Search found 267 matches

by Recon777
Wed Oct 17, 2018 2:40 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 191373

Re: [0.16.x] Bob's Mods: General Discussion

Also, I'm finding laser turret 5's are just not cutting it. Compared to guns and Bob's custom bullets, their DPS is quite low. Yes, this is the case. Laser Turrets Mk5's are great but cannot hold the line alone. I mix them in with Gun Turret Mk5's, and Flame Turrets. The Gun Turrets are the most nu...
by Recon777
Tue Oct 16, 2018 3:04 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 191373

Re: [0.16.x] Bob's Mods: General Discussion

Also, I'm finding laser turret 5's are just not cutting it. Compared to guns and Bob's custom bullets, their DPS is quite low. Yes, this is the case. Laser Turrets Mk5's are great but cannot hold the line alone. I mix them in with Gun Turret Mk5's, and Flame Turrets. The Gun Turrets are the most nu...
by Recon777
Tue Oct 16, 2018 2:56 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 191373

Re: [0.16.x] Bob's Mods: General Discussion

Also, there will be an Aluminium sink in 0.17 in the way of low density... whatever it is, in high tech science packs. This is interesting. I like the idea of using Aluminum for the Low Density Structure. More Sodium Hydroxide needed! (You may need to look at your recipes that create it, and go bac...
by Recon777
Tue Oct 16, 2018 12:42 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 191373

Re: [0.16.x] Bob's Mods: General Discussion

To an extent yes. But with Deathworld, Rampant AI, and NE Enemies, Artillery will not cover the large attack waves that approach regardless of artillery range. I'm using Rampant as well, but in addition I am also using Swarm. https://mods.factorio.com/mod/Swarm This makes things pretty intense beli...
by Recon777
Sat Oct 13, 2018 3:50 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 191373

Re: [0.16.x] Bob's Mods: General Discussion

I'm mostly just really curious what everyone else is using to burn up your NaOH. Gems. Lots and lots of gems. Millions, maybe; thousands, sure. That is where the NaOH sink is. The largest part of this is the modules. Modules!! [facepalm] I disabled Bob's Modules on this playthrough because I wanted...
by Recon777
Sat Oct 13, 2018 3:44 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 191373

Re: [0.16.x] Bob's Mods: General Discussion

FWIW Angels has plenty of NaOH sinks - I'm generally scrambling to make enough. You might like to give it a whirl. Have considered trying Angels. But I haven't found anything which explains the mod at a glance. There are plenty of lets plays on youtube but they all focus on the one thing the player...
by Recon777
Fri Oct 12, 2018 1:22 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 191373

Re: [0.16.x] Bob's Mods: General Discussion

No 'Corundum' in the game. What's this? But yes, alumina is also used for polishing gems. Though can we really use millions of NaOH for polishing gems? We may need thousands of turrets but not millions. The only other use for NaOH I haven't mentioned is for the silver-zinc batteries, which are also ...
by Recon777
Thu Oct 11, 2018 11:30 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 191373

Re: [0.16.x] Bob's Mods: General Discussion

Well, you go through a lot of chlorine for plastic, which is pretty much essential in huge quantities. Also, for silicon wafers, which are a staple of anything electronic. This would probably be where the bulk of our surplus sodium hydroxide is coming from. Quite a bit of Titanium as well, which req...
by Recon777
Wed Oct 10, 2018 11:42 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 191373

Re: [0.16.x] Bob's Mods: General Discussion

So... Sodium Hydroxide. Am I missing something? Because we're absolutely drowning in it. Millions of it. The uses for the stuff seem to be rather low quantity compared to how much is produced. We have a fairly large but not 'mega' base, and a very significant portion of the logistics storage warehou...
by Recon777
Fri Aug 24, 2018 2:36 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 27954

