Search found 75 matches
- Fri Dec 18, 2015 5:15 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 849
- Views: 379983
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.5
Basically every two minutes (configurable) each orbital cannon you've launched will allow you to click anywhere on the map to cause a large explosion dealing massive damage. I'm not sure if the biters even care about the source, but I have no idea who the cannon's damage actually "belongs to&qu...
- Fri Dec 18, 2015 5:12 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 159142
Re: [0.12.x] RSO Discussion thread
NE changes the number of aliens that spawn around a base. Does RSO do anything with that on initial generation?
- Fri Dec 18, 2015 10:03 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 849
- Views: 379983
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 11.25.15
If you kill a spawner, the surrounding enemies will attack. Thats part of the mod and can't really be turned off. Don't they aggro on the spot of the destroyed spawners? Why would they aggro on his base? Or does the angry mob just get to the destroyed spawner, find nothing there to eat, and revert ...
- Fri Dec 18, 2015 9:56 am
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 121374
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
I see you posted an update to solve the recipe cost issue with bob's mods. Excellent (thank you)! I wish I'd noticed that before I got 10 hours into this world without using the bob's settings... Unlike vanilla labs your labs don't have module slots. Was this a deliberate decision, or an oversight? ...
- Fri Dec 18, 2015 9:43 am
- Forum: Mods
- Topic: [0.16.50] Dark Matter Replicators
- Replies: 77
- Views: 67028
Re: [MOD 0.12.11] Dark Matter Replicators
Oh, sweet, you are still updating this! 
Two of the three parts of updating for bob's mods are done, which is exciting. This can be a really busy time of year for some people; what's your guess for the release of 0.5.8? Days, weeks, months?
Two of the three parts of updating for bob's mods are done, which is exciting. This can be a really busy time of year for some people; what's your guess for the release of 0.5.8? Days, weeks, months?
- Fri Dec 18, 2015 9:39 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 159142
Re: [0.12.x] RSO Discussion thread
A few questions: 1. Does the way RSO handles oregen for tenemaut (Dark Matter Replicators) correctly account for this change in DMR 0.5.5: "Made it so that tenemut is found in small, dense clusters"? Obviously darkmatter.lua hasn't been changed since that update, but I don't know if RSO sc...
- Thu Dec 17, 2015 8:47 am
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 160730
Re: Bob mods for 0.12
I need help figuring out how to make basic electronic plates. I have been trying to figure it out for a while now and it just doesn't make sense. If someone could help me out that would be great! For starters there's no such thing as a basic electronic plate. Are you talking about the basic circuit...
- Thu Dec 10, 2015 5:52 am
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 292195
Re: [MOD 0.12.17] Orbital Ion Cannon
Thank you so much for implementing recipes which use bob's parts. Now if only we could get bobingabout to update the recipes for the various rocket parts...
- Sat Dec 05, 2015 12:08 am
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 160730
Re: Bob mods for 0.12
I've kind of stopped modding for now, so I havn't made any progress for a while unfortunately. You obviously don't have to answer, but is this due to a lack of time, or a lack of interest? And even if you decide to never write a single more line of LUA, I'd personally like to thank you for all of t...
- Fri Dec 04, 2015 10:22 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 160730
Re: Bob mods for 0.12
Bob, did you ever fix god modules so that you can't craft them in your pocket? I didn't know I was supposed to be doing that. Sorry, that was poorly phrased. Let's try this: did you know that god modules can be created without ever needing blue science, and do you consider that an issue? I bring it...
- Mon Nov 30, 2015 4:35 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 160730
Re: Bob mods for 0.12
Bob, did you ever fix god modules so that you can't craft them in your pocket? I really feel like those should be gated behind at least blue science, and requiring a purple assembler was a great way to do that, but you can just craft them by hand.
- Sun Nov 29, 2015 9:50 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 160730
Re: Bob mods for 0.12
Last I saw Day/Night Extender hadn't been updated, but the others you mentioned should work fine. If you're ever feeling like you would like a bigger challange than Bob's mod provides, I recommend any or all of the following: 1. Don't use sniper turrets, they make taking out alien bases much easier....
- Sun Nov 29, 2015 2:11 am
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 160730
Re: Bob mods for 0.12
I think he was referring to the dependancy, which he might not realize is an optional dependancy.
- Sat Nov 28, 2015 10:45 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 188297
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.10
Thanks, I'll do that.
- Sat Nov 28, 2015 5:40 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 188297
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.10
This seems to be incompatible with Natural Evolution's small alien artifacts. Gives this error when trying to display the entry in the items list: https://i.imgur.com/KjoXeCW.png Looking at the NE and ALS code it looks like it should work... so I'm at a loss. That is to say that you're indexing the ...
- Sun Nov 01, 2015 4:05 pm
- Forum: Bob's mods
- Topic: How common is Gold/Silver?
- Replies: 9
- Views: 15786
Re: How common is Gold/Silver?
Gold and silver are hard coded to only spawn a fair distance away from the starting location. That said, I don't know what the rarity is compared to other ores.
- Tue Oct 20, 2015 3:31 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 849
- Views: 379983
Re: [MOD 0.12.x] Natural Evolution v5.0.1 - All things Alien!
I got the last version and now i have the double cost science after i disabled it in the config file. PD: Forgot to say, i started playing with the double cost, then i realized i had to turn it off and i did. But science still cost double. PD2: I erased the mod, launched the game, copied it again a...
- Thu Oct 01, 2015 8:40 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 160730
Re: Bob mods for 0.12
I wish Factorio had an equivalent mod for minecraft's NEI so that people don't need to keep asking those same questions over and over. Although there are a couple of websites that provide close to the same thing, not many people seem to know about them.
- Wed Sep 30, 2015 12:52 am
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 121374
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
That's a great idea, UberWaffe. @hoho, while I can't speak to the scaled research costs to research tech that needs purple packs (it may indeed need a lower output) as I haven't played with SCT that far, but the original (core factorio) design philosophy behind the alien science packs was not as an ...
- Wed Sep 30, 2015 12:36 am
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 160730
Re: Bob mods for 0.12
It sounds like you'd need to do a proper graph with node balancing/pruning/etc., which probably isn't worth the effort unless you routinely do that sort of thing. To that end I much prefer to see, for example, zinc required two tiers in a row over not seeing it required at all. At some point Factori...