Search found 347 matches

by RocketManChronicles
Tue Sep 10, 2019 12:50 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

Bobingabout, It seems 0.17.68 breaks the mods...

Image
by RocketManChronicles
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...
by RocketManChronicles
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...
by RocketManChronicles
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?
by RocketManChronicles
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...
by RocketManChronicles
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...
by RocketManChronicles
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...
by RocketManChronicles
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...
by RocketManChronicles
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...
by RocketManChronicles
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...
by RocketManChronicles
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...
by RocketManChronicles
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...
by RocketManChronicles
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...
by RocketManChronicles
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...
by RocketManChronicles
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...
by RocketManChronicles
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...
by RocketManChronicles
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?!?!

Image
by RocketManChronicles
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...
by RocketManChronicles
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?
by RocketManChronicles
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 ...

Go to advanced search