[0.14.x] Bob's Mods: General Discussion
Moderator: bobingabout
Re: [0.14.x] Bob's Mods: General Discussion
you could use the gold packs for the later tech labs. and maybe also use t5 electro to make them.
Re: [0.14.x] Bob's Mods: General Discussion
At time you require so much science pack, it's usually not problem of logistic, since at that time you use bots to deliver bottles. base game has only 4 i think, so that's just 2 belts, which is simple, but even with 8 you can go with 4 belts, not mention you can go up to 3 belts each side with long inserters from your mods, so 12 sciences packs is possible even without robots (not that i will do such thing, at such time i will probly stick with bots).bobingabout wrote: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?
UI clutter is different thing, everything that has more than 6 items (input + ouput combined), is at base of "unreadability" level. either it's lab or factory. exception are logistic boxes, which have storage grid.
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.14.x] Bob's Mods: General Discussion
mexmer wrote:At time you require so much science pack, it's usually not problem of logistic, since at that time you use bots to deliver bottles. base game has only 4 i think, so that's just 2 belts, which is simple, but even with 8 you can go with 4 belts, not mention you can go up to 3 belts each side with long inserters from your mods, so 12 sciences packs is possible even without robots (not that i will do such thing, at such time i will probly stick with bots).
UI clutter is different thing, everything that has more than 6 items (input + ouput combined), is at base of "unreadability" level. either it's lab or factory. exception are logistic boxes, which have storage grid.
A lab with 8 different packs looks crap enough as it is, it would look even worse with more than 8.bobingabout wrote:not only is it a logistical nightmare trying to wire up 8 bottles to a single lab, but it also messes up the GUI.
Re: [0.14.x] Bob's Mods: General Discussion
Hi. First time playing with Bob's mods.
I don't know if it's bug or I do something wrong but i can't progress in game because I can't build Circuit board.
I need to "mix" 4 ingredients to make it so I have to make Assembling machine 3.
But to make Assembling machine 3. I need Circuit board.
I use Bob's current version 0.14.
I don't know if it's bug or I do something wrong but i can't progress in game because I can't build Circuit board.
I need to "mix" 4 ingredients to make it so I have to make Assembling machine 3.
But to make Assembling machine 3. I need Circuit board.
I use Bob's current version 0.14.
Last edited by Martymer on Tue Nov 15, 2016 5:07 pm, edited 1 time in total.
Re: [0.14.x] Bob's Mods: General Discussion
You can also use the blue assembly machine.
Re: [0.14.x] Bob's Mods: General Discussion
Thank you. For some reason I thought it can only take 3 ingredientssteinio wrote:You can also use the blue assembly machine.
Re: [0.14.x] Bob's Mods: General Discussion
Maybe it*s only 3 ingredients but one fluidMartymer wrote:Thank you. For some reason I thought it can take only 3 ingredientssteinio wrote:You can also use the blue assembly machine.
Re: [0.14.x] Bob's Mods: General Discussion
Actually with more it could look better once your ingredients go on next line your progress bar would move down too. And even with belt lab is 3x3 simpliest setup with belts may hold up to 3 beltsx2 linesx2 sides 12 easy. and if used several lines of inserters up to 4 belts per side or 6(still need empty space to get from) with adjustable inserters. In fact one belt may hold amount of types equal to amount of item belt capable holding /2 if you use circuit locks and one belt loop, it is not like you need that high saturation on labs.bobingabout wrote:mexmer wrote:At time you require so much science pack, it's usually not problem of logistic, since at that time you use bots to deliver bottles. base game has only 4 i think, so that's just 2 belts, which is simple, but even with 8 you can go with 4 belts, not mention you can go up to 3 belts each side with long inserters from your mods, so 12 sciences packs is possible even without robots (not that i will do such thing, at such time i will probly stick with bots).
UI clutter is different thing, everything that has more than 6 items (input + ouput combined), is at base of "unreadability" level. either it's lab or factory. exception are logistic boxes, which have storage grid.A lab with 8 different packs looks crap enough as it is, it would look even worse with more than 8.bobingabout wrote:not only is it a logistical nightmare trying to wire up 8 bottles to a single lab, but it also messes up the GUI.
Re: [0.14.x] Bob's Mods: General Discussion
Hi,
i can't make Carbon. I don't see anywhere how to craft it. I looked up the uupcoming techs but i don't can't see it anywhere how to do it.
Beside bob's mods i use the angel's mod except the bio processing mod (the game won't start with it).
I have see the post with update the mods, i have updated my mods but i see no change.
Maybe can somebody help me.
Edit: I have removed the angel's petro chem mod now i can craft carbon but miss mod-content.
Can i solve this?
i can't make Carbon. I don't see anywhere how to craft it. I looked up the uupcoming techs but i don't can't see it anywhere how to do it.
Beside bob's mods i use the angel's mod except the bio processing mod (the game won't start with it).
I have see the post with update the mods, i have updated my mods but i see no change.
Maybe can somebody help me.
Edit: I have removed the angel's petro chem mod now i can craft carbon but miss mod-content.
Can i solve this?
-
- Fast Inserter
- Posts: 110
- Joined: Fri Jul 01, 2016 2:46 am
- Contact:
Re: [0.14.x] Bob's Mods: General Discussion
In angel's you need Coal processing 1 for carbon iirc. To actually make it you need to crush coal into crushed coal (ore crusher). Then cook the crushed coal into coke (furnace). then process the coke into carbon with carbon dioxide (liquifer for both carbon and C02). Questions should probably be asked on the angel's board.ReDragon wrote:Hi,
i can't make Carbon. I don't see anywhere how to craft it. I looked up the uupcoming techs but i don't can't see it anywhere how to do it.
