Factorio

Factorio

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Mikey Nov 4, 2017 @ 4:20am
What are Bob's/Angel's Mods?
Having never gotten more than the odd Quality of Life mod, I see lots of people talk about Bob and Angel mods.

Can someone explain to me what these are?
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Showing 1-15 of 33 comments
BitterSwede Nov 4, 2017 @ 4:31am 
Bob's Mods is a set of modular mods that revamps the game. You can get things like extra assembling machines, or harder enemies, or reworked electric generation.

Angel's Mods adds a different way to do things, a bit harder than vanilla. For example, you'll need to process ores in several steps to get plates out of them, but also offers alternatives, like a smelter that can produce more plates per ore at the cost of being massively big and a real energy hog.

Both mods generally work well together, to get a completely new feel of the game.

If you've played Minecraft, it's a bit like those Hardcore Quest mods, where every mechanic in the game has changed, from recipies to how you collect resources.
Zardinio Nov 4, 2017 @ 10:20am 
Originally posted by BitterSwede:
Bob's Mods is a set of modular mods that revamps the game. You can get things like extra assembling machines, or harder enemies, or reworked electric generation.

Angel's Mods adds a different way to do things, a bit harder than vanilla. For example, you'll need to process ores in several steps to get plates out of them, but also offers alternatives, like a smelter that can produce more plates per ore at the cost of being massively big and a real energy hog.

Both mods generally work well together, to get a completely new feel of the game.

If you've played Minecraft, it's a bit like those Hardcore Quest mods, where every mechanic in the game has changed, from recipies to how you collect resources.

Probably couldn't have said it any better.
However I would like to also add that some of the mods have a steep learning curve and require some detication.
impetus_maximus Nov 4, 2017 @ 2:29pm 
if you want factorio to feel more like a job than a game, play Bob's & Angel's mods together.
stlyau Nov 4, 2017 @ 6:08pm 
Just for future reference, what's the typical Angel's/Bob's Mod list include, assuming someone decides to expand their play from vanilla? In other words, which are the most used choices?
Zardinio Nov 4, 2017 @ 6:19pm 
Originally posted by stlyau:
Just for future reference, what's the typical Angel's/Bob's Mod list include, assuming someone decides to expand their play from vanilla? In other words, which are the most used choices?

Well Angel's and Bob's are meant to be played with a new world, if you play with an old world then you might need to configure alot of things and find broken stuff.

Here's a list I use:

5Dim's - Core
5Dim's - Decoration
5Dim's - Energy
5Dim's - Infinite Research
5Dim's - Module
5Dim's - Nuclear
5Dim's - Transport
5Dim's - Vehical
Angel's Addons - Ore Silos
Angel's Addons - Petrochem Train
Angel's Addons - Pressure Tank
Angel's Addons - Warehouses
Angel's Bio Processing
Angel's Petro Chemical Processing
Angel's Refining
Angel's Smelting
Angel's Smelting Extended
Automatic Train Building
Base Mod (Of course)
Bob's Assembiling Machines
Bob's Electronics
Bob's Enemies
Bob's Functions Library Mod
Bob's Greenhouse Mod
Bob's Logistics Mod
Bob's Metals, Chemicals and Intermediates
Bob's Mining
Bob's Alternate Textures
Bob's Modules
Bob's Ores
Bob's Power
Bob's Revamp Mod
Bob's Tech
Bob's Vehical Equipment
Bob's Warfare
Bridge Railway
Cannon Turret
Explosive Termites
Factorissimo2
Fully Automated Rail Layer
Long Reach (By: James)
Nuclear Fission Armor
OverPowered Train Speed and Brakes
Vehical Wagon
YIR - Youki Industeries-Railroads
Youki Industeries
Youki Industeries - Engines (Addon)
Youki Industeries - Railways
Youki and Bob's Ore Intergration
Factorio NEI



Everything seems good, I wouldn't recommend this mod list with knowlegde on how to play the base game first.
Last edited by Zardinio; Nov 4, 2017 @ 7:14pm
stlyau Nov 4, 2017 @ 8:25pm 
I can already tell there is a BIG learning curve with both Bob's and Angel's enabled. Mostly for the first timer on these, it's learning what the new buildings do and how to use them. Think I spent more time in the first 90mins of the map trying to figure these out and what research to do next. Have a feeling I'm gonna be restarting the map with Biter or pollution turned off, at least so I can figure things out without concerns. I had no problem playing vanilla with normal settings, but with mods enabled it's making me spend more time thinking than just knowing what to do next or how to lay things out.
Zardinio Nov 4, 2017 @ 8:30pm 
Originally posted by stlyau:
I can already tell there is a BIG learning curve with both Bob's and Angel's enabled. Mostly for the first timer on these, it's learning what the new buildings do and how to use them. Think I spent more time in the first 90mins of the map trying to figure these out and what research to do next. Have a feeling I'm gonna be restarting the map with Biter or pollution turned off, at least so I can figure things out without concerns. I had no problem playing vanilla with normal settings, but with mods enabled it's making me spend more time thinking than just knowing what to do next or how to lay things out.

