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Re: [0.12.x][v0.12.6] Bob's Enemies Mod
Posted: Sat Apr 02, 2016 10:13 pm
by bobingabout
eudel wrote:Hi, thanks for this cool mod.
unlike your other mods there is no german language file for this one, so i did a quick translation
I just took a quick look at the boblocale mod, there is indeed a bobenemies.cfg file within that mod, and it does contain locale translations.
I really need to get around to removing all the old translations from the mods themselves, they interfere with the locale mod.
to note: the locale mod as created because I depend on people updating the locale files for me, I can't easilly translate them myself, and I can't easilly just release a new version of the mods for a locale update. So the general agreement was that I just don't try, I let 3rd party members maintain the locale mod instead.
Re: [0.12.x][v0.12.6] Bob's Enemies Mod
Posted: Sun Apr 03, 2016 1:08 pm
by eudel
bobingabout wrote:I just took a quick look at the boblocale mod, there is indeed a bobenemies.cfg file within that mod, and it does contain locale translations.
I really need to get around to removing all the old translations from the mods themselves, they interfere with the locale mod.
to note: the locale mod as created because I depend on people updating the locale files for me, I can't easilly translate them myself, and I can't easilly just release a new version of the mods for a locale update. So the general agreement was that I just don't try, I let 3rd party members maintain the locale mod instead.
I just tried to switch to boblocale mod, but it gave me an error message at startup.
Using latest version (0.12.3)
Filename of mod boblocale-0.12.3.zip doesnt match the expected boblocale_0.12.1.zip (case sensitive!)
after renaming boblocale-0.12.3.zip to boblocale_0.12.1.zip, the error message is gone.
is this expected filename hardcoded inside of your mods?
Re: [0.12.x][v0.12.6] Bob's Enemies Mod
Posted: Sun Apr 03, 2016 1:48 pm
by orzelek
eudel wrote:bobingabout wrote:I just took a quick look at the boblocale mod, there is indeed a bobenemies.cfg file within that mod, and it does contain locale translations.
I really need to get around to removing all the old translations from the mods themselves, they interfere with the locale mod.
to note: the locale mod as created because I depend on people updating the locale files for me, I can't easilly translate them myself, and I can't easilly just release a new version of the mods for a locale update. So the general agreement was that I just don't try, I let 3rd party members maintain the locale mod instead.
I just tried to switch to boblocale mod, but it gave me an error message at startup.
Using latest version (0.12.3)
Filename of mod boblocale-0.12.3.zip doesnt match the expected boblocale_0.12.1.zip (case sensitive!)
after renaming boblocale-0.12.3.zip to boblocale_0.12.1.zip, the error message is gone.
is this expected filename hardcoded inside of your mods?
Those are two issues with boblocale mod. First one is incorrect name of zip file, second one is wrong version inside info.json.
Re: [0.12.x][v0.12.7] Bob's Enemies Mod
Posted: Tue May 03, 2016 11:04 pm
by bobingabout
Next to receave an overhaul... Enemies mod.
v0.12.7
* split enemies file into biters, spitters, spawners, worms and values files.
* Renamed Bigger Biter/Spitter to Huge
* Renamed Biggest Biter/Spitter to Giant
* Added Big Piercing biter and Big Electric spitter.
* Added Huge Explosive Biter and Huge Acid Spitter
* Added Leviathan Biter/Spitter (Nasty!)
* Resistances reballancing
* Added usage of Electric damage type instead of impac
* Added electric and piercing resistances.
* Loot table reballance. Elemental types always drop coloured artifacts (if they're enabled) and no regulars.
* Renamed my Spawners to Elemental Spawners, And lowered their health to 1500 from 3500. (normals are only 350)
The original intention of a harder to kill spawner was to make it only show up in later evolution factor scores, but that wasn't possible, so the purpose changed, but it kept the high health.
Re: [0.12.x][v0.12.7] Bob's Enemies Mod
Posted: Wed May 04, 2016 3:14 am
by TheSAguy
Yay, looking forward to facing these new guys!
You should add the below to bobenemies.cfg:
Code: Select all
[damage-type-name]
bob-pierce = Bob's Pierce Damage
Re: [0.12.x][v0.12.7] Bob's Enemies Mod
Posted: Wed May 04, 2016 7:47 am
by bobingabout
TheSAguy wrote:Yay, looking forward to facing these new guys!
You should add the below to bobenemies.cfg:
Code: Select all
[damage-type-name]
bob-pierce = Bob's Pierce Damage
Ah. I probably missed this one off for 2 reasons.
Previously, it was dealt damage only (I think), so the name didn't show up on anything.
And, it is defined in the Warfare mod, so since I have them both installed, it shows as translated, as such I didn't realise it wasn't already in this mod.
