Factorio

Factorio

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Onion 18 ABR 2017 a las 14:05
what is bob and why is bob
whats bobs mod? what does it add?
why is it put with this angel person all the time?
is bobs mod more scary stuff or just more factory?
is it hard ?
what is it tell me !
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Mostrando 1-15 de 35 comentarios
Name Lips 18 ABR 2017 a las 14:35 
Bob's Mods add complexity to the game. More stuff to build, more production lines to figure out, many, many more steps to getting the rocket.

Angels Mods kicks it up another few notches from "horribly complex" to "almost sadistic." Especially with the Angel's Petrochem mod, which adds dozens of new gasses and fluids.

I've launched rockets with Bob's and Angel's mods. It's not for the faint of heart. Makes the basic game seem trivial, like a baby's toy, by comparison. Default Factorio is pretty much the tutorial for Bob/Angel, which is where the REAL game is (at least, that's what if feels like after you beat them).

There are lots of youtube series of people trying these mods, but my favorite is "A Rocket Per Patron" by Arumba.
Última edición por Name Lips; 18 ABR 2017 a las 14:36
obstructor 18 ABR 2017 a las 14:55 
Bobs mods is every mod in the mod hub created by bobingabout. Angels mods are the ones made by Arch666Angel.

It changes the production chain entirely. You need wood to make circuits. So it reinvigorates the fun of the game as it rarely has the plug and play setups that vanilla has.

Although I will say once you get modules its goes downhill, your factory just turns into a giant grid of buildings each building one thing at the speed of light with 3x productivity. Blue belt of iron goes into furnace blue belt of steel comes out the other side.

Angels is a lot of fun, it pretty much breaks the idea of having "one factory." Too many large buildings to fit it in any sort of condensed space.
Última edición por obstructor; 18 ABR 2017 a las 14:57
Onion 18 ABR 2017 a las 23:39 
Publicado originalmente por Name Lips:
Bob's Mods add complexity to the game. More stuff to build, more production lines to figure out, many, many more steps to getting the rocket.

Angels Mods kicks it up another few notches from "horribly complex" to "almost sadistic." Especially with the Angel's Petrochem mod, which adds dozens of new gasses and fluids.

I've launched rockets with Bob's and Angel's mods. It's not for the faint of heart. Makes the basic game seem trivial, like a baby's toy, by comparison. Default Factorio is pretty much the tutorial for Bob/Angel, which is where the REAL game is (at least, that's what if feels like after you beat them).

There are lots of youtube series of people trying these mods, but my favorite is "A Rocket Per Patron" by Arumba.


Publicado originalmente por obstructor:
Bobs mods is every mod in the mod hub created by bobingabout. Angels mods are the ones made by Arch666Angel.

It changes the production chain entirely. You need wood to make circuits. So it reinvigorates the fun of the game as it rarely has the plug and play setups that vanilla has.

Although I will say once you get modules its goes downhill, your factory just turns into a giant grid of buildings each building one thing at the speed of light with 3x productivity. Blue belt of iron goes into furnace blue belt of steel comes out the other side.

Angels is a lot of fun, it pretty much breaks the idea of having "one factory." Too many large buildings to fit it in any sort of condensed space.

thanks for the reply
would u reccomend it or not?
Name Lips 18 ABR 2017 a las 23:41 
If you've beaten the base game, and you still have an "itch" to play more factorio, then go for it. Mods keep the game from getting too stale.

Onion 18 ABR 2017 a las 23:59 
Publicado originalmente por Name Lips:
If you've beaten the base game, and you still have an "itch" to play more factorio, then go for it. Mods keep the game from getting too stale.

thanks for the help but one last thing

i was downloading it to just fiddle around and look at what it adds but when i tried to load factorio it said there was an error with bobs expanded
whats happening?
Fel 19 ABR 2017 a las 1:00 
"bob extended" https://mods.factorio.com/mods/momosundeass/BobExtended
It is a sub-mod for the bob mods suite that requires said mods, so maybe it's that.

https://mods.factorio.com/mods/Bobingabout
This is the user that publishes the "main" series of bob's mods.
Clock and migration are not needed, but you pretty much want all of the rest.
Onion 19 ABR 2017 a las 2:01 
thanks for the help i got the mods installed everything is working
but one last question
is there a guide for this cuz ima need it
Coffee Daemon 19 ABR 2017 a las 3:13 
Publicado originalmente por LegendDan1000:
thanks for the help i got the mods installed everything is working
but one last question
is there a guide for this cuz ima need it
Not really, that's the fun.

Good luck XD
Fel 19 ABR 2017 a las 3:17 
You might want to search around the official forum in bob's sub-forum, but most of the fun when trying to go against Bob's and angel's mods comes from looking at what you have, looking through the tech, and figuring out how you want to do things (what works, what doesn't...).