Beside bob's mods i use the angel's mod except the bio processing mod (the game won't start with it).
I have see the post with update the mods, i have updated my mods but i see no change.
Maybe can somebody help me.
Edit: I have removed the angel's petro chem mod now i can craft carbon but miss mod-content.
Can i solve this?
Re: [0.14.x] Bob's Mods: General Discussion
I can't reach this tech without carbon at my actuell progress. You have done it? How?arbarbonif wrote:ReDragon wrote:In angel's you need Coal processing 1 for carbon iirc. To actually make it you need to crush coal into crushed coal (ore crusher). Then cook the crushed coal into coke (furnace). then process the coke into carbon with carbon dioxide (liquifer for both carbon and C02). Questions should probably be asked on the angel's board.
-
- Long Handed Inserter
- Posts: 80
- Joined: Fri Aug 05, 2016 10:07 pm
- Contact:
Re: [0.14.x] Bob's Mods: General Discussion
is chemical furnace: coal+water-> carbon available to you?ReDragon wrote:I can't reach this tech without carbon at my actuell progress. You have done it? How?arbarbonif wrote:ReDragon wrote:In angel's you need Coal processing 1 for carbon iirc. To actually make it you need to crush coal into crushed coal (ore crusher). Then cook the crushed coal into coke (furnace). then process the coke into carbon with carbon dioxide (liquifer for both carbon and C02). Questions should probably be asked on the angel's board.
Re: [0.14.x] Bob's Mods: General Discussion
Yes it's aviable. I wonder because i don't have seen that i unlock the recipes for carbon and salt, i just saw the chemical furnace at the techtree. After i removed the angel's mod i have see the recipes. Anyway i can craft'em.fractalman wrote:ReDragon wrote:arbarbonif wrote:is chemical furnace: coal+water-> carbon available to you?
Will the game spawn things in an acutall game what was not in before? I now have the gas from the angel's mod back. Can this spawn at untraveld areals?
-
- Manual Inserter
- Posts: 1
- Joined: Wed Nov 16, 2016 12:42 pm
- Contact:
Re: [0.14.x] Bob's Mods: General Discussion
How can I change the stack size for items? these mods makes ores stack to 200 and i would like them smaler
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.14.x] Bob's Mods: General Discussion
Currently not something that would be easy to do.KyRoMetalZz wrote:How can I change the stack size for items? these mods makes ores stack to 200 and i would like them smaler
You'd have to mod the mod to do it.
-
- Long Handed Inserter
- Posts: 80
- Joined: Fri Aug 05, 2016 10:07 pm
- Contact:
Re: [0.14.x] Bob's Mods: General Discussion
Trust me, you'll be glad for the large stack sizes as you progress through these.KyRoMetalZz wrote:How can I change the stack size for items? these mods makes ores stack to 200 and i would like them smaler
Re: [0.14.x] Bob's Mods: General Discussion
I did that a long time ago, updated everything, loaded the save to find it difficult to place stuff in chests when i removed items haha.bobingabout wrote:Currently not something that would be easy to do.KyRoMetalZz wrote:How can I change the stack size for items? these mods makes ores stack to 200 and i would like them smaler
You'd have to mod the mod to do it.
Not a good idea to do, I've thought about making a mod that basically does this for bob's type stuff for the people that want to change stack sizes, but I don't really need to with the state it's currently in. (also lazy)
And yeah, as mentioned, don't worry about the large stack sizes, I had 400k iron plates stored up, went from green science, to blue science with automated belt production and burned 400k iron plates in a matter of 15 minutes x.x Was pretty savage.
---
I am a Streamer,
Fallen Sun Gaming by Name,
Factorio is Sometimes my Game.
For Some Goodness
Join me
on http://www.twitch.tv/fallensungaming
FSG may or may not be subliminally implanted in this signature
I am a Streamer,
Fallen Sun Gaming by Name,
Factorio is Sometimes my Game.
For Some Goodness
Join me
on http://www.twitch.tv/fallensungaming
FSG may or may not be subliminally implanted in this signature
- Deadly-Bagel
- Smart Inserter
- Posts: 1498
- Joined: Wed Jul 13, 2016 10:12 am
- Contact:
Re: [0.14.x] Bob's Mods: General Discussion
I generally don't work with buffers, preferring my production to be adequate or surplus to requirement, but I've got a temp setup for cannon shells and omg those things chew through steel >< especially since the added complexity makes power armour much more difficult to get, at least in a blind playthrough, and there is a much greater requirement for expansion with all the added ores. Also 1k iron in my inventory doesn't go very far.
So yeah, when you load the mod you're like o_O big stack sizes and big inventory, but then you start playing it and it does feel balanced.
So yeah, when you load the mod you're like o_O big stack sizes and big inventory, but then you start playing it and it does feel balanced.
Money might be the root of all evil, but ignorance is the heart.
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.14.x] Bob's Mods: General Discussion
On the note of inventory... I'm actually considering changing the inventory back down to base game sizes. And compensating with even more inventory size research. I was thinking about using unlimited research(coming in 0.15) for it, but I've heard stories that very large inventories (over 1000 slots) don't play nice.
Re: [0.14.x] Bob's Mods: General Discussion
I would just give 1-5 slots with every infinity research level. I mean the problem with very big inventories is not, that the game cant handle it but that it doesn't play nice. you have to do a lot of research for that.
I like this modpack very much. I think what would be cool is to replace the transistors in basic electronic boards with tubes, made from glass, tined copper wire and plastic or resin. maybe with the option to switch to transistors with electronics4.
I like this modpack very much. I think what would be cool is to replace the transistors in basic electronic boards with tubes, made from glass, tined copper wire and plastic or resin. maybe with the option to switch to transistors with electronics4.