that electronics a...
- Fri May 26, 2017 4:48 am
- Forum: Resource Spawner Overhaul
- Topic: Bob's Nickel Ore
- Replies: 10
- Views: 5833
Re: Bob's Nickel Ore
Okay, I tried 3.3.0 and had better results. Here's my first crack at a new map. My old map ended up spawning Nickel quite far away, unfortunately. Which sucks because Invar requires Nickel, and it's a fairly early alloy, required in a lot of early-mid-game tech. In the case of the new map (below), l...
- Thu May 25, 2017 4:21 pm
- Forum: Resource Spawner Overhaul
- Topic: Bob's Nickel Ore
- Replies: 10
- Views: 5833
Bob's Nickel Ore
This is the same map as before where I had the terrible luck with lithia water. This time, I just noticed that I have had absolutely NO nickel anywhere. I checked the labels too. Nothing. Incidentally, Nickel ought to be in the start area for Bob's. Is there some reason it hasn't spawned on my map? ...
- Thu May 25, 2017 4:57 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 352283
Re: [0.15.x] Bob's Mods: General Discussion
I definitely approve of this. Making people get cobalt processing going that early is a bit too much of a burden I think.jawstrock wrote: Well if we have a switch of batteries, we can also make cobalt a late tier material, so that it could be moved to say mk4-5 miners instead of mk2
- Thu May 25, 2017 2:57 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 352283
Re: [0.15.x] Bob's Mods: General Discussion
Have you considered swapping silver and lithium batteries? ie make silver the tier 2 battery. I think they're easier to produce, and more importantly, they're a nice sodium hydroxide sink, so it'd be good to have them used in high tech science. At the moment, producing enough chlorine for one of ea...
- Thu May 25, 2017 2:47 am
- Forum: Resource Spawner Overhaul
- Topic: The search for Lithia Water
- Replies: 3
- Views: 2397
Re: The search for Lithia Water
No way! Wow. So there's nothing amiss in the mods or anything? Do you think anything should be tweaked to increase the chance of spawning? Question: What is the probability ratio of lithia water vs pure water? Is it 50/50? If so, that means there's a 1 in 128 chance that the first seven deposits wou...
- Wed May 24, 2017 12:11 pm
- Forum: Resource Spawner Overhaul
- Topic: The search for Lithia Water
- Replies: 3
- Views: 2397
The search for Lithia Water
A little update on the search for lithia water with RSO. I switched to the "rso radar" mod so that I could get some decent range. Having let them run for a while, I managed to find quite a few "pure water" spots. But no lithia spots. I've circled all the water in yellow for clar...
- Wed May 24, 2017 2:25 am
- Forum: Mods
- Topic: [MOD 0.13] DayNightExtender - longer day/night cycles
- Replies: 38
- Views: 18030
Re: [MOD 0.13] DayNightExtender - longer day/night cycles
Maybe make the config available in the game UI instead of editing a lua file?