Search found 267 matches
- Wed Apr 03, 2019 2:16 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 185902
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 ...
- 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: 1875
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...
- Tue Apr 02, 2019 6:10 am
- Forum: Not a bug
- Topic: Factorio keeps turning off my keyboard lights
- Replies: 1
- Views: 567
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...
- Tue Apr 02, 2019 6:04 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 185902
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 ...
- Mon Apr 01, 2019 3:52 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 185902
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...
- Tue Mar 26, 2019 5:22 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.18] Mod update dialog broken
- Replies: 3
- Views: 1704
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.
Here's the map generator, missing its scroll bar for bob's mods.
- 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: 7238
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...
- Sat Mar 23, 2019 4:28 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 185902
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...
- Fri Mar 22, 2019 1:21 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 185902
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 ...
- Fri Mar 22, 2019 5:33 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 185902
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...
- Thu Mar 21, 2019 12:38 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 185902
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...
- Thu Mar 21, 2019 12:14 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 185902
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 ...
- 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: 3309
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...
- Wed Mar 20, 2019 10:32 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 185902
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...
- Wed Mar 20, 2019 10:08 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 185902
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 ...
- Wed Mar 20, 2019 3:33 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 185902
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...
- 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: 3309
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'...
- Sat Mar 16, 2019 5:08 am
- Forum: Modding interface requests
- Topic: on_fast_replace event please
- Replies: 5
- Views: 1546
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...
- 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: 3478
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!
Wow! What a treat. Very much appreciated, thanks!
- 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: 4557