Search found 267 matches

by Recon777
Wed Apr 03, 2019 2:16 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 92074

Re: [0.17.x] Bob's Mods: General Discussion

Well, if you're playing with mods, you likely have some basic knowledge of Factorio's mechanics, so you should be aware that it's a good idea to : - Add some defenses before (or shortly after) massively expanding production and the resulting pollution cloud. - Try to get Military 2 (20 R&G) or ...
by Recon777
Wed Apr 03, 2019 1:11 am
Forum: Not a bug
Topic: [0.17.23] - Bots from opposite player prioritize my tasks
Replies: 5
Views: 680

Re: [0.17.23] - Bots from opposite player prioritize my tasks

It's not so much about timing as who gets the deconstructed materials. If you do a cut/paste on something you put down, you want the materials to go to you so that you can paste them again where they go. If you have to wait for someone else's bots to fly across the map.... there's no reason it shoul...
by Recon777
Tue Apr 02, 2019 6:10 am
Forum: Not a bug
Topic: Factorio keeps turning off my keyboard lights
Replies: 1
Views: 219

Factorio keeps turning off my keyboard lights

When the game restarts, my keyboard lights go out. I'm using a Logitech G710+ Quite often when doing things with Factorio, I notice my key lights are off but I have not done a lot of troubleshooting to find out the exact instances which cause it. One which I do think is reliable is when I update mod...
by Recon777
Tue Apr 02, 2019 6:04 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 92074

Re: [0.17.x] Bob's Mods: General Discussion

Well, if you're playing with mods, you likely have some basic knowledge of Factorio's mechanics, so you should be aware that it's a good idea to : - Add some defenses before (or shortly after) massively expanding production and the resulting pollution cloud. - Try to get Military 2 (20 R&G) or ...
by Recon777
Mon Apr 01, 2019 3:52 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 92074

Re: [0.17.x] Bob's Mods: General Discussion

So are you saying basically that you don't bring turrets along when attacking a nest? Even to create a safe run-to spot? My tactic was usually to put down a small line of turrets and then rush in to see if I could at least take one spawner down before having to retreat to the turret line and then t...
by Recon777
Tue Mar 26, 2019 5:22 am
Forum: Resolved Problems and Bugs
Topic: [0.17.18] Mod update dialog broken
Replies: 3
Views: 674

Re: [0.17.18] Mod update dialog broken

I've also noticed UI scaling problems in multiple places.

Here's the map generator, missing its scroll bar for bob's mods.

Image
by Recon777
Tue Mar 26, 2019 12:15 am
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.17][Mod] Fluid boxes not updating connections after create entity script event
Replies: 13
Views: 4659

Re: [Dominik][0.17.17][Mod] Fluid boxes not updating connections after create entity script event

Nice argumentation but not entirely correct :) Worked before - does not mean it was correct. Often things work because of a bug. When it gets fixed they stop working. Rotation/load - good point and useful information. But that is a different situation - those actions happen only after the whole scr...
by Recon777
Sat Mar 23, 2019 4:28 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 92074

Re: [0.17.x] Bob's Mods: General Discussion

Where did you get the idea that the flamethrower was nerfed ? Because you used to be able to walk into any sized nest and just spin around, creating a tornado of fire that would demolish EVERYTHING in seconds. It was the only weapon you needed. So of course they nerfed it. Fire is not nearly as eff...
by Recon777
Fri Mar 22, 2019 1:21 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 92074

Re: [0.17.x] Bob's Mods: General Discussion

Well, I tell you what. Next time I start a new game, I'll give that strategy a shot. I just know that I used to attempt doing it that way several versions ago and was rather unimpressed with the effectiveness of personal weapons. Maybe that has changed and deserves another shot. That's fair. So are ...
by Recon777
Fri Mar 22, 2019 5:33 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 92074

Re: [0.17.x] Bob's Mods: General Discussion

Have you never looked at the military tab before? Nope. Never looked at the military tab. But now, thanks to the power of sarcasm, I have been enlightened!! In my experience, things like the sniper rifle have been far too ineffective because you are just one "turret" and not even close to...
by Recon777
Thu Mar 21, 2019 12:38 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 92074

