[0.14.x] Bob's Mods: General Discussion

Some mods, made by Bob. Basically streaks every Factroio-area.

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Re: [0.14.x] Bob's Mods: General Discussion

Post by bobingabout »

There is an easy solution too...

Use the config mod to turn on sulphur ore, then use all the non-sulphur oil processing and mine sulphur ore directly.
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Re: [0.14.x] Bob's Mods: General Discussion

Post by Rue99 »

I've decided to bite the bullet and tackle Bobs/Angels. However, the one thing holding me back is that one of my favourite mods (Nucular) doesn't seem to play nicely with the combination of both Bob's and Angels. Uranium ore still appears if I enable Angels alone, but is conspicuous by its absence with both Bobs and Angels. Any troubleshooting tips or links? Or am I hosed? Thanks in advance for any thoughts!

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Re: [0.14.x] Bob's Mods: General Discussion

Post by Phantum »

Rue99 wrote:I've decided to bite the bullet and tackle Bobs/Angels. However, the one thing holding me back is that one of my favourite mods (Nucular) doesn't seem to play nicely with the combination of both Bob's and Angels. Uranium ore still appears if I enable Angels alone, but is conspicuous by its absence with both Bobs and Angels. Any troubleshooting tips or links? Or am I hosed? Thanks in advance for any thoughts!
angel just uploaded a fix for that!
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Re: [0.14.x] Bob's Mods: General Discussion

Post by British_Petroleum »

Using the 0.15 research recipes mod, blue science no longer requires batteries so I'm using far less sulfur than usual :)

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Re: [0.14.x] Bob's Mods: General Discussion

Post by bobingabout »

British_Petroleum wrote:Using the 0.15 research recipes mod, blue science no longer requires batteries so I'm using far less sulfur than usual :)
I'd probably do the opposite and revert some of the 0.15 research changes back to pre 0.15 standards. Not completely mind you, I just don't like the idea of shoving buildings in bottles.

Also, requiring batteries is half the challenge of science pack 3, it forces you to have completed both plastics and sulphuric acid chains before you can continue, Like saying "You need to be at least this advanced before you can research this".
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Re: [0.14.x] Bob's Mods: General Discussion

Post by ChurchOrganist »

Is there a way to connect the venting pump to the circuit network?

I was trying to do this the other day in order to get automated control of hydrogen production, and was most disappointed when I couldn't get it to connect.
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Re: [0.14.x] Bob's Mods: General Discussion

Post by steinio »

Mendel wrote:I propose a workaround.
detach synthetic wood from the plastic research and make a separate research entry for synthetic wood. This way, the player could choose not to research synthetic wood at all and would avoid all problems with regards to manually crafting wood related stuff. Something like 20 or so greenhouses seems to produce so much wood that you would never need syntetic wood if not specifically desired.
Someboday made a mod for that: https://mods.factorio.com/mods/Xuerian/ ... ndcrafting
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Re: [0.14.x] Bob's Mods: General Discussion

Post by British_Petroleum »

You can connect a gas vent to a pump and connect the pump to the network to open and close the gas vent

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Re: [0.14.x] Bob's Mods: General Discussion

Post by hoho »

bobingabout wrote:I just don't like the idea of shoving buildings in bottles.
Well, just shove trains instead!

Having said that, the recipes we saw a few weeks ago aren't final. Though I still think that they will have some buildings in them to motivate people to automate more things than just production of intermediate products. Though, I'd pick stuff that is required often and not oil wells. It's a good idea in sense of teaching people good practices of factorio but, yeah, when looking at it from the "storyline" perspective, mulching up houses makes no sense.

Then, again, neither does a coctail of metal gears and sheets of metal.

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Re: [0.14.x] Bob's Mods: General Discussion

Post by Mella »

bobingabout wrote:
British_Petroleum wrote:Using the 0.15 research recipes mod, blue science no longer requires batteries so I'm using far less sulfur than usual :)
I'd probably do the opposite and revert some of the 0.15 research changes back to pre 0.15 standards. Not completely mind you, I just don't like the idea of shoving buildings in bottles.

Also, requiring batteries is half the challenge of science pack 3, it forces you to have completed both plastics and sulfuric acid chains before you can continue, Like saying "You need to be at least this advanced before you can research this".
Hi Bobingabout
Why u don't like new science pack system which\ll come to us from 0.15 - on the contrary I like new system, and i like that we don't need batteries from vanilla
What about assemblers which are need in changed science packs
I just don't like the idea of shoving buildings in bottles
Just imagine that this assemblers and furnaces that they are traken to peaces goes as a set of spare parts in a box

Be not such categorical and conservative
Allow this world to undergo changes and be ready to them by yourself :D

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Re: [0.14.x] Bob's Mods: General Discussion

Post by mexmer »

bobingabout wrote:
British_Petroleum wrote:Using the 0.15 research recipes mod, blue science no longer requires batteries so I'm using far less sulfur than usual :)
I'd probably do the opposite and revert some of the 0.15 research changes back to pre 0.15 standards. Not completely mind you, I just don't like the idea of shoving buildings in bottles.

