You can when you play deathworld marathon for 6 years....SirStompsalot wrote: Fri Nov 24, 2023 5:38 pm I call shenanigans. High jinks! No one drives a tank that well.
Search found 365 matches
- Fri Nov 24, 2023 7:31 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 63091
Re: Friday Facts #386 - Vulcanus
- Fri Nov 24, 2023 7:27 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 63091
Re: Friday Facts #386 - Vulcanus
The planet looks cool, and the terrain brings new challenges. Lava and mountains are rich in resources but challenging to tame, while plains are the best place to build outposts.
I think that this makes a great use of various terrain, and I hope that the challenge will not be trivialized too ...
- Sat Sep 09, 2023 3:14 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 367846
Re: Friday Facts #375 - Quality
It says that it will be "invisible". What I don't understand is whether I'll get the items with different stats regardless or not.
You only get higher quality items if you have quality modules in your machine.
It's a shame they wasted development time for such a "feature" but if it's ...
- Fri Sep 08, 2023 6:52 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 367846
Re: Friday Facts #375 - Quality
I love this! This adds a whole new level of the late-game. Like stated in the FFF, the end-game is all about horizontal expansion; this makes there be some level of verticality to the end-game. And with that, to have a factory filled with a lot of high quality production along with a substantial ...
- Fri Oct 07, 2022 7:31 pm
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 66265
Re: [1.1] bugs and balance issues.
Yes, that's right. Bob has mostly retired, just providing creative direction.
I'm also the dev for Sea Block, Circuit Processing, and Landfill Painting mods (all by Trainwreck). I contribute to Angel's mods and Helmod.
Excellent! Good to know. I took over the Will O' the Wisps mod a couple ...
- Fri Oct 07, 2022 4:41 pm
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 66265
Re: [1.1] bugs and balance issues.
Thank you for the quick work! Very appreciative of staying on top of things.KiwiHawk wrote: Thu Oct 06, 2022 11:20 am I've already fixed this issue. Will be included in the next version of Bob's![]()
Also, just to catch up, are you maintaining the mods in place of Bob?
- Wed Oct 05, 2022 11:46 pm
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 66265
Re: [1.1] bugs and balance issues.
Great! Thank you for letting me know!KiwiHawk wrote: Wed Oct 05, 2022 6:52 pm Yes, I saw that. Thanks. I've not had a chance to investigate the issue yet. I'll post a proper followup once I have. But fear not, your report has not gone unnoticed![]()
- Wed Oct 05, 2022 6:43 pm
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 66265
Re: [1.1] bugs and balance issues.
Hi guys! Been a while since I have been on Bob's forums. But I have found a bug, I posted in Bob's Tech on the portal, but should also post here.
I have found that many items, including some of the Bob's science packs (Automation and Logistic), do not use the higher tier assembling machines (tiers ...
I have found that many items, including some of the Bob's science packs (Automation and Logistic), do not use the higher tier assembling machines (tiers ...
- Fri Sep 02, 2022 3:54 pm
- Forum: Questions, reviews and ratings
- Topic: I can't place certain entities on landfill and i don't know why
- Replies: 16
- Views: 6414
Re: I can't place certain entities on landfill and i don't know why
I did confirm this as well, it is definitely NOT the Asphalt Roads mod at all, it works fine in my game as well (as you show in your screenshot).FuryoftheStars wrote: Fri Sep 02, 2022 3:03 pm As mentioned, though, it's not the AsphaltPaving mod in and of itself (see attached image). There's definitely something else having an interaction.
- Fri Sep 02, 2022 2:19 pm
- Forum: Questions, reviews and ratings
- Topic: I can't place certain entities on landfill and i don't know why
- Replies: 16
- Views: 6414
Re: I can't place certain entities on landfill and i don't know why
I have experienced the same as OP. Removing Asphalt Roads then allows me to build on Landfill Tiles again. I have not yet determined which of the other mods may be causing an unwanted interaction; still trying to figure that one out. Here is my mods list:
aai-containers_0.2.11.zip
aai-industry_0 ...
aai-containers_0.2.11.zip
aai-industry_0 ...
