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Mods to use with Bobsmods
Posted: Fri Feb 17, 2017 4:43 pm
by Gouvi
Hallo.
I decided to use Bobsmods as my basic mod. Now im looking for some more mods to add to Bobs, to get more funny stuff, weapons, comfort functions etc. Just not to make it even more complex but to give more possibilitys. Until now i found aircraft and space extension for biggee endgame. Do You have some more suggestions for me? Which nuclear mod fits well?
And one more question about the start settings. Iron, copper, coal normal frequent all others low frequent or lowest? All enemy options maxed out for highest trouble?
Re: Mods to use with Bobsmods
Posted: Fri Feb 17, 2017 11:49 pm
by bobingabout
CMHMod, RSO and Angels mods come to mind. I don't use any of them myself, but they seem to be popularly used with my mods.
As for the frequency settings... setting them all to low isn't the best thing to do, some are required more than others, for example if you use my electronics, you'll likely go through a fair amount of tin and lead, as they're used in all the recipes that would be in base game electronics. Silicon is also used fairly often, as is gold for the higher tiers. and Titanium and nickel are used quite often for endgame stuff. As for balancing how much of each you need? Well, needs more testing.
Re: Mods to use with Bobsmods
Posted: Sat Feb 18, 2017 10:59 am
by Gouvi
Thank you for your Answer
I tested with Rso some times and i tested different options of your mod without rso. my problem is, that there are two extreme scenarios only. With rso there are so less resources near my start and the next resources are very far away (too far for me) and i have to push to train instant. And without RSO my whole starting area is full of different resource fields, so i have very low space to build and its very chaotic. Im looking for something between this. Perhaps i don´t understand the settings in the right way. Perhaps i will let everything standard with high resource amounts and edit some extra tiles as i want
Re: Mods to use with Bobsmods
Posted: Sat Feb 18, 2017 4:22 pm
by orzelek
Gouvi wrote:Thank you for your Answer
I tested with Rso some times and i tested different options of your mod without rso. my problem is, that there are two extreme scenarios only. With rso there are so less resources near my start and the next resources are very far away (too far for me) and i have to push to train instant. And without RSO my whole starting area is full of different resource fields, so i have very low space to build and its very chaotic. Im looking for something between this. Perhaps i don´t understand the settings in the right way. Perhaps i will let everything standard with high resource amounts and edit some extra tiles as i want
You can unpack RSO and go to config.lua file.
One of basic parameters there is region size - 7 by default. Reducing it to 3-4 will increase density of everything - both resources and biter bases.
Re: Mods to use with Bobsmods
Posted: Mon Feb 20, 2017 10:30 am
by bobingabout
Most of the ore field sizes in my mod are based on base game field sizes. Since they changed the way ore is generated in 0.13, I basically had to bodge it in.
Basically, there's 2 field sizes in the base game. Iron/Copper/Coal or Stone. so my ores basically have the size of either ICC, or Stone.
I only add 3 to the starting area, Tin and Lead at ICC size, and Silicon at Stone size. Everything else is outside of the starting area to prevent over crowding.
Re: Mods to use with Bobsmods
Posted: Mon Feb 20, 2017 6:38 pm
by Supercheese
All of
my mods -- for instance,
Orbital Ion Cannon and
Swarm -- support Bob's mods.
Re: Mods to use with Bobsmods
Posted: Tue Feb 21, 2017 2:22 am
by bman212121
I can second most of the stuff in here. Using Bob's with RSO, Angel's infinite Ores, F.A.R.L., and upgrade planner. And since Supercheese posted in this thread, I can give the nod to squeak through and Orbital Ion cannon, as those are must haves IMO.
One of the biggest problems with the enemies in the game still is the fact that they become a lot harder, but the weapons don't scale to meet this, and the enemies are generally dumb. So if you create a lot of pollution you end up with a bunch of items in your way that you must get rid of, but it's very tedious to do so. This is where orbital Ion cannon comes into play. It gives you a super weapon (At a super cost to research) that you can rain down pain and take the tediousness out of clearing bases. Forgive me if I didn't see it, but as far as I know I'm still waiting for the ModGUI to take place so you can turn off the sounds. When you get into the 300+ range of ION cannons she can be a bit chatty letting you know cannons are ready. I've gone in and turned it off before on an older version, but then obviously you have a version matching issue since that differs from the base.
For other Supercheese mods I have map ping installed and can see value, but we are in voice chat so it's not necessary for us. Vehicle wagon while neat is kind of moot because you can just pick up the tank and store it in your inventory with the stuff still in the grid. I might consider EMP biters to actually make them at least try to attack, but I think the AI on them aren't going to do anything meaningful after they break through the wall, so it might just end up being another tedious thing where you just end up having the bots repair the wall constantly and ignore it. We do have and use the satellite uplink mod on occasion as well.
The one mod I just put on to try to make handled weapons useful is the gimprovements mod. It's definitely not polished up yet, and could use some tweaking to support Bob's better (They use a new type of science pack but don't detect lab MK2 forcing you to create normal labs to research) but it has a mini nuke. The mini nuke would probably be decent for base game, as it's 25 range and 3K damage, but I turned it up a notch. We made it 100 range with 30K damage so it can one shot anything in it's path. Overpowered? Yup. Worth it, you bet. It's exactly what you'd expect when you drop a nuke. And due to it's range and massive damage, you better have on at least 5 MK6 shields, or you'll go up in smoke with it. It's definitely not a weapon you can spam unless you had your power armor filled with shields, and it has a 3 second cool down on it.
