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Which bob mods adds complexity/hardness vs which makes it easier?

Posted: Wed May 08, 2024 1:55 pm
by TruePoosh
I'm all in for the suffering, and I don't care about making my life easier in any way

I've done extensive research and it's very hard to get info on bobs mods separately

currently I'm using only 6:

-bob's ores

-bob's electronics

-bobs metals, chemicals, intermediates

and then I'm using the "warfare focused" ones:

-bobs enemies

-bobs warfare

-bobs personal equipment

Is there any other bob mod that will make my life harder that I forgot?

I'm not using the bob's tech/mining/logistics/power/inserters/modules because they apparently make my life easier which is something I don't want

or am I wrong on any one on that list?

same for angel, I'm using angels full suite, except for the add-ons, but I'm willing to remove any angel mod if they make it anything easier/faster/less-complex

Re: Which bob mods adds complexity/hardness vs which makes it easier?

Posted: Mon Dec 16, 2024 7:36 am
by Haless
Hello!

Another user that like me, like to suffer with Angel's Bob's.

For the max experience I recommend download the full suit of these two packs. And no they will not make anything easier I guarantee. To help make your game more fun and harder add some biters mods.

Frost biters, explosive biters, toxic biters, rampant, natural evolution enemies. Heavy waves is another very good mod. If you are a masochist, add big monsters. And play deathworld like me hehe.

Start with starting zone with 200% or 300% space or you wont even be able to start to automate and will be overrun by LOTS of biters.

Re: Which bob mods adds complexity/hardness vs which makes it easier?

Posted: Mon Dec 16, 2024 8:05 am
by eugenekay
I swore an oath to Sanity, and deleted my AngelBob save before 2.0/Space Age released. I pray you enjoy the suffering as much as I did!


Bob’s Tech is a nice reorganization if you’re already “all in”. I recommend LinearResearchCost to make Science Scaling an ongoing challenge - not just 100X the default costs.

The higher tiers of Bob’s Modules provides an excellent resource sink / lots of complex production chains to put together. I do recommend turning off the “God” and “Merged” modules though. You can nerf the Effectiveness of each tier in “Mod Settings” to keep them from getting OverPowered too. There is a “Modules Lab” and new science chains here.

Bob’s Logistics is, again, a nice resource sink. The “vanilla” Pumps are nerfed, forcing you to think about Fluid speeds and eventually upgrade everything…. You can also de-tune the Cargo Wagon capacities to your liking.

I agree & recommend the various extra enemies mods, Armoured/Frost/Explosive/Toxic biters are great. You might as well add “Aliien Biomes” to get the immersive experience.