Gems. Lots and lots of gems. Millions, maybe; thousands, sure. That is where the NaOH sink is. The largest part of this is the modules.Recon777 wrote: Fri Oct 12, 2018 1:22 pm I'm mostly just really curious what everyone else is using to burn up your NaOH.
[0.16.x] Bob's Mods: General Discussion
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Re: [0.16.x] Bob's Mods: General Discussion
Re: [0.16.x] Bob's Mods: General Discussion
Have considered trying Angels. But I haven't found anything which explains the mod at a glance. There are plenty of lets plays on youtube but they all focus on the one thing the player is doing at that time and I don't want to watch 50 hours of video to get a summary. Is Angels more than simply "adding lots of incremental steps" between things? A mod like Bob's is good because it doesn't simply make the game slower, harder, and take more steps to do the same thing as before. Though last time I tried vanilla (to get my green chip achievement) it felt sooooo simplistic because I'm used to Bob's. Is there a way to explain what Angels is for someone who has only played Bob's? And to satisfy the worry that it would simply be a mod which adds more layers and steps? I might try Angels in my 0.17 playthrough if it ends up being something I'd like.Rue99 wrote: Fri Oct 12, 2018 3:45 pm FWIW Angels has plenty of NaOH sinks - I'm generally scrambling to make enough. You might like to give it a whirl.
Re: [0.16.x] Bob's Mods: General Discussion
Modules!! [facepalm] I disabled Bob's Modules on this playthrough because I wanted to avoid that this time around. So that's what you need millions of gems for. Because you certainly don't need millions of laser turrets.RocketManChronicles wrote: Fri Oct 12, 2018 7:37 pmGems. Lots and lots of gems. Millions, maybe; thousands, sure. That is where the NaOH sink is. The largest part of this is the modules.Recon777 wrote: Fri Oct 12, 2018 1:22 pm I'm mostly just really curious what everyone else is using to burn up your NaOH.
Re: [0.16.x] Bob's Mods: General Discussion
Hello guys! Im having a little problem here. In the assembly of "Bob" there is a recipe for the "basic electronic component" It is made from "carbon" and "tinned copper wire" But I can not make the carbon that is needed for crafting. All options in FNEY is on, but im cant click and check recipe for it. Help?
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Re: [0.16.x] Bob's Mods: General Discussion
py does stuff to the recipes. It's a py problem you are having.
Re: [0.16.x] Bob's Mods: General Discussion
what is "PY" ? Some other mods?ukezi wrote: Mon Oct 15, 2018 10:23 am py does stuff to the recipes. It's a py problem you are having.
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Re: [0.16.x] Bob's Mods: General Discussion
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Re: [0.16.x] Bob's Mods: General Discussion
From the look of things your playing an abpy( angels+bobs+py) game. The issue your having is that the recipe wants Bob's carbon ( the stick of carbon) and all you have is Angel's carbon ( the 3 cubes of carbon in your inventory). The game considers them separate items.Gladmer wrote: Mon Oct 15, 2018 10:22 am Hello guys! Im having a little problem here. In the assembly of "Bob" there is a recipe for the "basic electronic component" It is made from "carbon" and "tinned copper wire" But I can not make the carbon that is needed for crafting. All options in FNEY is on, but im cant click and check recipe for it. Help?
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Re: [0.16.x] Bob's Mods: General Discussion
Yep, and you start using gems on Module 5 of each type. So the last four levels of each module type will use a gem, which eats a lot of your NaOH when considering using Module 8's. If you end up using 1000 Speed Modules, that is 4000 gems, which is your NaOH sink. And in most of my playthroughs, I produce somewhere around 200k Speed [Level] 8 Modules, not even counting the Production or Efficiency Modules.Recon777 wrote: Sat Oct 13, 2018 3:50 amModules!! [facepalm] I disabled Bob's Modules on this playthrough because I wanted to avoid that this time around. So that's what you need millions of gems for. Because you certainly don't need millions of laser turrets.RocketManChronicles wrote: Fri Oct 12, 2018 7:37 pmGems. Lots and lots of gems. Millions, maybe; thousands, sure. That is where the NaOH sink is. The largest part of this is the modules.Recon777 wrote: Fri Oct 12, 2018 1:22 pm I'm mostly just really curious what everyone else is using to burn up your NaOH.
My latest playthroughs have been Deathworlds, so producing and setting up 500k laser turrets also sinks the gems. The ammo for the laser rifle is very easily another large sink of gems, since the magazines produced only last for so long; and on a Deathworld, you will be firing a lot of lasers.
