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Factorio With Bob's Mods Season 2

Posted: Fri Sep 16, 2016 9:49 am
by Shroomworks
Hello Everyone :)

Season 2 of my Factorio with Bob's Mods Let's Play series is starting next monday and it will be bigger, better and more in-depth than season 1. I'm truly looking forward to it :D
The theme of this new series is "Go big, or go home" with the end-goal of launching a rocket every 10 seconds. For that, we are going to need a massive infrastructure. So this time around, the factory will be way bigger and more complex than before.

I've compiled a list of old and new mods that i'm going to use. Some of the mods that i used in the previous season make a reappearance due to their usefulness, but there are also a lot of new and exciting mods this time, what i can't wait to try out and play around with.

So, without further ado, here's the mod list for season 2: https://youtu.be/mjk6McQyW8U

Re: Factorio With Bob's Mods Season 2

Posted: Fri Sep 16, 2016 5:54 pm
by Shroomworks
Here's a small update to the mod list. Some new useful mods have been added to the list. I consider this to be the final mod list for season 2 now. Sorry for the inconvenience.

Link: https://youtu.be/uMp208Zujcg

Re: Factorio With Bob's Mods Season 2

Posted: Mon Sep 19, 2016 9:49 am
by Shroomworks
The first episode has been released :)

Welcome to season 2's first episode of factorio with bob's mods. We start on a new map, this time in a more temperate region with plenty of resources, but also enemies nearby.
We manage to set up the first semi-automation for ammunition and research,get a radar going,some defenses and explore the map a little bit. So far, it's a good start.

Episode Link: https://youtu.be/lxX-0S5DhOk

Re: Factorio With Bob's Mods Season 2

Posted: Fri Sep 23, 2016 12:48 pm
by Shroomworks
Episode 2 is up :)

In this episode, we begin to set up some defenses in the form of pallisades and start with some semi-automatic wood production.

We also explore the map a little bit further into the west and lay down some gravel paths to help us get around the base quicker.
I also introduce a small mod that will help us with early-game lighting: Torches!

Episode Link: https://youtu.be/84nOP_yxtU8

Re: Factorio With Bob's Mods Season 2

Posted: Mon Sep 26, 2016 7:38 am
by Shroomworks
And here is episode 3 :D

We continue setting up our defenses and start laying down the foundation for our future iron smelting setup, build some electric mining drills for iron/coal and put down some torches to lighten up the base a little bit.

We also scout out some more of the eastern and southern parts of the map and discover that we are surrounded by biter nests. Better get those defenses up and running before it's too late...

Episode Link: https://youtu.be/yfVRm-lpIMk

Re: Factorio With Bob's Mods Season 2

Posted: Fri Sep 30, 2016 8:31 am
by Shroomworks
Episode 4 is out :)

In today's episode, the first (small) smelting setup is being finished that will produce a good amount of iron and copper to get a small but efficient factory started.
The defenses are coming along nicely when it comes to turrets, but a lack of wood makes finishing the palisade walls a tedious task.

Episode Link: https://youtu.be/NMxlZ0VOrwg

Re: Factorio With Bob's Mods Season 2

Posted: Mon Oct 03, 2016 9:36 am
by Shroomworks
And here's episode 5 :)

In this episode, we set up the first automated factories for electronic circuits and transport belts. We also start clearing the forest on top of and around of the galena deposit and set up the first few tin mines in preparation for the solder production.

Episode Link: https://youtu.be/_jfrXrv0x9E

Re: Factorio With Bob's Mods Season 2

Posted: Fri Oct 07, 2016 2:23 pm
by Shroomworks
Episode 6 is out :D

In today's episode, we set up the production lines for steel, carbon and a larger automated science pack production.
The base has been completely walled off to protect us from future attacks and the galena ore field has been secured as well.

Episode Link: https://youtu.be/dAbHuCGUSSM

Re: Factorio With Bob's Mods Season 2

Posted: Mon Oct 10, 2016 8:31 am
by Shroomworks
Time for episode 7 :)

In this episode, we concentrate on producting the science pack 2 and in order to do that, we need several new resources and products such as solder and integrated electronics. Soon, we will be able to access the Factorissimo buildings and make all our setups more compact and tidy.

