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Re: [0.15.x] Bob's Mods: General Discussion

Posted: Fri May 05, 2017 12:44 pm
by oLaudix
I can't wait to stick new uranium ammo into sniper turretz Image

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Fri May 05, 2017 12:48 pm
by TheTom
Not sure. I hope we get enemies that make a push at times. With larger groups - something that requires 2 walls one behind the other at times (due to the first being damaged and the critters breaking through).

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Fri May 05, 2017 2:26 pm
by nagapito
JLBShecky wrote:Well a slight word of warning about fuels that return things, as at the moment it is not possible to remove the results from vehicles with inserters so for example trains you can't fully automate them if you use a fuel that returns anything. The bug report is currently marked as a know issue, so it is not likely to change anytime soon it seems, although that could always change.
And it changed!!!

Code: Select all

Inserters will no longer take fuel from locomotives and instead will take the burnt result items if the locomotive fuel uses that system.
\o/

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Fri May 05, 2017 3:07 pm
by Drkrieger
nagapito wrote:
TheTom wrote:Not to be picky, but I found them underwhelming from the start.

Double wall,

one line of gun turrets, one turret apart (gurre, 2 spaces, turret, 2 spaces)
Second line of sniping turrets, behind every 2nd gun turret

NEVER got ANY problem. Like not once ever.

And once you hit higher power armor - I could stand in a next without really loosing shields.
Well... with a defence like that, backuped up with snipping turrets... they already were underwhelming in V14!
For a little more fun, add in the 'Natural Evolution' mod set (I think there's 3 in the set?). It makes enemies smarter, harder, and have more capabilities. If you want to ramp up the difficulty even more, add in 'Rampant AI' with the 'Natural Evolution' with Bob's Enemies. Then you'll be in for a fight!

P.S.- If you do use these mods, it's imperative that you focus on warfare research to stay alive. And yes, Sniper turrets are your first priority. Lots and lots of sniper turrets!

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Fri May 05, 2017 3:21 pm
by nagapito
Drkrieger wrote:
nagapito wrote:
TheTom wrote:Not to be picky, but I found them underwhelming from the start.

Double wall,

one line of gun turrets, one turret apart (gurre, 2 spaces, turret, 2 spaces)
Second line of sniping turrets, behind every 2nd gun turret

NEVER got ANY problem. Like not once ever.

And once you hit higher power armor - I could stand in a next without really loosing shields.
Well... with a defence like that, backuped up with snipping turrets... they already were underwhelming in V14!
For a little more fun, add in the 'Natural Evolution' mod set (I think there's 3 in the set?). It makes enemies smarter, harder, and have more capabilities. If you want to ramp up the difficulty even more, add in 'Rampant AI' with the 'Natural Evolution' with Bob's Enemies. Then you'll be in for a fight!
P.S.- If you do use these mods, it's imperative that you focus on warfare research to stay alive. And yes, Sniper turrets are your first priority. Lots and lots of sniper turrets!
You forgot to add Misonthope to the cocktail! :P

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Fri May 05, 2017 4:25 pm
by oLaudix
Did new version broke boblibrary for anyone? I am not sure if the error is on my side or is it global.

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Fri May 05, 2017 4:44 pm
by bobingabout
it seems to still work for me.

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Fri May 05, 2017 5:23 pm
by HOSH
TheTom wrote:Not to be picky, but I found them underwhelming from the start.

Double wall,

one line of gun turrets, one turret apart (gurre, 2 spaces, turret, 2 spaces)
Second line of sniping turrets, behind every 2nd gun turret

NEVER got ANY problem. Like not once ever.

And once you hit higher power armor - I could stand in a next without really loosing shields.
Yes, it was funny to walk into a large base and kill them all with a mix of equipment taking no damage, as shields regenerated before more damage was taken. But of course I was in the highest Iron Man looking power armor with 4 or 6 of the highest MK shields and enough robo ports for 100+ bots... But those robo ports could overwhelm 4 of the portable fusion reactors with I think 3 batteries for good measure. Looking forward to trying the fusion bots that they were working on for bobs bots.

And yes I upgrade the double reinforced wall with turrets from Mk1 with Mk1 sniper up to Mk5 with Mk3 Sniper as we move out and take more territory, then to save on resources one set of laser turrets with highest Mk3 sniper behind them fed by bots and requester chests... Still take damage sometimes, but they never make it through if we keep it repaired. Using the FARL to lay the pattern down and then bulldoze the old one and recycle the turrets.