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Re: [0.16.x] Bob's Mods: General Discussion
Doesn't the artillery cut way down on the necessary lasers?RocketManChronicles wrote: Mon Oct 15, 2018 11:33 amYep, and you start using gems on Module 5 of each type. So the last four levels of each module type will use a gem, which eats a lot of your NaOH when considering using Module 8's. If you end up using 1000 Speed Modules, that is 4000 gems, which is your NaOH sink. And in most of my playthroughs, I produce somewhere around 200k Speed [Level] 8 Modules, not even counting the Production or Efficiency Modules.Recon777 wrote: Sat Oct 13, 2018 3:50 amModules!! [facepalm] I disabled Bob's Modules on this playthrough because I wanted to avoid that this time around. So that's what you need millions of gems for. Because you certainly don't need millions of laser turrets.RocketManChronicles wrote: Fri Oct 12, 2018 7:37 pmGems. Lots and lots of gems. Millions, maybe; thousands, sure. That is where the NaOH sink is. The largest part of this is the modules.Recon777 wrote: Fri Oct 12, 2018 1:22 pm I'm mostly just really curious what everyone else is using to burn up your NaOH.
My latest playthroughs have been Deathworlds, so producing and setting up 500k laser turrets also sinks the gems. The ammo for the laser rifle is very easily another large sink of gems, since the magazines produced only last for so long; and on a Deathworld, you will be firing a lot of lasers.![]()
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Re: [0.16.x] Bob's Mods: General Discussion
To an extent yes. But with Deathworld, Rampant AI, and NE Enemies, Artillery will not cover the large attack waves that approach regardless of artillery range.mrvn wrote: Mon Oct 15, 2018 12:58 pmDoesn't the artillery cut way down on the necessary lasers?RocketManChronicles wrote: Mon Oct 15, 2018 11:33 amYep, and you start using gems on Module 5 of each type. So the last four levels of each module type will use a gem, which eats a lot of your NaOH when considering using Module 8's. If you end up using 1000 Speed Modules, that is 4000 gems, which is your NaOH sink. And in most of my playthroughs, I produce somewhere around 200k Speed [Level] 8 Modules, not even counting the Production or Efficiency Modules.Recon777 wrote: Sat Oct 13, 2018 3:50 amModules!! [facepalm] I disabled Bob's Modules on this playthrough because I wanted to avoid that this time around. So that's what you need millions of gems for. Because you certainly don't need millions of laser turrets.RocketManChronicles wrote: Fri Oct 12, 2018 7:37 pmGems. Lots and lots of gems. Millions, maybe; thousands, sure. That is where the NaOH sink is. The largest part of this is the modules.Recon777 wrote: Fri Oct 12, 2018 1:22 pm I'm mostly just really curious what everyone else is using to burn up your NaOH.
My latest playthroughs have been Deathworlds, so producing and setting up 500k laser turrets also sinks the gems. The ammo for the laser rifle is very easily another large sink of gems, since the magazines produced only last for so long; and on a Deathworld, you will be firing a lot of lasers.![]()
Re: [0.16.x] Bob's Mods: General Discussion
I'm using Rampant as well, but in addition I am also using Swarm.RocketManChronicles wrote: Mon Oct 15, 2018 1:57 pm
To an extent yes. But with Deathworld, Rampant AI, and NE Enemies, Artillery will not cover the large attack waves that approach regardless of artillery range.
https://mods.factorio.com/mod/Swarm
This makes things pretty intense believe me. Killing nests produces a huge surge of biters. Killing large biters creates swarms of smaller biters, etc. Shots fired increase several times over.
Also, I'm finding laser turret 5's are just not cutting it. Compared to guns and Bob's custom bullets, their DPS is quite low.
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Re: [0.16.x] Bob's Mods: General Discussion
You need the bobcarbon produced in the chemical furnace.Gladmer wrote: Mon Oct 15, 2018 10:22 am Hello guys! Im having a little problem here. In the assembly of "Bob" there is a recipe for the "basic electronic component" It is made from "carbon" and "tinned copper wire" But I can not make the carbon that is needed for crafting. All options in FNEY is on, but im cant click and check recipe for it. Help?
Also, there will be an Aluminium sink in 0.17 in the way of low density... whatever it is, in high tech science packs.
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Re: [0.16.x] Bob's Mods: General Discussion
Yes, this is the case. Laser Turrets Mk5's are great but cannot hold the line alone. I mix them in with Gun Turret Mk5's, and Flame Turrets. The Gun Turrets are the most numerous, and I stock them with the varying types of Bob's ammunition. They hold the line better.Recon777 wrote: Tue Oct 16, 2018 12:42 am Also, I'm finding laser turret 5's are just not cutting it. Compared to guns and Bob's custom bullets, their DPS is quite low.