Also, requiring batteries is half the challenge of science pack 3, it forces you to have completed both plastics and sulphuric acid chains before you can continue, Like saying "You need to be at least this advanced before you can research this".
how can you have problem with stuffing factories in bottles, yet don't have problems with stuffing factories and vehicles in your pockets?

also as far as it goes, new research simply ads another step in science pack creation (well with your mods it's quite huge), but still i don't see much difference between creating pack from assembler, or inserter + belt + gear + circuits.

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Ammo for MK3 Tank

Post by Pe334 »

Hi,

I build your MK3 Tank and now I wanna have the ammonition for it.
But this fuckiing UI only says "Moniton" when I hover over the icon.

Can someone say me what I have to craft for ammo for the MK3 tank?


THX.

And Bob .. this is not your Problem, this is a Problem of the game which schows NO DETAILED INFORMATION if you hover over the item that is product, and this is absolute a no go for a game I think.

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Re: [0.14.x] Bob's Mods: General Discussion

Post by bobingabout »

Ummm... which gun on the tank do you want ammo for?

The Cannon uses cannon shells.
The Gatling Gun uses Bullets.
The Artillery cannon uses special artillery ammo, which is basically special versions of capsules (Grenade, Poison and Distractor robot)
And the laser rifle uses laser batteries.
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Re: [0.14.x] Bob's Mods: General Discussion

Post by Pe334 »

OK, this helps me a lot .. THX !!!

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Re: [0.14.x] Bob's Mods: General Discussion

Post by IamI »

Hey Bob I want to know what's your plan about science bottles as it will be changed in 0.15.
Would Bob series also transform to 0.15 style, or keep as before?
P.S. After my 200 hours' games with Bob's. I find it would be less interested in building CPU(Lv.4 boards) assembly line in late game because top bottles(Dark blue one) doesn't need that. Handcrafting can deal with needs. I think it's a good chance to force player to build lv.4 assembly line ASAP if High Tech Bottle (I? II? Even III?) need CPU boards.

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Re: [0.14.x] Bob's Mods: General Discussion

Post by Deadly-Bagel »

I was unprepared for these mods ._.

First thoughts are the initial complexity seems a little high, just creating lights or MK2 assemblers is a major pain until you get basic electronic board production going, then there's a pretty big lack of direction. Seems that to set up anything useful from this point requires automation of 3 - 4+ new components, using hardly any of what I've done so far. What's next? Solar panels? Electric furnaces? Whenever I think I've worked out the next step, it seems I'm missing a half dozen intermediary steps.

But there are a few neat little things I noticed that are just really nice touches. The inserter stack size research is available very early, before you even start production of fast inserters, which means you get a lot more use out of the little green (or yellow? idk) fellas and you're not so pushed to get fast inserters.

Got some ideas for when I'm next able to play, looking forward to working it out and breaking through this early game ^^
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Re: [0.14.x] Bob's Mods: General Discussion

Post by bobingabout »

IamI wrote:Hey Bob I want to know what's your plan about science bottles as it will be changed in 0.15.
Would Bob series also transform to 0.15 style, or keep as before?
P.S. After my 200 hours' games with Bob's. I find it would be less interested in building CPU(Lv.4 boards) assembly line in late game because top bottles(Dark blue one) doesn't need that. Handcrafting can deal with needs. I think it's a good chance to force player to build lv.4 assembly line ASAP if High Tech Bottle (I? II? Even III?) need CPU boards.
The plan is something between the current method and the new method. I don't want to put entire complete buildings in bottles, but the component count will likely be higher to make the cost similar.
T1 will likely be simple things like metal plates... Maybe gears like as now.
T2 also similar to now, Electronics, bearings, etc.
T3, and the branches including far more complicated things, grenades, bullets for military... etc.

Since the basegame is pretty much branching the science into military, production, high tech etc, I'll probably keep a similar tree, but extend upon it. I may even add an additional lab for each area (Similar to my alien lab, and modules lab now) to accept the full range of science packs for each area, where the original lab only keeps the basics, as they are now in the base game.

Personally, the first change to that tree I'd make is that production science would be a branch of T2, not T3. Then a production T2 and Military T2 would be the first expansions. If these are the only ones I add, I may just bump them into my current lab T2 instead of adding specialised ones. That's my current train of thought anyway.

There is one thing to be certain though... Version 0.15 of my mods will have a huge release delay, due to having to re-write so much of it around all the base game changes. I'll likely release things that are relatively easy to update first, like Library, Enemies, Clock and Inserter GUI first, then the others trickle out about one a week as I rewrite them all to work with, and fit the new base game.
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Re: [0.14.x] Bob's Mods: General Discussion

Post by Deadly-Bagel »

Just be wary of adding extra lab types, I went into this in the FFF discussion for the extra research.

If you split research into separate buildings you're actually causing more harm than good. There's two ways to achieve this, firstly keeping the existing system you would end up with a lot of inactive labs and assemblers that just aren't used in the current research. I feel it's counter-intuitive this way.