I haven't found the perfect balance for ores either, as the base game is too low to be meaningful, and RSO seems to get too big from the start. If I could cut down the starting ores with RSO by like 10x, then using it might balance out well. I swear it seems like RSO must be 1,000x of the base game, which makes it so that you can't run out ever. Not using it and you'll be annoyed enough you can't get anything done because you spend half of the time trying to find and acquire more resources. It's all down to preference though because I think the game designers enjoy setting up remote mining locations.
Re: Mods to use with Bobsmods
Posted: Tue Feb 21, 2017 4:04 am
by xeln4g4
First of all, let me tell you, Bob's mod is excellent choice for base mod.
I had a post with a list of mod that might interest you, on this specific topic (mod to use with Bob's):
viewtopic.php?f=51&t=40249
I completed the same game of mentioned post, adding SpaceX Mod (but lowering the demand for FTL travel speed and FTL theory A,B,C and D which were absolutely CRAZY btw modder raised it again, LOL! But you can change it to something more 'human' editing the config) and other mods like:
- Asphalt Road (graphic for roads)
- Shuttle Train (a good way to move around your lazy ass!)
- Manual Inventory Sorting (especially useful to sort Chest)
- Minimap autohide (useful, it also has some extra feature to hide research tab and so on)
- More colour (graphic for signals)
- Oil patch exhauster (this is good to get rid of those exausted ugly oil patch which also confuse the player, i hate infinite stuff (most mod chance exhausted oil to 0.2-0.3-0.4 ... i don't like this, you mine it ... you deplete it, and this is implemented in a good way in this mod, because it gives you some extra stuff before shutting the Oil patch down forever and deleting the Oil spot from the map. I had a lost of testing on this and it works very well, not sure if it's reccomended to use with RSO though, since i read the oil is scarce with RSO, so maybe u wouldn't want to use this one).
- Orbital Ion Cannon (no way to play SpaceX without this... the request for various alien artifacts are ... well ... you'll see). This is very well balanced already in Vanilla imo. Powerful but not OP. And you pay for it.
- Robot Army (nice one, works fine, it gives you some good companions to play with).
Hope it's useful, other post is also full with mods to use with Bob's
tested over 233 HOURS game with no crashes. Would you believe it?! Congratulation to all the modder, Factorio authors and obviously to Bob!!! Last thing ... i suggest using Bio-Industries instead of Bob's Greenhouse, 'cause it's very complete and well working mod, with nice graphics and FIT perfectly with Bob's.
Regards
Me
Re: Mods to use with Bobsmods
Posted: Wed Feb 22, 2017 7:13 am
by Gouvi
Thank you all for your answers. In my first round i only wanna use Bobs + some mods you posted here. Angels or other things with more complexity i will add next round. I added many of your mods in the linked Post of xeln4ga and i will add some more. Thank you for the suggestions. Can i add some mods later in the game if i think i need this weapon or that feature or do i have to start a new round?
Ores: I prefer to have the basic ores near my start with 1 bigger field and many resources in it, but not ever lasting... And i like to fight hard for the other ores or more copper/iron etc..... I tested the rso settings but until now i din´t find any really satisfying map. So i now for the first game set (without rso) frequenzy of all to middle, size to medium (only copper/iron to big) and Richness to very high and startung area high. Enemys are set in all 3 options to very high. I hope i will get started well and have to fight hard for a big base and the resources i need.
Re: Mods to use with Bobsmods
Posted: Thu Feb 23, 2017 4:01 am
by xeln4g4
Most of the mods you can add later, with no problem i also changed some reciepes and some graphics during play with no particular problems, just make a back up save ....just in case. Usually the modder warn you when his mod might break your savegame.
Re: Mods to use with Bobsmods
Posted: Thu Feb 23, 2017 11:02 am
by bobingabout
One of the main issues with my mods is... Adding one of my mods usually adapts to whatever state your game is in, migration scripts will make it work in most cases. Removing one of my mods... leave the game in a modified state, there are no migration scripts on mod removal, therefore some of the changes my mods make could be left in the game.
Similarly, when adding mods to the game that aren't mine (or some of my resource mods after others). My mods have already ran their scripts, so will not adapt to anything else being added. You end up with strange situations.
An example with my mods only. Say, you add everything except Ores, Plates, and Electronics. Then after playing for a while, you add Ores and plates. The situation would be where you can now make lots of new types of resources, but nothing from the other mods of mine will use any of it. Then you add Electronics, okay, Electronics will adapt to require some of my new resources, but nothing will require the top tier, because it was added after the mods adapted to the state of the game when they were added. This also means the recipes for Modules will require entire electronic boards, rather than Electronic components.
Fortunately, there is not much out there that my mods look for that aren't part of my own mods, so, adding other people's mods to a game where you have been playing with my mods shouldn't be an issue.
Re: Mods to use with Bobsmods
Posted: Thu Mar 02, 2017 5:13 pm
by StoneLegion
Thanks for the list guys and girls if you can recommend any other mods this my list so far
Re: Mods to use with Bobsmods
Posted: Fri Mar 03, 2017 8:45 am
by bobingabout