Also, I have been trying out Modular Turrets mod with Bob's defenses, and I am finding that both work well together. The cannon and rocket turrets do a great job at long range AoE damage to soften the first wave, and Bob's turrets clean up with little damage to my defenses. I am also playing where Spitters are NOT blocked by walls, so the turrets do take hits. (Makes it harder to hold the line).
This is interesting. I like the idea of using Aluminum for the Low Density Structure. More Sodium Hydroxide needed! (You may need to look at your recipes that create it, and go back to normal levels of production?)bobingabout wrote: Tue Oct 16, 2018 7:48 am Also, there will be an Aluminium sink in 0.17 in the way of low density... whatever it is, in high tech science packs.
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Re: [0.16.x] Bob's Mods: General Discussion
fairly sure bob revamp already makes low density structure require aluminium, doesn't it?RocketManChronicles wrote: Tue Oct 16, 2018 1:48 pmThis is interesting. I like the idea of using Aluminum for the Low Density Structure. More Sodium Hydroxide needed! (You may need to look at your recipes that create it, and go back to normal levels of production?)bobingabout wrote: Tue Oct 16, 2018 7:48 am Also, there will be an Aluminium sink in 0.17 in the way of low density... whatever it is, in high tech science packs.
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Re: [0.16.x] Bob's Mods: General Discussion
I thought it was steel. I do not remember now, lol. Can someone verify?bobingabout wrote: Tue Oct 16, 2018 1:51 pmfairly sure bob revamp already makes low density structure require aluminium, doesn't it?RocketManChronicles wrote: Tue Oct 16, 2018 1:48 pmThis is interesting. I like the idea of using Aluminum for the Low Density Structure. More Sodium Hydroxide needed! (You may need to look at your recipes that create it, and go back to normal levels of production?)bobingabout wrote: Tue Oct 16, 2018 7:48 am Also, there will be an Aluminium sink in 0.17 in the way of low density... whatever it is, in high tech science packs.
Re: [0.16.x] Bob's Mods: General Discussion
It is aluminum. But...bobingabout wrote: Tue Oct 16, 2018 1:51 pmfairly sure bob revamp already makes low density structure require aluminium, doesn't it?RocketManChronicles wrote: Tue Oct 16, 2018 1:48 pmThis is interesting. I like the idea of using Aluminum for the Low Density Structure. More Sodium Hydroxide needed! (You may need to look at your recipes that create it, and go back to normal levels of production?)bobingabout wrote: Tue Oct 16, 2018 7:48 am Also, there will be an Aluminium sink in 0.17 in the way of low density... whatever it is, in high tech science packs.
Before anyone gets too excited about this NaOH sink, keep in mind that the low-density structure requires plastic and titanium, both of which require chlorine to make. Some quick math tells me you'll produce 3 NaOH per low-density structure and the aluminum consumes 5 of it. So that's a net of -2 NaOH per low-density structure. Not a lot. Especially when you'll have millions of the stuff to get rid of.
Re: [0.16.x] Bob's Mods: General Discussion
How do you deal with the guns running out of bullets if you mix ammunition types? I have a very nice set of perimeter wall blueprints where a train runs along the inside of the wall and resupplies everything. But it can only supply one type of bullet for the guns. All the turrets pull ammo from each other to propagate down the perimeter. It's pretty epic and holds the line very well. But it is meant for large bases, hence the train. Not good for small mining outposts where lasers are better. Having to supply ammo to mining outposts would be a drag.RocketManChronicles wrote: Tue Oct 16, 2018 1:48 pmYes, this is the case. Laser Turrets Mk5's are great but cannot hold the line alone. I mix them in with Gun Turret Mk5's, and Flame Turrets. The Gun Turrets are the most numerous, and I stock them with the varying types of Bob's ammunition. They hold the line better.Recon777 wrote: Tue Oct 16, 2018 12:42 am Also, I'm finding laser turret 5's are just not cutting it. Compared to guns and Bob's custom bullets, their DPS is quite low.
