Search found 347 matches

by RocketManChronicles
Wed Jul 17, 2019 11:47 am
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 104407

Re: [MOD 0.16] Realistic Reactors

I just tested it using only Bobs Plates and Bobs Ores (otherwise Thorium cells are deactivated), and for me it works: Can you reproduce this with only the two mods? Maybe another Bob mod is changing the fuel categories, but only with these two it should work as the categories are the same. It appea...
by RocketManChronicles
Mon Jul 01, 2019 12:28 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 185589

Re: [0.17.x] Bob's Mods: General Discussion

FYI some of your technologies conflict with AAI Industries These are the main ones: steam-power and electricity I'm merging these with a modpack but with the name conflicts it's not something I can easily address. The problem is... do I do what I did with Bobplates metal technology, where it checks...
by RocketManChronicles
Mon Jul 01, 2019 12:08 pm
Forum: News
Topic: Friday Facts #301 - Crash site: First state
Replies: 52
Views: 26179

Re: Friday Facts #301 - Crash site: First state

The numbers, what do they mean? You are number six! Who is number one? I am not a number, I'm a free man ! :mrgreen: :D The numbers, what do they mean? Maybe something 'bout the launch date of the new campaign, and maybe it's justo some random number :p You should worry where the other 77 chests ar...
by RocketManChronicles
Fri Jun 07, 2019 2:23 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 133613

Re: [0.17] Please post bugs and balance issues here.

bobingabout wrote:
Fri Jun 07, 2019 1:51 pm
I'll probably release another version soon that makes use of the variation system for my own ores.
Maybe even the new mipmap feature.
Looking forward to seeing all of your ores on my belts the same as the new vanilla ones!
by RocketManChronicles
Fri Jun 07, 2019 12:12 pm
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 119215

Re: Feedback

Option on the mods out there to nerf your modules some YouTube people I watch stop play the mod become of how op the module are there's a whole settings section to let you choose your own numbers for them. It's still going to take it up to 8 tiers, but you can turn off module merging, leaving you w...
by RocketManChronicles
Tue Jun 04, 2019 4:37 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 185589

Re: [0.17.x] Bob's Mods: General Discussion

since Deuterium is easy enough to get (a chemical process, and then electrolysis), it should still be easy enough to get in seablock? I'm not happy with how easy it is to craft deuterium fuel cells, I was thinking of adding some sort of fusion catalyst to the cell, but the best thing I can think of...
by RocketManChronicles
Tue Jun 04, 2019 11:32 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 185589

Re: [0.17.x] Bob's Mods: General Discussion

Updates strike again! Logistics 0.17.10: Added plasma resistances to trains. Enemies 0.17.7: fixed giant worm's hole size. Added build_base_evolution_requirement to spawners. Added damage type Plasma Increased small poison cloud damage rate Added poison sticker (DOT) to some poison damage weapons A...
by RocketManChronicles
Fri May 31, 2019 2:05 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 51461

Re: Friday Facts #297 - New resource icons

Hi, Love the new resources on the belt. Feels much more natural and fun to look at after awhile. Since you're asking for our help on thoughts.. On the gif, after the turn of the belt, it seems the resource converts to a different random resource after the bend, creating a tear. Could that be smooth...
by RocketManChronicles
Wed May 29, 2019 11:20 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 185589

Re: [0.17.x] Bob's Mods: General Discussion

I'm curious about your thoughts on more tiers of flamethrower turrets. The vanilla ones are really good, but late game I can see them not being very effective against Titans+. How would you scale the damage or even fire rate? I do like the idea of poison- or acid-thrower turrets. I can see using di...
by RocketManChronicles
Wed May 29, 2019 12:27 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 185589

Re: [0.17.x] Bob's Mods: General Discussion

I'm curious about your thoughts on more tiers of flamethrower turrets. The vanilla ones are really good, but late game I can see them not being very effective against Titans+. How would you scale the damage or even fire rate? I do like the idea of poison- or acid-thrower turrets. I can see using dif...
by RocketManChronicles
Wed May 29, 2019 12:21 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 529194

Re: [MOD 0.14] AAI Programmable Vehicles

I plan to place a few blue prints here in the near future, I just want to make sure some of my builds don't have issues in them before posting. I do have a resource gatherer that is fairly robust. It is based off of Nilaus' build cycling through various states, but at a slower rate to not use a ton ...
by RocketManChronicles
Thu May 23, 2019 7:07 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 133613

Re: [0.17] Please post bugs and balance issues here.

huuum, im relation to the enemies using some of the mods, I don't think that the very first bitter attack should be of this size (using a pirated version to play with some friends that don't have the game, if it is just just a prank, just delete the post) Actually, with the new pollution settings f...
by RocketManChronicles
Thu May 23, 2019 7:01 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 185589

Re: [0.17.x] Bob's Mods: General Discussion

bobingabout wrote:
Wed May 22, 2019 10:22 pm
Fixed odd looking worms.
Is this where the Worms did not have the "broken" ground around them?
by RocketManChronicles
Thu May 23, 2019 7:00 pm
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 128000

Re: [MOD 0.14] Alien Biomes

when i used Alien Biomes, Dectorio and Asphalt Roads (and even more other mods) in 0.16, i always hit the "255 IDs" hardlimit of Factorio. thus i stopped using several of these mods, no matter how nice they looked and how much i would have liked to play with them. But now I'm about to sta...
by RocketManChronicles
Mon May 20, 2019 4:08 pm
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 119215

Re: Feedback

Speaking of the furnaces (ha ha), is there any reason to have the multi-purpose furnace mk2 hold six modules while the electric furnace mk3 holds five? I mean, I understand the flexibility of the electric furnace mk3, as its recipe can be changed on the fly with what is inserted into it. I don't re...
by RocketManChronicles
Mon May 20, 2019 11:30 am
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 119215

Re: Feedback

Speaking of the furnaces (ha ha), is there any reason to have the multi-purpose furnace mk2 hold six modules while the electric furnace mk3 holds five? I mean, I understand the flexibility of the electric furnace mk3, as its recipe can be changed on the fly with what is inserted into it.
by RocketManChronicles
Sat May 18, 2019 4:46 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 133613

Re: [0.17] Please post bugs and balance issues here.

Ok, that makes sense. Then maybe they are trying to dock, but are then called for going somewhere else before their turn.
by RocketManChronicles
Sat May 18, 2019 4:22 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 133613

Re: [0.17] Please post bugs and balance issues here.

This may be more of a request, or even a question to understand better. Is there a priority as to where logistic bots go for a recharge? It seems in a few cases they like to prefer the Robochest over the charging pads next to it. And a 1x charging rate versus a 9x charging rate, piles up the bots in...
by RocketManChronicles
Sat May 18, 2019 3:47 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 185589

Re: [0.17.x] Bob's Mods: General Discussion

Okay, time for a big update. Also let me know if my changes to the Centrifuge cause issues anywhere. It was a lot of effort to do, and technically it still isn't finished because the game doesn't support changing colour of lights based on recipe. (which I hope will get added.) I'm currently browsin...
by RocketManChronicles
Fri May 17, 2019 1:52 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 185589

Re: [0.17.x] Bob's Mods: General Discussion

If the only way to get them was from Plutonium out of every 5th used up thorium fuel cell, that would make them way harder to craft. At least with that requirement, they would be limited in number, but also provide the player with a choice (or strategy as you will) as to where to use them. They are...

Go to advanced search