Episode Link: https://youtu.be/JAXbThdkkzA

Re: Factorio With Bob's Mods Season 2

Posted: Fri Oct 14, 2016 9:51 am
by Shroomworks
Episode 8 is out :)
Time to start with the base restructuring and we do that with help of the awesome Factorissimo buildings :D

Episode Link: https://youtu.be/99dm768ZxUo

Re: Factorio With Bob's Mods Season 2

Posted: Mon Oct 17, 2016 11:53 am
by Shroomworks
Here is episode 9. Time to get oil production and trains researched.

Episode Link: https://youtu.be/Pt_AWTNICDg

Re: Factorio With Bob's Mods Season 2

Posted: Fri Oct 21, 2016 6:01 pm
by Shroomworks
Episode 10 is out.

Time to lay down the foundations for our future oil production. We build the refineries, the crude oil storage and start with the storage for the 4 types of oil products: light, heavy, petroleum & lubricant.
The train station for the oil deliveries is built as well as the train that will soon deliver it to the base.

And here's the download link for the save file of EP 10.
Simply put the .rar file as it is into C:/Username/appdata/roaming/factorio/saves and you're good to go.

http://www15.zippyshare.com/v/tAGAp9R9/file.html

Episode Link: https://youtu.be/lDT4B0HdGOQ

Re: Factorio With Bob's Mods Season 2

Posted: Mon Oct 24, 2016 3:58 pm
by Shroomworks
Here's episode 11.

Now that we got our refineries, crude oil storage, oil product storage and train station ready, we need to conquer the oil field in the east. However, there's a nest of biters in the way...

Episode Link: https://youtu.be/JFQUDURXw-g

Re: Factorio With Bob's Mods Season 2

Posted: Fri Oct 28, 2016 2:54 pm
by Shroomworks
Episode 12 is out :)

In this episode, we start with placing down the productions for synthetic wood,resin and lubricant. We also try out the bulldozer, truck and experiment a little with the Factorissimo buildings.

Episode Link: https://youtu.be/4ZPaEtNvqxY

Re: Factorio With Bob's Mods Season 2

Posted: Mon Oct 31, 2016 12:32 pm
by Shroomworks
Episode 13 is out :)

Now that we've got the synthetic wood, resin and lubricant production up and running, we can restructure the tine, lead and solder plate procution in preparation for the large scale electronics production.

Episode Link: https://youtu.be/D-k-tH70xs4

Re: Factorio With Bob's Mods Season 2

Posted: Fri Nov 04, 2016 1:37 pm
by Shroomworks
Here is episode 14 :)

In this episode, we expand the base all the way into the west, in order to make room for the main bus and all the factories that we will need. Some biter nests are in the way however, so we need to take them out first.

Episode Link: https://youtu.be/Y3ZYzYmygVU

Re: Factorio With Bob's Mods Season 2

Posted: Mon Nov 07, 2016 11:28 am
by Shroomworks
Time for episode 15. Enjoy ;)

In this episode, i introduce the beginning of the tram line, that will take us throughout the entire base, the new main bus, and we put up the new production chains for the first two tiers of electronic circuits.

Episode Link: https://youtu.be/Hh5vt2GNRDw

Re: Factorio With Bob's Mods Season 2

Posted: Fri Nov 11, 2016 12:25 pm
by Shroomworks
Episode 16 is out :)

Time to get the research labs back online,supported by a science pack production, bigger and better than before.

Episode Link: https://youtu.be/Jxzr1ylx1uI

Re: Factorio With Bob's Mods Season 2

Posted: Mon Nov 14, 2016 9:58 pm
by Shroomworks
Episode 17 is out :)

In today's epsiode, we start with the production of the most used items: Transport belts & Inserters and start with a production chain for factories, so we won't have to craft them in our inventory anymore.

Episode Link: https://youtu.be/xVX2nEvwAzk

Re: Factorio With Bob's Mods Season 2

Posted: Fri Nov 18, 2016 11:47 am
by Shroomworks
Here's episode 18. Enjoy :)

In this episode, i go into the Black Market mod and show how to use it, by selling and buying some stuff. The Biters meanwhile become restless and start attacking the northern and southern parts of the base. Some pest extermination is needed in the near future.

We've reached the part of the game, where we have to begin setting up the production lines for all goods that are needed to produce Science Pack 3. For starters, we are going to need plastics, but that ain't as easy to produce as it once was. Thanks to Bob's Mods, we need to establish an entire chemistry chain in order to produce Chlorine, one of the products needed for plastics.

Episode Link: https://youtu.be/NVZk--dO_Ck