Re: [0.12.x][v0.12.7] Bob's Enemies Mod
Posted: Tue Jun 21, 2016 11:57 pm
by axefrog
If I have a savegame with Bob's Enemies 0.12.6, is it safe to upgrade to 0.12.7, or will the changes mess things up?
Re: [0.12.x][v0.12.7] Bob's Enemies Mod
Posted: Wed Jun 22, 2016 8:16 am
by bobingabout
You might need to update the library mod too, depending on what I've done in the mod (I can't remember, and can't look it up right now), but updating the mod should NOT break anything, you may find things a little harder with the changed resistances though.
Re: [0.12.x][v0.12.7] Bob's Enemies Mod
Posted: Thu Jun 23, 2016 2:13 am
by axefrog
Ok thanks. One other question- is there any non-tedious way to clean up the thousands and thousands of artifacts that pollute all of the walls outside of all of my mining camps? The best I've come up with so far is to take a whole bunch of robot bays, plant them in the middle of a used-up mining camp and start issuing deconstruction commands. Even with several hundred bots though, it still takes ages for them to finally finish cleaning everything up though and the whole process is quite tedious. I'm just wondering if maybe I haven't noticed an important technology or technique for handling this.
Re: [0.12.x][v0.12.7] Bob's Enemies Mod
Posted: Thu Jun 23, 2016 3:58 am
by steinio
This video shows a good example how you can collect the artifacts by belts:
https://www.youtube.com/watch?v=jb6cmccv5-I
Greetings steinio
Re: [0.12.x][v0.12.7] Bob's Enemies Mod
Posted: Fri Jun 24, 2016 3:38 pm
by Metalface7
Is it possible to obtain the new artifacts from regular biter and spitter spawners? I'm playing with lower alien base frequency and richness settings than the default (with RSO) and all I've gotten are the vanilla and small vanilla artifacts. I saw in a youtube series that the player was getting all colors of the new artifacts from all spawners, but that was also an earlier 0.12 version of factorio.
Re: [0.12.x][v0.12.7] Bob's Enemies Mod
Posted: Fri Jun 24, 2016 4:03 pm
by TheSAguy
Metalface7 wrote:Is it possible to obtain the new artifacts from regular biter and spitter spawners? I'm playing with lower alien base frequency and richness settings than the default (with RSO) and all I've gotten are the vanilla and small vanilla artifacts. I saw in a youtube series that the player was getting all colors of the new artifacts from all spawners, but that was also an earlier 0.12 version of factorio.
Do you have new artifacts enabled in the config?
By default it should be, but check it out.
(Config Mod)
Re: [0.12.x][v0.12.7] Bob's Enemies Mod
Posted: Fri Jun 24, 2016 5:01 pm
by Metalface7
TheSAguy wrote:Metalface7 wrote:Is it possible to obtain the new artifacts from regular biter and spitter spawners? I'm playing with lower alien base frequency and richness settings than the default (with RSO) and all I've gotten are the vanilla and small vanilla artifacts. I saw in a youtube series that the player was getting all colors of the new artifacts from all spawners, but that was also an earlier 0.12 version of factorio.
Do you have new artifacts enabled in the config?
By default it should be, but check it out.
(Config Mod)
They are enabled. That was the first thing I checked. Would the Rescaled Evolution Factor mod change things at all?
Edit: tried removing RSO, and it worked. The issue appears to be that RSO is preventing Bob's spawners from being generated.
Re: [0.12.x][v0.12.7] Bob's Enemies Mod
Posted: Fri Jun 24, 2016 5:20 pm
by Arch666Angel
Metalface7 wrote:TheSAguy wrote:Metalface7 wrote:Is it possible to obtain the new artifacts from regular biter and spitter spawners? I'm playing with lower alien base frequency and richness settings than the default (with RSO) and all I've gotten are the vanilla and small vanilla artifacts. I saw in a youtube series that the player was getting all colors of the new artifacts from all spawners, but that was also an earlier 0.12 version of factorio.
Do you have new artifacts enabled in the config?
By default it should be, but check it out.
(Config Mod)
They are enabled. That was the first thing I checked. Would the Rescaled Evolution Factor mod change things at all?
Edit: tried removing RSO, and it worked. The issue appears to be that RSO is preventing Bob's spawners from being generated.
Are you using an older RSO version? Because it works with everyone else

Re: [0.12.x][v0.12.7] Bob's Enemies Mod
Posted: Fri Jun 24, 2016 5:37 pm
by Metalface7
Arch666Angel wrote:Metalface7 wrote:TheSAguy wrote:Metalface7 wrote:Is it possible to obtain the new artifacts from regular biter and spitter spawners? I'm playing with lower alien base frequency and richness settings than the default (with RSO) and all I've gotten are the vanilla and small vanilla artifacts. I saw in a youtube series that the player was getting all colors of the new artifacts from all spawners, but that was also an earlier 0.12 version of factorio.
Do you have new artifacts enabled in the config?