Good choice.

stlyau Nov 6, 2017 @ 5:44pm 
Despite the need to seriously think out everything on this first play through with full Angel's and Bob's, I think I'm starting to get somewhere in design. I've got the start of my smelting area, soon I'll finally be upgrading to a better Science/Mall area. Still haven't figured out the whole gases side yet, mainly it's via trying to figure out where what I've produced gets used. Finally set down my first train to bring Jovalite up to the base area, for more Iron Ore.

I can definitely say this map is gonna be rail dependant, seeing as next closest patches are decent distance away from starting area that belts aren't really an option. I do wanna get robots going on it tho, it'll make things better overall productionwise.

*Edit* After looking over the rest of the metals, I've already learned that the smelting setup I have right now is going to need revamped.
Last edited by stlyau; Nov 6, 2017 @ 7:17pm
[R] Iglix Nov 7, 2017 @ 4:40am 
Bob´s mod along with 5Dim, DyTech and Youki are largest/most famous overhaul/expansion mods that you will often find mentioned together (fex mod A is better then mod B because...)

It is kind of hard to describe them in simple terms because of how big they are but here is summary from my experience:

5DIM - Most easy to get into out of all above mentioned mods. Its main area is just implementing higher versions of already present things like Electric mine mk 1-6 etc. It also implements some new items but generally you are still producing same basic components as in vanilla (ie green/red/blue circuits, steel plates etc) and from them you are making more effective things.
For some people is important that 5Dim contains underground belts that can go up to 50 length while other mods ussualy have only to 10-20.

It goes with mentality of that mod where its goal is to allow you to ramp up your production, increase your effectivity and simply get more bang out of your resources without forcing you to jump through many hoops. Some people though consider jumping through hoops as part of the game and thus dislike that (fex coming up with non-spagheti factory layout can be too easy with 50 long underground belts)

BOB - Most complex out of all above mentioned mods to get into. It screws with everything. Most recipes are changed. Many items you are used to are completely changed (name/picture/way to make them) and it is always for harder.
Greatest example are green circuits that are changed for Basic electronic circuits.

Where for green circuits you need:
iron ore into iron plates + cooper ore into cooper plate into cooper wire = green circuit

For its equivalent in Bobs mod you need:
Wood into wooden board + stone into stone bricks into stone board = basic board
coal + water = carbon
cooper ore into cooper plates into cooper wire + tin ore into tin plates = tin wire
tin wire + carbon = basic electronic components
lead ore into lead plates + tin ore into tin plates = solder plate
wood into resin + solder plate = solder

And only now you combine: solder + basic electronic components + basic board = basic electronic board

That is how complexity ramped up with Bobs mod in comparsion to vanilla.
Now add to that that Bobs mod implements cca 8? new ores that are necessary for higher level stuff and they all are about as complex to make.
Making green science with Bob is harder then making blue science in vanilla.
And that is why many players love this mod. Because after so long, basic vanilla game no longer brings them challange and feels too easy and simplistic and this mod ramps that up again.

To sum it up, bobs mod implements huge ammount of new items and new recipes created in even increasing complexity. It also has better version of vanilla items created with help of those new items but it does not concentrate on that aspect as much as 5Dim.

DYTECH - Only one I did not tried and afaik its author no longer updates it (at least that was how it was few months ago). From what I heard, DyTech is kind of middleground between 5Dim and Bob.

YOUKI - This mod is pure expansion. It does not change anything, only adds completely new items and two new ores that are necessary to build them. Most items from this mod require only those new ores to make. Best thing is that you can completely ignore that you have this mod and simply build your base with regular items untill you are ready to explore depth of this mod and boy it is deep.

