I'll take a look to adding an easier config option for it in a future patch.
For now, you can adjust it yourself by removing this line:
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-- Make resin craftable by hand, so that we can use it in science pack crafting.
data.raw.recipe["bob-resin-wood"].category = "crafting"
Since your game has already started, you might need to run:
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for index, force in pairs(game.forces) do
In the console command.
We are actually almost done with this game. It is mostly a 'hardmode tutorial server' that I am teaching a couple of others how to play a hard modded factorio (my usual base looks substantially different, trying to find an image as I know I have some but not finding them... >.>) and we have almost researched everything. About to start a new server in the next few days with a few more mods (Angel Processing, it basically does to the game what BobsMods did to the late game but to the early game, new processing systems, mining is different, ores have a center chunk of slow/infinite ore surrounded by the usual patch of normal ores to keep mining bases useful as we run trains out, etc...). We have a few hundred research labs (bobs mods mk2 labs, the ones that take all 5 research types, any chance on replacing his lab as well and recipes? They are far too easy) so researching even with this mod is... significantly faster now. Most of the base is dedicated to making things for research and train station bringing in resources to make things for research.
UberWaffe wrote:In my current multiplayer playthrough I'm also up to Dark Blue science packs.
I've started working on overhauling the Dark Blue science packs, but the new version isn't ready yet.
Ooo, awesome, I look forward! Perhaps changing the recipe for his lab, upping the power cost (2.5 - 4MW perhaps?), and maybe removing the module capability of it? ^.^
UberWaffe wrote:As for custom recipes for all 6 new bobsmods alien packs. Not soon. Unless someone else helps out and submits their work.
Honestly I'd probably just say copy/paste the circuitry for the purple ones and copy it to the 6 new colors, they are all 'the same thing' so the recipes would still make sense just using the respective colors. Even my recoloring texturing skills are poor (I'm a programmer, not an artist ^.^) but if I get time I will try.
UberWaffe wrote:Really nice base by the way.
On our game we are mostly doing the expansionist thing, in that we are slapping up massively long walls everywhere we can to keep the aliens out, slowly capturing more and more territory. And everyone, planet included, is paying for it.
Several times I've had to check myself for run-away hairdo's, tiny square mustaches, and / or wearing laurels.
That is what I usually do, 3-thick wall with 6-thick turret-wall behind that and a belt of ammo outside that with inserters passing it 'up' the turret line to the wall and eventually little bases of drones to repair with trains supplying once I get mk4 roboports. You should have seen our current base a couple of days ago, evolution was 100%, pollution was this red cloud permeating to the mainland in vast swaths and everything was angry. There are also mods installed that increase biter/spitter difficulty substantially but they also reduce evolution a little bit during attack waves and various other bits, so the evolution is pretty directly related to how much pollution you are pumping out, regardless of if it reaches spawners or not. Makes you acutely aware of keeping your pollution down in a non-island game as having 80 (buffed) behemoths on your walls, even with the turret setup I usually do, still involves many things exploding. >.>
Nice train network! We only have 6 stops out-of-island right now but even with the aliens I am trying to show off to the other two players how awesome trains are in Factorio.
If you (or anyone) is interested in my hardmode teaching pack (god modules and such are enabled, though still good luck researching them, but this is not my usual truly hard pack, I'm still building a new one for my next game) I always have it up for my server people to download from at: http://files.minecraftforge.net/Overmin ... tory3e.zip
(Edit, updated link to 'e' due to fixing an angels processing bug)