Bobingabout, It seems 0.17.68 breaks the mods...
Search found 347 matches
- Tue Sep 10, 2019 12:50 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 186991
- Mon Aug 26, 2019 6:47 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 186991
Re: [0.17.x] Bob's Mods: General Discussion
I'm trying out new Burner heat source and Oil burning heat source in my Seablock game. I've got them in a stack like this: burner_stack.png When arranged like this, the Oil Burners never fire. The stack ran on Enriched fuel blocks until it hit 500C and started producing steam to convert something e...
- Thu Aug 22, 2019 7:02 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 134958
Re: [0.17] Please post bugs and balance issues here.
The Electrolyzers do not follow the 'new' color schemes from your recent overhauls. Right now, their color order is yellow, purple, red, green. Should these be similar to the Chemical Plants: Red, Blue, Purple, Green? The colours are burned in to the different versions, and there's actually 2 diffe...
- Thu Aug 22, 2019 2:11 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 134958
Re: [0.17] Please post bugs and balance issues here.
The Electrolyzers do not follow the 'new' color schemes from your recent overhauls. Right now, their color order is yellow, purple, red, green. Should these be similar to the Chemical Plants: Red, Blue, Purple, Green?
- Mon Aug 19, 2019 11:10 am
- Forum: Releases
- Topic: Version 0.17.66
- Replies: 12
- Views: 16393
Re: Version 0.17.66
This is the first 0.17 I've played. I know the GUI has gone through a lot of changes; consider this a single data-point personal feedback based on what I find intuitive; I'm sure you've heard all this before but I couldn't see an obvious thread about the GUI/usability. Probably all this is just bec...
- Mon Aug 19, 2019 10:50 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 186991
Re: Bug: No possibility of manufacturing the basic electric yellow inserts and basic electric drills
[0.17.60] No possibility of manufacturing the basic electric yellow inserts and basic electric drills, neither manually nor machine Since one of the MOD Bobs updates recently, I cannot build the basic yellow inserts as well as the basic electric drill manually or with the machine (see the list of M...
- Thu Aug 15, 2019 1:26 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 186991
Re: [0.17.x] Bob's Mods: General Discussion
I have a question regarding the Poison Worm. Is it normal, that a regular tank goes down in like 5-10 sec. when it was hit once without a way to escape it? For me, it is the most dangerous enemy atm, while a behemoth worm is not a big deal. (Seablock) there may need to be more balancing for these t...
- Wed Aug 14, 2019 11:06 am
- Forum: News
- Topic: Friday Facts #306 - Experimental Demo
- Replies: 155
- Views: 60897
Re: Friday Facts #306 - Experimental Demo
There was also nothing to tell players about fish and the HP restoring powers of sushi. Having Compilatron chill by the shore after the move, then have him mention how tasty those fish look, might be a nice way to hint at this for players without telling them. It was decided that fish are an easter...
- Mon Aug 12, 2019 11:15 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 532183
Re: [MOD 0.14] AAI Programmable Vehicles
Can I have circuits automatically modify the unit data so that they accept ammo and fuel? When placed by the vehicle deployment, they have nothing in there. When I place them by hand, they are missing the fuel I want. Yes you can. It has been a couple years (for me), but iirc you can have signals f...
- Sat Aug 10, 2019 3:52 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 186991
Re: [0.17.x] Bob's Mods: General Discussion
so we have to work to balance the three fluids (technically four with sulfur dioxide) to make the factory work. Actually with the latest version of revamp, you have the option of a new overhaul mode. I think it's on by default. instead of having sulfur dioxode, PG has been replaced with sour gas, a...
- Fri Aug 09, 2019 12:00 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 186991
Re: [0.17.x] Bob's Mods: General Discussion
Moved "Crude oil processing" from advanced-oil-processing to oil-processing to help with the oil changes. This most certainly is welcome as an initial setup for oil processing. One thing I like about your mods (with certain settings in place) is that there are gates where you have to do s...
- Wed Aug 07, 2019 6:53 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 281409
Re: Friday Facts #305 - The Oil Changes
My final note on this thread (as I am abandoning Bland Factorio)... This oil change was the final nail in the coffin for me to play anymore Bland (some of you refer it as Vanilla) Factorio. This is just way too easy. I bum-rushed Advanced Oil Processing (so much for preventing that), got the Heavy a...
- Tue Aug 06, 2019 6:57 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 281409
Re: Friday Facts #305 - The Oil Changes
..., the pickaxe,... were all puzzles and gates that made the game what it was ... As soon as I see pickaxe mentioned I really have a hard time taking an argument serious anymore. The pickaxe itself as an item can not be called a puzzle or gate to anything. One might argue that mining by hand is to...
- Tue Aug 06, 2019 8:56 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 281409
Re: Friday Facts #305 - The Oil Changes
1. Call me elitist if you want because I enjoyed things the way they were. I am no more elitist than someone demanding a change (such as removing what I enjoyed) so that they will enjoy the game more. 2. I have been reminded that this is not just about 1 change, but a series of changes (pickaxe, mi...
- Sun Aug 04, 2019 10:54 am
- Forum: Mods
- Topic: [MOD 1.1] Will-o'-the-Wisps updated
- Replies: 56
- Views: 16278
Re: [MOD 0.17.x] Will-o'-the-Wisps updated
Thanks for a good mod! Just glad I caught this rarity! :D Maybe it should get a new dev though, as I didn't really do anything with it since 0.16.x days, just updated for compatibility. And there are many interesting things that can be done, with at least visuals and more complex behaviors being no...
- Sat Aug 03, 2019 10:13 pm
- Forum: Mods
- Topic: [MOD 1.1] Will-o'-the-Wisps updated
- Replies: 56
- Views: 16278
Re: [MOD 0.17.x] Will-o'-the-Wisps updated
Well, it may be a cluster of purple wisps; I would believe that more than anything. I am playing with Bob's, Natural Evolution, and Rampant AI mods. I have had to deal with the NE fire enemies setting forest fires at night... which you can understand is an absolute nightmare. The only way I found th...
- Sat Aug 03, 2019 12:28 pm
- Forum: Mods
- Topic: [MOD 1.1] Will-o'-the-Wisps updated
- Replies: 56
- Views: 16278
Re: [MOD 0.17.x] Will-o'-the-Wisps updated
What is this?!?!
- Fri Aug 02, 2019 11:52 pm
- Forum: News
- Topic: Friday Facts #306 - Experimental Demo
- Replies: 155
- Views: 60897
Re: Friday Facts #306 - Experimental Demo
Tutorial : New players shouldn't come away terrified of biters. This. We will put some serious tough biter challenges in the full length campaign. I hope (HOPE) that the final mission is an absolute battle for survival. Throw everything and the kitchen sink at us. I want to barely survive to the po...
- Fri Aug 02, 2019 11:09 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 186991
Re: [0.17.x] Bob's Mods: General Discussion
@obingabout:
With the release of 0.17.60, do your mods maintain the Basic Oil Processing of old, or should we wait for a future release countering it? Or are you tailoring to it, and it will take time to update all mods?
With the release of 0.17.60, do your mods maintain the Basic Oil Processing of old, or should we wait for a future release countering it? Or are you tailoring to it, and it will take time to update all mods?
- Fri Aug 02, 2019 10:55 pm
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 137076
Re: Version 0.17.60
I prefer to avoid logibots too, as I don't really like how they change logistics to be about recharging (etc.) rather than layout... Heck, I'd rather use logicarts instead ! Logisitic Carts are a lot of fun! I use them a lot before even Bob's logistics come online. And still, I use these things to ...