What you might be able to find would be rough outlines or examples of how people did things, but if you want a full guide that explains everything and how to do everything, I don't think there is any decent one.

Foreman might help (it's a tool, not a mod), but ultimately those mods are meant to challenge your skills in planning and adaptation.

Red science is mostly unchanged, green is slightly more complex as it requires wood for the first 'circuit', and it quickly complexifies things when you go towards the second circuit (you need tin and lead in addition to the usual), and the third circuit is something you might want to make a full base just for making them.

Just like with the base game, there are many things that are not strait 1 for 1 ratios, and the many uses for resources and many inermediate products will require you to adapt your builds as you progress, much more so than in vanilla.
Noppius 19 ABR 2017 a las 5:00 
Maybe the wrong place to ask this, but what are the "essential" mods from Bob and how do you install them?
Also, with 0.15 around the corner, woudl you suggest to wait 'till that comes out and Bob's compatible with 0.15 or just keep the game from updating?
Thanks in advance people!
Mac 19 ABR 2017 a las 5:15 
If you want another personal opinion from someone who has played

A.) Vanilla without mods
B.) With Bob's mods (all of them enabled)
C.) With Bob's and Angel's mods (all of them enabled)

I would recommend you play with either Bob's mods ONLY or Angel's mods ONLY, not both. I personally prefer Bob's over Angel's. Unless you are super hardcore into unnecessarily complicating things one is more than enough to add new flavour to your game. Running both Bob's and Angel's mods make this game more of a chore and in my opinion less fun. At some point things just become too complicated to still be fun and each of the mods already makes things complicated enough, also there is a lot of overlap between the mods so you are not really missing out on anything super important if you only have one of them enabled.
Fel 19 ABR 2017 a las 5:42 
Well, it depends on the person, I personally have way more fun with both bob's and angel's mods, making a huge mess everywhere until I figure out something that actually works properly.

That said, definitely never go strait from vanilla to that, you have to do a run or two with bob "only" (a few side mods don't hurt, but no angel), or you will simply be lost.

"Wait, where is iron ore?", "why do I have two different hydrogens liquid/gas?", or even "how the hell am I supposed to get this resource that is needed for that recipe?" come to mind.


Basically, only add angel if you find making the highest tier of circuits with bob to not be challenging you enough with the steps and ratios, and you will get a very extreme experience where you have no less than 3-4 "main" ways to get your iron plates, each requiring different amount of steps and different materials.
Admitedly, it is not complex for the sake of it either, the top tier refining of minerals into plates not only yields a lot, it also allow you to get a lot of different plates from the same patch of minerals.

And in any of those mods, if it is your thing, it feels very satisfying when you finally manage to put together a part of your factory to make either something complex or to use the tools you have to get results you didn't even think about when you started (usually because you notice a side product and when you investigate what you can do with it, you end up expanding your factory a lot more than you previously thought.
Onion 19 ABR 2017 a las 5:50 
thanks for all the replies i have 2 questions that are something i and my friend found minorly annoying in factorio though not sure if are prevelant in bobs mod
1. should i use an "infinite resources mod"
2. can you automate alien artifacts
also a side note
what is the goal of bobs mod?
get to space?
use up too much space?
run out of space?
Última edición por Onion; 19 ABR 2017 a las 6:00
whiter2501 19 ABR 2017 a las 7:01 
Infinite resources is for people that do not want to hunt for ore veins by turning them into something like oil deposits.

There are mods that allow you to make Alain artifacts, but in Bob's biters drop artifacts and you will be swimming in them by the time you need them.

And the 'End Game' is the same. Launch rockets into space.
Name Lips 19 ABR 2017 a las 7:08 
Infinite resource mod adds a small patch of infinite ore to the center of each ore patch. (By the way, I recommend you get the RSO mod, which rebalances resource spawning.) By default, the "starter" patches where you spawn don't have an infinite patch, so you need to expand at least once to new patches. This mod is designed for people who get frustrated running out of ore and needing to claim new patches. I recommend using it if you are trying something like Bob's for the first time. You're going to want to spend as much time as possible trying to figure out production lines.

Automate alien artifacts: alien artifacts are available only from killing alien nests. You can't automate production of them. I dont' remember if this is a Bobs thing, but you might have a mod that creates "small alien artifacts" when aliens are killed, which can be combined in a factory to regular alien artifacts. This allows for automation if you're very clever -- you can set up conveyer belts to collect the small artifacts, for instance.

The goal of bobs mods is the same as the base game -- build a rocket. Factorio is weak in endgame goals, with more of a focus on the fun of getting there. You can download the SpaceX mod if you want an extended endgame, but it's still just launching a bunch of rockets with different stuff in them.

I'd recommend you play with just Bob's Mods and not Angels for at least one game. Bob's is complicated enough on its own.

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Publicado el: 18 ABR 2017 a las 14:05
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