Search found 267 matches

by Recon777
Fri Apr 28, 2017 8:37 am
Forum: Resource Spawner Overhaul
Topic: [0.15.*] Feedback topic
Replies: 128
Views: 42938

Re: [0.15.*] Feedback topic

Curious if there's been any tweaks in regards to Bob's Ores since 2.2.7 which is the version I used in my last playthrough.

The starter resources included some ore patches which Bob did not intend to be starter resources. Also, many of the ore types were far too abundant overall.
by Recon777
Fri Apr 28, 2017 6:53 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 352055

Re: [0.15.x] Bob's Mods: General Discussion

Ores: Updated without any changes. Considering that the vanilla ores now have different textures which don't appear tiled, do you have to take this into account and remake the textures for the custom ores? Or does that carry through from the base game? Also, as it your mod suite or another (I used ...
by Recon777
Wed Apr 26, 2017 1:25 pm
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 159823

Re: [0.14.x] Bob's Mods: General Discussion

Did you ever encounter the leviathan? Also one of the things with my enemies is that they all have a weakness and a resistance, you need to find the right ammo to kill them most effectively with. Nope, I don't recall seeing one titled Leviathan. To be honest, I never had to use any of those custom ...
by Recon777
Wed Apr 26, 2017 12:43 am
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 159823

Re: [0.14.x] Bob's Mods: General Discussion

Ahh. Missed that thread cause I didn't realize that most of page one in this forum is pinned threads. lol The plan seems pretty solid. With inserters released, it may be tolerable to play through vanilla to try it out. It does make sense that the research side of things is going to take a LOT of thi...
by Recon777
Tue Apr 25, 2017 2:28 pm
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 159823

Re: [0.14.x] Bob's Mods: General Discussion

So... Now that 0.15 is out, I suppose it's worth asking if there's an update strategy for the mod suite. I imagine it'll take quite a while to get everything working and translated properly to the new system. A major undertaking, to be sure. But it does seem likely that certain modules would be easi...
by Recon777
Mon Feb 27, 2017 12:47 am
Forum: News
Topic: Friday Facts #176 - Belts optimization for 0.15
Replies: 101
Views: 47181

Re: Friday Facts #176 - Belts optimization for 0.15

From what I understand via modding... Each "underground pipe" entity (each end piece, therefore 2 pipes for an underground pipe segment) has one normal pipe connection, and 1 special "underground" pipe connection. The underground pipe therefore basically functions as if you had ...
by Recon777
Thu Feb 23, 2017 8:23 am
Forum: News
Topic: Friday Facts #176 - Belts optimization for 0.15
Replies: 101
Views: 47181

Re: Friday Facts #176 - Belts optimization for 0.15

What about pipes? Do underground pipes have a better performance than a chain of above-ground pipes? I heard that the game considers a long underground pipe as a single entity and the liquid throughput is dependent on how many pipe entities there are.
by Recon777
Thu Feb 16, 2017 3:49 pm
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 159823

Re: [0.14.x] Bob's Mods: General Discussion

real nice. making the combo module direct is way more efficient. you start a lot of rockets, don't you :D I just began upgrading production to gear up for the rocket phase. All science is now researched, and the rocket production line is pretty much all set up. It's just a matter of getting the raw...
by Recon777
Thu Feb 16, 2017 12:57 pm
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 159823

Re: [0.14.x] Bob's Mods: General Discussion

But on the other hand, modules are extremely tedious to make. Even without including production of electronic components, they were easily my biggest and most complex factory. I think the biggest problem is that this isn't a drawback to using them since you pretty much need to set up a production o...
by Recon777
Thu Feb 16, 2017 8:47 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 371423

Re: [0.12.x][v0.12.8] Bob's Ore Mod.

I've got about 130 hours into my game now, and after having researched ALL the tech (having upgraded just about everything as far as it can go) and begun my quest for "rocket per minute" or perhaps "1000 rockets", I have a few observations. The rocket itself hasn't changed recipe...
by Recon777
Tue Feb 14, 2017 3:03 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 174329

Re: [0.12.x][v0.12.11] Bob's Warfare mod

I just built some laser robots, but I have no idea how they work. I tried deploying them manually, and that doesn't work. They don't attack anything automatically, either. What do they do and how do I make them go?
by Recon777
Fri Jan 27, 2017 5:37 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 174329

Re: [0.12.x][v0.12.11] Bob's Warfare mod

Heh you know what might be really cool? If you could somehow give us a way to get at least a SINGLE personal roboport before building a module line. Modules are incredibly complex, but having the ability to construct things via blueprints would be SO helpful, even if it was painfully slow. Building ...
by Recon777
Thu Jan 26, 2017 8:44 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 371423

Re: [0.12.x][v0.12.8] Bob's Ore Mod.

Weird. So in silver-ore.lua I find this line:
enabled = false,

Is that not what it looks like?
by Recon777
Wed Jan 25, 2017 1:34 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 371423

Re: [0.12.x][v0.12.8] Bob's Ore Mod.

I found silver. Now this is the 2nd map I've found silver on, where our multiplayer map it is nowhere to be found. But I'm really surprised now because I thought silver was turned off by default and you had to get it via advanced lead processing. Why would silver show up on my map if the configurati...
by Recon777
Sat Jan 21, 2017 7:04 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 174329

Re: [0.12.x][v0.12.11] Bob's Warfare mod

Bob, I think you're on the right track with those proposed changes with cobalt! It sounds like it would be good to just make it easier to get early-on. One big problem I'm finding is that if you want proper copper production, you really have to go with straight-up smelting. I have an area making som...
by Recon777
Thu Jan 19, 2017 3:34 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 174329

Re: [0.12.x][v0.12.11] Bob's Warfare mod

So, I just tried out the Invar Cobalt Steel Armor for the first time, and... okay, am I missing something? The armor's performance is fairly "early game" in terms of protection. Unless you absolutely fast-track the tech, at the expense of other more practical techs, it seems like the acqui...
by Recon777
Sat Jan 14, 2017 2:26 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311538

Re: [0.12.x][v0.12.10] Bob's Logistics mod

I must be missing something because I'm wondering: Armored Trains... Why? Biters don't attack trains anyway, do they? And a moving train can plow through a horde of biters, yes? The train's tier system is a little confusing to me because it splits between "Train Mk x" and "Armored&quo...
by Recon777
Fri Jan 06, 2017 5:15 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 287282

Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates

Oooh, a pump before the vent. Brilliant. Thanks.
by Recon777
Fri Jan 06, 2017 4:21 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 287282

Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates

With the gas venting pump, is it not able to be connected to the circuit network? I'd like to vent excess gas, but I'm not sure how this is usually done. Venting drains EVERYTHING on the line. But I'm wanting to build a large water electrolysis area and put both hydrogen and oxygen on the bus. Each ...
by Recon777
Fri Dec 30, 2016 3:27 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 371423

Re: [0.12.x][v0.12.8] Bob's Ore Mod.

Yes thankfully, that's an option. It's just really weird that in my personal world, I found a rather dense (and tiny) silver patch. But in our shared world, we've scanned a pretty large area with several radars and I've yet to notice any silver. Looking at the configuration settings in the zip, silv...

Go to advanced search