Re: [0.17.x] Bob's Mods: General Discussion

Honestly, it wouldn't hurt to buff the vanilla nests so they don't drop so easily in comparison. All worms could also do with a range buff as it's easy to kill most nests while staying out of range, when assaulting nests should be a risky endeavor and not a walk in the park as it so often is. (Also...
by Recon777
Thu Mar 21, 2019 12:14 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 92074

Re: [0.17.x] Bob's Mods: General Discussion

As someone who loves having the near-death experience throughout the entire game, I support a hitpoint increase. From experience, (as mentioned in above 0.16 game) I was sitting comfortably for a long time with basic defenses until the Leviathan biters. Keep an eye on the Swarm mod that Pawz and I ...
by Recon777
Wed Mar 20, 2019 11:59 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.12][Mod] Crash after pipe-to-ground fast replace/regular place
Replies: 11
Views: 1210

Re: [Dominik][0.17.12][Mod] Crash after pipe-to-ground fast replace/regular place

Also, I don't think "replace with different type of pipe" is the issue, since in my example, the game can crash with nothing being replaced. Yes. Which is great. One less level of complexity. But from what I have seen so far, the problem can be very tricky, it fails in a low level place w...
by Recon777
Wed Mar 20, 2019 10:32 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 92074

Re: [0.17.x] Bob's Mods: General Discussion

They are generated from the pollution for the attacks . However defense biters don't need pollution to keep showing up in an endless stream (this includes placing buildings too close to the nests or vice versa), and, AFAIK, expansion parties don't consume any pollution either. Curious what the diff...
by Recon777
Wed Mar 20, 2019 10:08 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 92074

Re: [0.17.x] Bob's Mods: General Discussion

Okay that helps. Since we're working on Swarm balance, I'm considering how all of this fits together. We've changed Swarm to produce a hell of a lot more enemies upon death, making the highest Bob enemies truly terrifying. Though the ultimate balance numbers will really depend on how many hitpoints ...
by Recon777
Wed Mar 20, 2019 3:33 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 92074

Re: [0.17.x] Bob's Mods: General Discussion

So Pawz and I have been working on Supercheese's Swarm mod yesterday, and since then, I've made a few observations about the enemies as they exist in Bob's mods. One thing I had always assumed was that behemoth was a higher tier than titan. Apparently, this is not the case, despite the titan being p...
by Recon777
Wed Mar 20, 2019 2:20 am
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.12][Mod] Crash after pipe-to-ground fast replace/regular place
Replies: 11
Views: 1210

Re: [Dominik][0.17.12][Mod] Crash after pipe-to-ground fast replace/regular place

Oh well, ok. Honestly it has never occurred to me and probably not to anyone that it would be possible to replace different types of pipes to ground :) Thanks for the detailed reports :) I found some base game bug I found now but I will get back to this soon. Excellent. Keep us posted! Also, I don'...
by Recon777
Sat Mar 16, 2019 5:08 am
Forum: Modding interface requests
Topic: on_fast_replace event please
Replies: 5
Views: 577

Re: on_fast_replace event please

I would implement this but so far I can't find a way to make such an event where both the original and the new entity are in a valid state for mods to touch. Read only on the old entity would be fine. But assuming that still isn't possible... As previously discussed in source access on discord... i...
by Recon777
Sat Mar 16, 2019 5:06 am
Forum: Resolved Problems and Bugs
Topic: [0.17.1] Inserters lose modified pickup/drop positions when upgraded with planner
Replies: 14
Views: 1181

Re: [0.17.1] Inserters lose modified pickup/drop positions when upgraded with planner

Just noticed by accident yesterday that this was in the game!!
Wow! What a treat. Very much appreciated, thanks!
by Recon777
Sat Mar 16, 2019 5:00 am
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.12][Mod] Crash on rotate again with underground pipes
Replies: 11
Views: 2161

Re: [Dominik][0.17.12][Mod] Crash on rotate again with underground pipes

Dominik wrote:
Fri Mar 15, 2019 10:53 am
Wow that is a very detailed report, thanks! Will look into it.
Very glad to help!

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