Search found 356 matches
- Mon Sep 30, 2019 11:48 am
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 152565
Re: [0.17] Please post bugs and balance issues here.
i did an angelsbob run and i liked it a lot. but productivity and speed modules are grossly overpowered. and yes, i could play without bobs modules or i could play without modules in general or i could nerf them at the start. but usually you play the mod like the modmaker intended (especially the f...
- Fri Sep 27, 2019 6:51 pm
- Forum: News
- Topic: Friday Facts #314 - 0.17 stable
- Replies: 105
- Views: 51774
Re: Friday Facts #314 - 0.17 stable
for faster features and working bug fixes at the same time, do yourselves a favor and us too as players, if a new feature has some bug, the developer of the feature should probably switch gears and work on the bug fix for it as well. i know you have a member of your team that loves to fix bugs (rse...
- Fri Sep 27, 2019 6:48 pm
- Forum: News
- Topic: Friday Facts #314 - 0.17 stable
- Replies: 105
- Views: 51774
Re: Friday Facts #314 - 0.17 stable
So now that the thought of "optimizing for convenience and streamlining the experience doesn't make a game better" sunk in can we revert basic oil processing to output heavy, light and petroleum? ;) I was waiting for someone other than me to point this out. As far I feel, the 'new' Basic ...
- Tue Sep 24, 2019 6:42 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 138345
Re: [MOD 0.14] Alien Biomes
Dear Earendel, there is a small issue regarding the tree hit boxes when blueprinting through forests: some trees dont get deconstructed due to their small hitboxes when placing pipes. I had written an official bug report for that, but they claim it to be the fault of one of my loaded mods, most lik...
- Mon Sep 23, 2019 7:29 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 152565
Re: [0.17] Please post bugs and balance issues here.
On a related note, the more advanced artillery shells that Bob's Warfare adds, seem a tad too cheap. Perhaps they were meant to include the base game's artillery shell? Most of those were already in my mod before the base game added artillery, it was a set of weapons for the tank MK2 and MK3. it wa...
- Fri Sep 20, 2019 11:45 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 576225
Re: [MOD 0.14] AAI Programmable Vehicles
Is there a tutorial for this mod that is actually current and relevant? All the tutorials in the OP are completely irrelevant as the mod does not work for the most part as portrayed in the tutorials. Mainly what I am looking for is how to program the depot based on needs instead of having them use ...
- Fri Sep 13, 2019 11:52 pm
- Forum: News
- Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
- Replies: 144
- Views: 70161
Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Love the idea of the landfill texture being "Manmade," but it is still too uniform in the grid pattern. Scatter them a bit, not totally (perfectly) aligned. I do like the angled attempt by the community, but again, scatter the squares so that there are no extremely long lines/seams along t...
- Thu Sep 12, 2019 11:37 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 208624
Re: [0.17.x] Bob's Mods: General Discussion
A few random questions: 1) Is there some weird Mandela Effect going on, or did your mods used to add Mk2, Mk3 and Mk4 Portable Fusion Reactors? I have everything except for Bob's Enemies, is it somewhere there maybe? Or am I completely wrong? If I am - maybe those could be implemented? It would be ...
- Tue Sep 10, 2019 1:01 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 208624
Re: [0.17.x] Bob's Mods: General Discussion
Bobingabout, It seems 0.17.68 breaks the mods... I fixed the 0.16.67 break... this isn't it, this is a MUCH earlier issue... and it's not even my mod, I don't have an advanced-assembler. Yeah, I just found it after posting (of course), it was the Expanded Rocket Payloads mod. So, ignore my post or ...
- Tue Sep 10, 2019 12:50 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 208624
Re: [0.17.x] Bob's Mods: General Discussion
Bobingabout, It seems 0.17.68 breaks the mods...
- Mon Aug 26, 2019 6:47 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 208624
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: 152565
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: 152565
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: 17002
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: 208624
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: 208624
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: 66811
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: 877
- Views: 576225
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: 208624
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: 208624
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...