Re: [0.15.x] Bob's Mods: General Discussion
Posted: Fri May 05, 2017 12:44 pm
I can't wait to stick new uranium ammo into sniper turretz ![Image](https://forums.factorio.com/images/ext/4da00bc65e1da1ff59d42ea45b80033f.jpg)
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And it changed!!!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.
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Inserters will no longer take fuel from locomotives and instead will take the burnt result items if the locomotive fuel uses that system.
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!nagapito wrote:Well... with a defence like that, backuped up with snipping turrets... they already were underwhelming in V14!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.
You forgot to add Misonthope to the cocktail!Drkrieger wrote: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!nagapito wrote:Well... with a defence like that, backuped up with snipping turrets... they already were underwhelming in V14!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.
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!
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.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.
You should probably post this in angel's forumEnuo 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?
I'm not 100% on this but... make sure all your settings are the same as each other.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:
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.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:
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.
there's been like, 3 updates today.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.
You cant just drop the bomb like that!!!!bobingabout wrote:there's been like, 3 updates today.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.
Anyway, Warfare is out!
I've made a note to look into belt recipes for my second pass of editing.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.