[0.12.x][v0.12.7] Bob's Enemies Mod

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

Moderator: bobingabout

The 6th damage type (Orange) should

Poll ended at Fri Dec 18, 2015 8:58 am

Stay as Impact
3
23%
Change to Electric
10
77%
 
Total votes: 13

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Re: [0.11.22/0.12.x][v0.12.5] Bob's Enemies Mod

Post by eberkain »

Is there any way to automate collecting small artifacts without using belts?

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Re: [0.11.22/0.12.x][v0.12.5] Bob's Enemies Mod

Post by kinnom »

inserters :P
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Re: [0.11.22/0.12.x][v0.12.5] Bob's Enemies Mod

Post by TheSAguy »

eberkain wrote:Is there any way to automate collecting small artifacts without using belts?
My Mod, NE Enemies has an Artifact collector in it.
It's a modification of Rseding91's Item Collectors.

You could probably modify it if you don't want to use my mod.

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Re: [0.11.22/0.12.x][v0.12.5] Bob's Enemies Mod

Post by bobingabout »

TheSAguy wrote:
eberkain wrote:Is there any way to automate collecting small artifacts without using belts?
My Mod, NE Enemies has an Artifact collector in it.
It's a modification of Rseding91's Item Collectors.

You could probably modify it if you don't want to use my mod.
Unless the mod was specifically written with my artifacts in mind, or to look for the isloot tag, it will likely need to be adjusted to collect them anyway.
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Re: [0.11.22/0.12.x][v0.12.6] Bob's Enemies Mod

Post by zyrus »

Hi,

I get an error when combining "enemies-0.12.6" with "library-0.12.3".

Best regard.
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Re: [0.11.22/0.12.x][v0.12.6] Bob's Enemies Mod

Post by bobingabout »

I was afraid something like that might happen...

As the error says, the small clouds are registered twice... once in This mod, and once in warfare mod.

This is because to fix the display errors, I needed to change what the entity was registered under.

The fix is already done, just not released, because I was playing with adding new content. You'll need the updated version of the warfare mod to go along with this updated version of enemies mod.

I'll... Tidy things up then release it shortly.

EDIT: Released. Download Warfare 0.12.9.

Make sure you use the latest version of both mods together, or use older versions of both mods, else you'll get this error.
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Re: [0.11.22/0.12.x][v0.12.6] Bob's Enemies Mod

Post by Airat9000 »

bobingabout wrote:I was afraid something like that might happen...

As the error says, the small clouds are registered twice... once in This mod, and once in warfare mod.

This is because to fix the display errors, I needed to change what the entity was registered under.

The fix is already done, just not released, because I was playing with adding new content. You'll need the updated version of the warfare mod to go along with this updated version of enemies mod.

I'll... Tidy things up then release it shortly.

EDIT: Released. Download Warfare 0.12.9.

Make sure you use the latest version of both mods together, or use older versions of both mods, else you'll get this error.
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Re: [0.11.22/0.12.x][v0.12.6] Bob's Enemies Mod

Post by bobingabout »

It still does this if you update the warfare mod as well?

To fix this you need to use both Enemies 0.12.6 and Warfare 0.12.9 together.
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Re: [0.11.22/0.12.x][v0.12.6] Bob's Enemies Mod

Post by Airat9000 »

bobingabout wrote:It still does this if you update the warfare mod as well?

To fix this you need to use both Enemies 0.12.6 and Warfare 0.12.9 together.
thanks new version normal!

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Re: [0.11.22/0.12.x][v0.12.6] Bob's Enemies Mod

Post by Grax »

Maybe slightly offtopic, but... Is there any method to don't stuck with low FPS when too many enemies became angered and entity_update takes 48 of 60 fps?

12.15 and bob's mods and some other.

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Re: [0.11.22/0.12.x][v0.12.6] Bob's Enemies Mod

Post by kinnom »

just kill them
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Re: [0.11.22/0.12.x][v0.12.6] Bob's Enemies Mod

Post by bobingabout »

Grax wrote:Maybe slightly offtopic, but... Is there any method to don't stuck with low FPS when too many enemies became angered and entity_update takes 48 of 60 fps?

12.15 and bob's mods and some other.
I have not encountered this issue, but the spawn rates should not be any higher than base game spawn rates, the difference is that there are more powerful and harder to kill enemies instead.

so... Yeah, "Just kill them."
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Re: [0.11.22/0.12.x][v0.12.6] Bob's Enemies Mod

Post by Grax »

Just can't.
They're coming like river after nuke bombarding. ;-)

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Re: [0.11.22/0.12.x][v0.12.6] Bob's Enemies Mod

Post by kinnom »

biters do not like aoe attacks http://imgur.com/Z1rtNGf
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Re: [0.11.22/0.12.x][v0.12.6] Bob's Enemies Mod

Post by bobingabout »

I've been thinking. 0.12 introduced a new damage type "Electric", this is currently used exclusively on the destroyer combat robot's beam laser.

Back in 0.11 when I was designing the enemies and warfare mod, I went with 6 coloured artifacts, each colour corresponding to a damage type.
But I could only really see 5 that made sense. Pierce, Explosive, Poison, Acid, and Fire. So I used Impact as the 6th type.

So here is the question: Should I replace impact damage with Electric damage?

If I do it means I can tweak a few things so that impact resistance is how easy things can be run over, and then I can ballance the 6 damage types to give strength/weakness typings.

there's a poll, go vote :P
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Biters not attacking walls

Post by _aD »

I'm having some odd behaviour that I've not seen before (this is my first play with Bob's Mods). Using Bob's Enemies 0.12.6 along with most of the other Bob's Mods, but no other biter-related mods. Biters will attack my bases and the spitters will damage anything they spit. Biters run up to the walls (reinforced walls, three-thick) and then dance around but never actually bite the walls. The biters bite me plenty on foot so they are definitely doing damage. Any suggestions as to how I could diagnose/fix this behaviour?

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Re: [0.12.x][v0.12.6] Bob's Enemies Mod

Post by bobingabout »

I have never noticed a problem with it, but then the last version I played was something like 0.12.20, so I'm a little out of date with it. it is possible something changed in the base game that broke my biters.

Is it all biters, or only my modded ones?
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Re: [0.12.x][v0.12.6] Bob's Enemies Mod

Post by _aD »

Vanilla biters are definitely biting concrete walls. It looks like the gun turrets (Mk. II) are "stunning" the biters (even up to Titan size) once they get close enough to the walls to bite, and then get interrupted whilst trying to bite maybe.

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Re: [0.12.x][v0.12.6] Bob's Enemies Mod

Post by Sinistrem »

Can confirm strange behaviour. Once i've completly isolated my base (full double wall perimeter) enemies stopped attacking completly. They keep spawning and amassing at spawners but not attacking base, seem to rotate around themselfs there. Once i get out of walls they aggro and follow me, but once i enter my base via gates they abruptly stop and start rotating around themselfs again, untill turrets do enough damage to capture their attention. It seems enemies don't attack anything that's inside walls since they cant find path. I suspect the problem with biters not hitting walls is the same, biters are trying to find a path to turrets instead of hitting obstacle.

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Re: [0.12.x][v0.12.6] Bob's Enemies Mod

Post by _aD »

Sinistrem wrote:Can confirm strange behaviour. Once i've completly isolated my base (full double wall perimeter) enemies stopped attacking completly.
This isn't what I'm seeing - bother biters and spitters are attacking without being directly aggro'd. It just seems that the biters aren't chewing the walls.

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