Re: [MOD 0.16.x] Deadlock's Crating Machine

Could we have a recipe for crating bob's carbon?
Carbon comes from coal/water, so it is produced where there is a water line. Crating carbon would be very handy for distributing it to places you don't have a water line.
by Recon777
Fri Aug 17, 2018 3:38 pm
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 26202

Re: Friday Facts #256 - The little things 3

Speaking of ghost tweaks, would it be possible to make destroyed items leave ghosts from the very start of the game? I use the Bluebuild mod, which makes your player auto pickup items marked for deconstruction if they are within reach. Also auto placing blueprints/ghosts if the player has the invent...
by Recon777
Thu Aug 16, 2018 1:20 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 191373

Color Consistency

1: On the topic of color consistency, it seems Bob's has done a pretty good job of advancing the sequence of yellow, red, blue, purple, green. However, with assemblers, chem plants, and electrolysers, this is still not the case. Would it be a good idea to adjust these as well? https://i.imgur.com/0W...
by Recon777
Tue Aug 14, 2018 8:19 am
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 27390

Re: Friday Facts #255 - Construction tools

If you're working on the blueprint library, one thing I have always found annoying is that if you delete a bp from a bp book within your library, it immediately takes you OUT of that book and back to the root of the library. While I'm here (because I keep forgetting to ask about this), can we please...
by Recon777
Tue Aug 07, 2018 7:12 am
Forum: Duplicates
Topic: Blueprint Module Bug
Replies: 2
Views: 480

Re: Blueprint Module Bug

Aha. So it is known.
Although it's not really a 'ghost' right? The actual miner was placed down and then blueprinted, remembering its desired modules. Probably the same piece of code responsible for both though.
by Recon777
Tue Aug 07, 2018 4:19 am
Forum: Duplicates
Topic: Blueprint Module Bug
Replies: 2
Views: 480

Blueprint Module Bug

I found an obscure bug yesterday with blueprints and modules. Here is how to reproduce: 1. Put down a machine that can accept modules. 2. Put modules of one type into the machine. 3. Make a blueprint of it. 4. Pick up the machine and modules. 5. Remove modules from your inventory, putting them in a ...
by Recon777
Mon Jul 30, 2018 6:28 am
Forum: Gameplay Help
Topic: How to turn cliffs off by default ?
Replies: 7
Views: 1363

Re: How to turn cliffs off by default ?

dog80 wrote:/c game.players[1].insert{name="cliff-explosives",count=1000}
That's not a viable solution. Especially for those playing vanilla w/o cheats.
The question is about making it a default map option to have cliffs off.
by Recon777
Mon Jul 30, 2018 12:37 am
Forum: Gameplay Help
Topic: How to turn cliffs off by default ?
Replies: 7
Views: 1363

How to turn cliffs off by default ?

Can anyone tell me if cliffs can be off by default? I find them annoying. They were intriguing at first, but really, they just get in the way and it'd be nice to not have to remember to turn them off when making a new map. The way you turn them off isn't exactly obvious either in the current UI.
by Recon777
Mon Jul 16, 2018 2:00 am
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 16394

Re: Aren't construction bots available too late?

You know what might be better? To have the player character automatically build parts of a placed blueprint that he runs past. And if a deconstruction planner is used, have him automatically pick up these things which he runs past. Therefore, no bots necessary, really. Just make sure these placings...
by Recon777
Sun Jul 15, 2018 3:49 pm
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 16394

Re: Aren't construction bots available too late?

You know what might be better? To have the player character automatically build parts of a placed blueprint that he runs past. And if a deconstruction planner is used, have him automatically pick up these things which he runs past. Therefore, no bots necessary, really. Just make sure these placings ...
by Recon777
Sun Jul 15, 2018 2:55 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 191373

Re: [0.16.x] Bob's Mods: General Discussion

Has anything ever been done about how late construction bots appear in the game? Especially with how much Bob's spreads out advancing technology, I remember it being an extremely long time before construction bots are available. It's bad enough in vanilla as it is. Wondering if this has been address...

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