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Re: [0.16.x] Bob's Mods: General Discussion
The turrets are supplied by Logistic bots. I have a resupply train travel out to the perimeter walls at designated stations (usually East, West, North, South, and a couple others depending on map). From here, the bots deliver to chests along the line, where the Turrets are mixed on ammo type: Fire, Poison, Electric, etc. Electric bullets are the best though, as most of Bob's biters do not have a resistance to them. The resupply train is only dispatched to the perimeter wall stations when any of the items or replacements it needs are low. This includes ammo, repair packs, walls, turrets, bots, and flame turret fuel.Recon777 wrote: Tue Oct 16, 2018 3:04 pmHow do you deal with the guns running out of bullets if you mix ammunition types? I have a very nice set of perimeter wall blueprints where a train runs along the inside of the wall and resupplies everything. But it can only supply one type of bullet for the guns. All the turrets pull ammo from each other to propagate down the perimeter. It's pretty epic and holds the line very well. But it is meant for large bases, hence the train. Not good for small mining outposts where lasers are better. Having to supply ammo to mining outposts would be a drag.RocketManChronicles wrote: Tue Oct 16, 2018 1:48 pmYes, this is the case. Laser Turrets Mk5's are great but cannot hold the line alone. I mix them in with Gun Turret Mk5's, and Flame Turrets. The Gun Turrets are the most numerous, and I stock them with the varying types of Bob's ammunition. They hold the line better.Recon777 wrote: Tue Oct 16, 2018 12:42 am Also, I'm finding laser turret 5's are just not cutting it. Compared to guns and Bob's custom bullets, their DPS is quite low.
Re: [0.16.x] Bob's Mods: General Discussion
That sounds similar to what I'm doing. You should try mine out and see what you think. I spent days designing this perimeter and it is quite robust and hands-free for the most part.RocketManChronicles wrote: Tue Oct 16, 2018 3:52 pmThe turrets are supplied by Logistic bots. I have a resupply train travel out to the perimeter walls at designated stations (usually East, West, North, South, and a couple others depending on map). From here, the bots deliver to chests along the line, where the Turrets are mixed on ammo type: Fire, Poison, Electric, etc. Electric bullets are the best though, as most of Bob's biters do not have a resistance to them. The resupply train is only dispatched to the perimeter wall stations when any of the items or replacements it needs are low. This includes ammo, repair packs, walls, turrets, bots, and flame turret fuel.Recon777 wrote: Tue Oct 16, 2018 3:04 pmHow do you deal with the guns running out of bullets if you mix ammunition types? I have a very nice set of perimeter wall blueprints where a train runs along the inside of the wall and resupplies everything. But it can only supply one type of bullet for the guns. All the turrets pull ammo from each other to propagate down the perimeter. It's pretty epic and holds the line very well. But it is meant for large bases, hence the train. Not good for small mining outposts where lasers are better. Having to supply ammo to mining outposts would be a drag.RocketManChronicles wrote: Tue Oct 16, 2018 1:48 pmYes, this is the case. Laser Turrets Mk5's are great but cannot hold the line alone. I mix them in with Gun Turret Mk5's, and Flame Turrets. The Gun Turrets are the most numerous, and I stock them with the varying types of Bob's ammunition. They hold the line better.Recon777 wrote: Tue Oct 16, 2018 12:42 am Also, I'm finding laser turret 5's are just not cutting it. Compared to guns and Bob's custom bullets, their DPS is quite low.
https://pastebin.com/2jQFsbNS
Requires the Warehousing mod.
I have multiple versions, but this is Version 2 which uses Gun Mk3 and Sniper Mk2 with Bot Mk2 for local repairs. The blueprints are dead-easy to set up and very intuitive to make a fully complete circuit extremely quickly around a fairly large base.
How to use:
First, plonk down a Source. This is where your train resupplies.
Next, place perimeter segments in whatever way you wish, using combinations of straights, inside corners, and outside corners, until the circuit is complete.
Make sure the Source logistic zone doesn't touch its neighbor. Also (very important) make SURE none of your base logi zones touch the perimeter logi zones.
Hook up a red circuit wire between the Source big electric pole and one of the nearby segments.
Provide all the materials the Source is requesting.
Put a train with one wagon on the track going clockwise. Tell it to stop at Source until 5 seconds of inactivity
Add multiple (4 or 5) repeated stops to "Resupply" with 2 conditions:
- Circuit 'Everything' <= 0
- OR 5 seconds of inactivity
That's it. Hands free and the perimeter will keep the nasties outside. The constant combinator at the Source will determine what items are resupplied at each stop. The train will do multiple loops until everything is satisfied at which point it'll wait at Source until an attack happens. Local bots in each segment will repair damage. Destroyed items are replaced from a local chest. Bullets are automatically fed via inserters. When ammunition and supplies run below a threshold, the train will come and restock that segment.
I've never had a serious breach, but I have had to upgrade as my evolution factor got in the high 90's. I'll be needing to use top of the line snipers and guns as well as Bob's HE bullets which have splash damage, useful because I use the Swarm mod, making each large biter killed split into many smaller biters.