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Fri May 05, 2017 7:53 pm
by Enuo
Hey! Thanks for the mods! Anyhow, I'm a little to eager so I started a new 0.15 map with bobs / angels. Other than things you guys have been jumping on I noticed what I hope is a bug. With angle petrochem: the gas wells are fine at ~100/sec for an average well, but the multiphase oil wells are pumping ~1/sec with a mk 1 pumpjack, and scaling properly wiht mk 2. I've checked 4 patches, 100% seems to be bang on 1/sec. The recipes require 100 per cycle so 1/sec seems really off, especially with gas pumping at 100. Not really sure if its you, or angels. Is anyone else seeing the same, or is this intentional?

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Fri May 05, 2017 8:31 pm
by qwerter96
Enuo wrote:Hey! Thanks for the mods! Anyhow, I'm a little to eager so I started a new 0.15 map with bobs / angels. Other than things you guys have been jumping on I noticed what I hope is a bug. With angle petrochem: the gas wells are fine at ~100/sec for an average well, but the multiphase oil wells are pumping ~1/sec with a mk 1 pumpjack, and scaling properly wiht mk 2. I've checked 4 patches, 100% seems to be bang on 1/sec. The recipes require 100 per cycle so 1/sec seems really off, especially with gas pumping at 100. Not really sure if its you, or angels. Is anyone else seeing the same, or is this intentional?
You should probably post this in angel's forum

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Fri May 05, 2017 8:40 pm
by TheTom
Just a question - yellow inserter recipe is not showing up on grey assembly machine? Something missing? ;)

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Fri May 05, 2017 8:46 pm
by ukezi
no they need 3 components. grey can only craft with max 2. tier 2 can craft them.

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Fri May 05, 2017 10:52 pm
by Aetherblades
Hey Bob,

Just so you know, I think today's patches may have made it impossible to play the game in multiplayer. We made sure the game itself was the same, and we share the mods we use with a zip, but we kept getting the error below:

Image

That's what I get joining him, when he tries to join me he gets a bit more info saying that the same issue is found with Bobsores.

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Fri May 05, 2017 10:59 pm
by bobingabout
Aetherblades wrote:Hey Bob,

Just so you know, I think today's patches may have made it impossible to play the game in multiplayer. We made sure the game itself was the same, and we share the mods we use with a zip, but we kept getting the error below:

Image

That's what I get joining him, when he tries to join me he gets a bit more info saying that the same issue is found with Bobsores.
I'm not 100% on this but... make sure all your settings are the same as each other.

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Fri May 05, 2017 11:02 pm
by nagapito
Aetherblades wrote:Hey Bob,

Just so you know, I think today's patches may have made it impossible to play the game in multiplayer. We made sure the game itself was the same, and we share the mods we use with a zip, but we kept getting the error below:

Image

That's what I get joining him, when he tries to join me he gets a bit more info saying that the same issue is found with Bobsores.
If mod settings are different, it also shows this error.
With todays patch, all settings were reseted by the game, to fix a bug where invalid values were being saved, so its probably that.

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Fri May 05, 2017 11:05 pm
by bobingabout
nagapito wrote:With todays patch, all settings were reseted by the game, to fix a bug where invalid values were being saved, so its probably that.
there's been like, 3 updates today.


Anyway, Warfare is out!

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Fri May 05, 2017 11:08 pm
by clampi
Hello Bob,

The express underground recipe updates in boblogistic/prototypes/recipe/belt-recipe-updates.lua were not needed from factorio 13 on. They currently conflict with recipe changes made in factorio 0.15.8. Please consider removing them.

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Fri May 05, 2017 11:23 pm
by nagapito
bobingabout wrote:
nagapito wrote:With todays patch, all settings were reseted by the game, to fix a bug where invalid values were being saved, so its probably that.
there's been like, 3 updates today.


Anyway, Warfare is out!
You cant just drop the bomb like that!!!!

What!? Learning with Factorio devs?

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Fri May 05, 2017 11:41 pm
by bobingabout
clampi wrote:Hello Bob,

The express underground recipe updates in boblogistic/prototypes/recipe/belt-recipe-updates.lua were not needed from factorio 13 on. They currently conflict with recipe changes made in factorio 0.15.8. Please consider removing them.
I've made a note to look into belt recipes for my second pass of editing.

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Fri May 05, 2017 11:46 pm
by nagapito
No more coloured alien science packs?