- Sun Jul 26, 2020 12:36 pm
- Forum: News
- Topic: Friday Facts #357 - Nuke
- Replies: 96
- Views: 65666
Re: Friday Facts #357 - Nuke
Question .. In the bottom video at the top of the screen there is a is a nuclear reactor.
I can see it getting damaged by the atomic bomb .. shouldn't that have caused it to go into meltdown and explode too ?
It was damaged, but not killed
Thanks for the clarification, for some reason I ...
- Wed Nov 27, 2019 6:21 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 310055
Re: [0.17.x] Bob's Mods: General Discussion
Can you add two tiers of armored artillery wagons and napalm landmines?
Napalm landmines aren't a bad idea though.
I love putting the Distractor Mines close to the wall. Last minute extra defense and firepower to push back the hordes (Rampant AI mod). I also use a mix of landmines from the ...
- Sat Nov 16, 2019 8:33 pm
- Forum: News
- Topic: Friday Facts #321 - Countdown
- Replies: 71
- Views: 50268
Re: Friday Facts #321 - Countdown
I went back and found an older version of the same picture, and created a little comparison of before/after the color correction. Enjoy!
MP4 compression makes the new colors look worse than they actually are, but it's still fun to compare.
For a more accurate comparison, here are the old ...
- Tue Nov 12, 2019 1:12 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 154891
Re: [MOD 0.16] Realistic Reactors
@OwnlyMe
I get the premise of how the heat pipe switch is supposed to work, but maybe I need a small clarification. It obviously is a remodel of the power switch, and operates the same way, I get that. But I noticed it does not "graphically connect" heat pipes to it. So, my assumption is it does ...
I get the premise of how the heat pipe switch is supposed to work, but maybe I need a small clarification. It obviously is a remodel of the power switch, and operates the same way, I get that. But I noticed it does not "graphically connect" heat pipes to it. So, my assumption is it does ...
- Tue Nov 05, 2019 1:37 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 310055
Re: [0.17.x] Bob's Mods: General Discussion
in theory, since it costs 1 fusion catalyst to make 10 fuel cells, but you have a 50% chance to get one back from recycling 5... that averages out to getting 1 out of 10... so in theory, unless you get unlucky, once you have a batch of deuterium fuel cells, you don't need the previous tiers to ...
- Mon Nov 04, 2019 4:21 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 310055
Re: [0.17.x] Bob's Mods: General Discussion
Typically, I stick with stone furnaces until I can make electric, and only then do I upgrade.
however... now that you can make heat sources out of steel furnaces, there's less of a need to avoid building them.
These add an interesting "curve" to approaching the mid-game. It seems they would be ...
- Thu Oct 31, 2019 3:02 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 310055
Re: [0.17.x] Bob's Mods: General Discussion
How does everyone play through the early game? Do you limp along with a minimalist factory and focus on getting through the tech ASAP, or do you keep your factories up to date as things go along?
I find that I tend to “live with” a lot that really needs to be replaced because there is constantly ...
- Wed Oct 30, 2019 1:36 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 310055
Re: [0.17.x] Bob's Mods: General Discussion
One question looking at the Overhaul notes here; what do the Plutonium (Uranium) and Plutonium-Thorium fuels cells turn into in the reactor?
Plutonium fuel cell is basically just an upgraded Uranium fuel cell, you get a used up uranium fuel cell back out. and Plutonium-thorium is upgraded ...
- Wed Oct 30, 2019 12:55 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 310055
Re: [0.17.x] Bob's Mods: General Discussion
MCI 0.17.13:
Added a nuclear overhaul. It's optional, off by default. It makes plutonium harder to get, adds a plutonium fuel cell for the uranium reactor, and adds fusion catalyst needed to make the deuterium fuel cell, and changes most used-up fuel cell results and fuel cell's recipes and fuel ...
- Mon Oct 28, 2019 12:42 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 310055
Re: [0.17.x] Bob's Mods: General Discussion
You will accumulate Cobalt Oxide like you do Sodium Hydroxide.
I have a huge Sodium Hydroxide deficiency at the moment. I'm having to vent hydrogen and chlorine just to keep the Chemical science going.
Not that far in this game yet but that’s what I did in my Angel Bob game too. Now that ...