The alternative is concurrent researches. Not sure if it's possible or will be possible in mods but it's not a good option either. Say you dedicate 100% to a research and it takes T time to complete, then another research which also takes T time. The first item completes after T, and the second item after 2T. If you use concurrent research it still takes the same resources and time but as you are only putting 50% into each, BOTH researches are completed at 2T rather than getting one sooner. To boot, you're not going to be doing all research types all the time (probably) so you'll still end up with the above where you have a bunch of labs with all the production for their components sitting around doing nothing.

There are two reasons you might want multiple labs. Firstly if you have more than 8 types of research packs and don't want to make it a logistic challenge. I'd prefer the logistic challenge, it would still be more space and cost efficient even supplying lots of pack types than multiple lab types. Heck, you could do theoretically unlimited pack types with a single belt and circuit network, or using underground belts you should be able to supply each lab with 16 belts.

Secondly, if the researches "compliment" each other. Say two researches are 'compatible' and give each other a 50% efficiency bonus because they have similar groundwork, either as a convoluted mechanic between certain researches or a flat rate across all research. This system is better implemented with common intermediary researches, such as how Flight is common between logistic and construction robots. Basically the second research is easier because you've already researched the common ground.

Therefore I see no benefit to specialised labs or multiple lab types.

To clarify, this doesn't include lab tiers (where all your labs can be upgraded), and somehow if you can have two different labs contributing different types of research packs to the same science that wouldn't be a bad thing necessarily but I think that still rather pointless.
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Re: [0.14.x] Bob's Mods: General Discussion

Post by IamI »

bobingabout wrote:
IamI wrote:Hey Bob I want to know what's your plan about science bottles as it will be changed in 0.15.
Would Bob series also transform to 0.15 style, or keep as before?
P.S. After my 200 hours' games with Bob's. I find it would be less interested in building CPU(Lv.4 boards) assembly line in late game because top bottles(Dark blue one) doesn't need that. Handcrafting can deal with needs. I think it's a good chance to force player to build lv.4 assembly line ASAP if High Tech Bottle (I? II? Even III?) need CPU boards.
The plan is something between the current method and the new method. I don't want to put entire complete buildings in bottles, but the component count will likely be higher to make the cost similar.
T1 will likely be simple things like metal plates... Maybe gears like as now.
T2 also similar to now, Electronics, bearings, etc.
T3, and the branches including far more complicated things, grenades, bullets for military... etc.

Since the basegame is pretty much branching the science into military, production, high tech etc, I'll probably keep a similar tree, but extend upon it. I may even add an additional lab for each area (Similar to my alien lab, and modules lab now) to accept the full range of science packs for each area, where the original lab only keeps the basics, as they are now in the base game.

Personally, the first change to that tree I'd make is that production science would be a branch of T2, not T3. Then a production T2 and Military T2 would be the first expansions. If these are the only ones I add, I may just bump them into my current lab T2 instead of adding specialised ones. That's my current train of thought anyway.

There is one thing to be certain though... Version 0.15 of my mods will have a huge release delay, due to having to re-write so much of it around all the base game changes. I'll likely release things that are relatively easy to update first, like Library, Enemies, Clock and Inserter GUI first, then the others trickle out about one a week as I rewrite them all to work with, and fit the new base game.
That sounds good.
I often split the game into periods on ability to assemble boards:
Scienece.png
Scienece.png (47.16 KiB) Viewed 5776 times
And I also often building my factory in that order.
I mean... As the game itself start to package CPU to bottles, is it a good chance to force player to build Lv.4 board assemble line if high tech bottle need it. And we can even design more complex boards for High Tech bottle 'II' ? Just an idea.

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Re: [0.14.x] Bob's Mods: General Discussion

Post by bobingabout »

I'm not sure what to do about the T5 electronics (your lv4 in your chart) if there was a science pack 5, it would use them, so depending how the base game uses high tech science packs, it might be a component in that, or a High Tech 2.

As for the multiple labs, not only is it a logistical nightmare trying to wire up 8 bottles to a single lab, but it also messes up the GUI. My Alien lab already has 8 science packs in there, all 7 alien artefact types, plus "Gold science pack", which is 1+2+3, which exists purely so you don't need all 3 types in the lab.

So, I wouldn't want more than 8 types on the lab. Science pack 1 to 4, Military 1 and 2, Production 1 and 2, High tech 1... wait, that's 9 already. I'd probably also want Alien Science pack in my Lab T2, and maybe High tech 2, that's 11. So from that perspective, I really need to start splitting the labs up, despite the obvious issues with multiple lab types.

Now, like my existing Lab 2, which covers everything the base lab does, with the addition of science pack 4, there is the possibility for overlap. If the base game lab has Science packs 1, 2, 3, P, M and HT, which is 6 already, Lab 2 would probably just pull that to 1, 2, 3, 4, A, P, M and HT to bring it to 8. Then... Assuming nothing requires more than one of P, M and HT, it could become 1, 2, 3, 4, A, P1 and P2 as a Production lab, same with M1 and M2 for Military, etc... make sense?
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