By default it should be, but check it out.
(Config Mod)
They are enabled. That was the first thing I checked. Would the Rescaled Evolution Factor mod change things at all?
Edit: tried removing RSO, and it worked. The issue appears to be that RSO is preventing Bob's spawners from being generated.
Are you using an older RSO version? Because it works with everyone else

I'm running RSO 1.5.6. Tried it again using different enemy settings and it worked - I didn't realize that it was
only the elemental spawners and enemies that dropped the new artifacts, and I just needed to go further out to find the elemental spawners.
Re: [0.11.22/0.12.x][v0.12.3] Bob's Enemies Mod
Posted: Sun Jul 17, 2016 9:21 pm
by killfalcon
crysanja wrote:something funny.
biters fighting each other !
guess it happens when an aoe from a spitter hits another spitter/biter.
does not happen that often, but i have seen it.
I've seen this as well: in fact, I've seen multiple enemy bases consumed in unending civil wars, with artefact drops spilling out to the edges of the chunk and murdering my FPS. It does make it easier to kill the bases, mind.
Not sure there's anything you can do about it: I assume the default AI code assumes all damage comes from the player or your own minions, and never considered alien AoE.
Re: [0.12.x][v0.12.7] Bob's Enemies Mod
Posted: Mon Jul 18, 2016 5:15 pm
by orzelek
It seems that only way to prevent this currently is to make sure that enemies don't do aoe.
Since enemies can attack obstacle they have trouble pathing around it leads to big civil wars

Re: [0.12.x][v0.12.7] Bob's Enemies Mod
Posted: Mon Jul 18, 2016 5:24 pm
by TheSAguy
orzelek wrote:It seems that only way to prevent this currently is to make sure that enemies don't do aoe.
Since enemies can attack obstacle they have trouble pathing around it leads to big civil wars

FYI, Veden wrote me some code that has fixed this in my NE Enemies mod.
Here is the code
Code: Select all
-- check for civil war
if event.force ~= nil then
if ((event.force.name == "enemy") and (event.force.name == event.entity.force.name)) then
if NE_Enemies_Config.allowCivilWar then
-- let the enemy die but prevent loot drop
event.entity.destroy()
else
-- check if player or player things are near the area of combat
local playerBattle = false
local battleRadius = 60
local playerObject = event.entity.surface.find_nearest_enemy({position = event.entity.position,
max_distance = battleRadius,
force = "enemy"})
if playerObject ~= nil then
playerBattle = true
end
-- get bitters that have been affected by splash damage
local deathRadius = 8
local enemyEntities = event.entity.surface.find_entities_filtered({area = {{x = event.entity.position.x - deathRadius, y = event.entity.position.y - deathRadius},
{x = event.entity.position.x + deathRadius, y = event.entity.position.y + deathRadius}},
force = "enemy"})
if not playerBattle then
-- kill around dead enemy to quell war
for _, enemyEntity in ipairs(enemyEntities) do
if (enemyEntity.type == "unit") and (enemyEntity.has_command()) then
enemyEntity.destroy()
end
end
else
-- retarget each splash affected bitter to enemies first, then they might turn on themselves once everything around them is dead
local searchRadius = 60
for _, enemyEntity in ipairs(enemyEntities) do
local newTarget = event.entity.surface.find_nearest_enemy({position = enemyEntity.position,
max_distance = searchRadius,
force = "enemy"})
if newTarget ~= nil then
if (enemyEntity.type == "unit") and (enemyEntity.has_command()) then
enemyEntity.set_command({type=defines.command.attack,
target=newTarget})
end
end
end
end
end
end
end
Re: [0.12.x][v0.12.7] Bob's Enemies Mod
Posted: Tue Dec 06, 2016 2:55 am
by Recon777
I'm 40 some hours into my first Bob's Mod playthrough, and I've finally got power armor. But something I'm very curious about is these massive weapon and armor upgrades in the game. In vanilla, the only weapon you really need is the flamethrower. If you have power armor 2, and enough legs and shields, you can kite enemies and burn down any size nest in seconds.
But Bob's Mods have some really elaborate and advanced weapons and armor. Does this mean that the enemies are proportionately more difficult? I hope so. Because if not, then all these great weapons are for nothing.
How much more difficult than vanilla are the Bob's enemies? Can we expect a real challenge which actually necessitates the Bob's Warfare suite?
Re: [0.12.x][v0.12.7] Bob's Enemies Mod
Posted: Tue Dec 06, 2016 4:46 pm
by bobingabout
It's been a while since I looked at stats, but I think my Titan is on par with base game Behemoth. then you have my Badass behemoth and Leviathan on top of that. Plus the others show up at lower levels, so yes, harder.
Also, the combat is basically designed around the 0.12 game, when the flamethrower basically just tickled the enemies, it has seen quite the buff in 0.13.