Re: [0.16.x] Bob's Mods: General Discussion
Posted: Fri Oct 12, 2018 7:37 pm
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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.
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.
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 amHello 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?
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.
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.
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.
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.
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.
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.
You need the bobcarbon produced in the chemical furnace.Gladmer wrote: ↑Mon Oct 15, 2018 10:22 amHello 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?
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.
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 amAlso, there will be an Aluminium sink in 0.17 in the way of low density... whatever it is, in high tech science packs.
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 amAlso, there will be an Aluminium sink in 0.17 in the way of low density... whatever it is, in high tech science packs.
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 amAlso, there will be an Aluminium sink in 0.17 in the way of low density... whatever it is, in high tech science packs.
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 amAlso, there will be an Aluminium sink in 0.17 in the way of low density... whatever it is, in high tech science packs.
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.
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.
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.