Everything has its own custom animations and pictures, it implements many interesting things like new weapons, armors, buildings, farming, ranching, special mining and construction, super hi tech stuff that you will not understand even after playing with that mod for long time and probably most important are its end-game things like Death Walker (or what is name of that Power armor) which takes a lot of effort to make but rewards you richly for it


ANGELS ores are about increasing complexity in getting basic resources (fex iron plates) from iron ore but not to the degree you can see in Bobs mods items

to sum it up:
If Factorio really wormed into you, I would suggest playing once with vanilla till you launch rocket. Then go into those mods, start for example with 5Dim and feel the power and then later switch to Bob and feel the price for getting that power :-D

Or go straight to Bob and suffer untill you learn how to deal with it effectively.
Or do whatever you want. I am not cop. I am just comment on internet.

Tankfriend Nov 7, 2017 @ 9:40am 
Originally posted by Iglix:
Or go straight to Bob and suffer untill you learn how to deal with it effectively.
That's part of what I did. A couple of hours of vanilla, then straight to the complete package... :D
Got to say, it's a really interesting puzzle to solve when you're just starting out, and I actually liked the challenge.

Originally posted by Iglix:
*Edit* After looking over the rest of the metals, I've already learned that the smelting setup I have right now is going to need revamped.
Imho, it's quickest and time-cost-efficient to stick with the basic ores early on. Just mine, crush and smelt them directly into the base metals you need at that time (iron, copper, tin, lead). This actually lasts you quite a while, and the production capacity is still surprisingly high early on.

The much more complex Angels smelting setups really start getting interesting once...
- you need more advanced materials that you can't efficiently produce with normal furnaces (for example, steel production in normal furnaces is extremely inefficient and time-consuming with these mods)

- you have (or will soon have) access to slag processing, crystallizer building, sulfuric acid and filters to handle the excess slag from ore sorters. If you don't and run a lot of raw ores through ore sorters to get e.g. iron and copper ore, you'll produce a lot of excess slag that can quickly jam your production line.
You can run your ores through the various refining machines before you sort them, of course, but that's not an option early on and usually means that you have even more excess material *on top of the slag* (except for if you make it all the way to the ore refinery step, after which sorting the ore no longer produces slag).
stlyau Nov 7, 2017 @ 12:19pm 
Originally posted by Tankfriend:
Originally posted by Iglix:
Or go straight to Bob and suffer untill you learn how to deal with it effectively.
That's part of what I did. A couple of hours of vanilla, then straight to the complete package... :D
Got to say, it's a really interesting puzzle to solve when you're just starting out, and I actually liked the challenge.

Originally posted by Iglix:
*Edit* After looking over the rest of the metals, I've already learned that the smelting setup I have right now is going to need revamped.
Imho, it's quickest and time-cost-efficient to stick with the basic ores early on. Just mine, crush and smelt them directly into the base metals you need at that time (iron, copper, tin, lead). This actually lasts you quite a while, and the production capacity is still surprisingly high early on.

The much more complex Angels smelting setups really start getting interesting once...
- you need more advanced materials that you can't efficiently produce with normal furnaces (for example, steel production in normal furnaces is extremely inefficient and time-consuming with these mods)

- you have (or will soon have) access to slag processing, crystallizer building, sulfuric acid and filters to handle the excess slag from ore sorters. If you don't and run a lot of raw ores through ore sorters to get e.g. iron and copper ore, you'll produce a lot of excess slag that can quickly jam your production line.
You can run your ores through the various refining machines before you sort them, of course, but that's not an option early on and usually means that you have even more excess material *on top of the slag* (except for if you make it all the way to the ore refinery step, after which sorting the ore no longer produces slag).

Yea I meant more in regards to revamping the crusher setup and into those 4 Ingots for now. I'm not that worried yet about all the sub-metals in the second tier via Chunk/Crystalization. Closest I come so far to that is the Molten Solder, but that's just for circuit production atm. Now that I got research and mall started properly, I can focus on getting Blue Science going to finish off LogBot tech and get things set up much better. Already seen the big change from Vanilla Blue Science to Bob's Blue Science, can't use the BP from my vanilla games without some assembly changes.

As for Stone and Slag, those are currently going into dedicated warehouses until I can get the setups going to use them. The stockpile of these is just like the stockpile of coal I always did in vanilla as I was OCD enough to want to stripmine every patch, until I got Coal Liquification going. Warehouse filled with Stone has a furnace cycling the Stone into Bricks, as long as I remember to keep coal going to it. But that 150k storage is more than enough for the time being until I can get back to a proper method of usage.
Ryan Nov 7, 2017 @ 5:38pm 
These are the mods I use. I use all the Bob's mods that do not add more resources or change the existing recipes. For me this keeps the game from getting too complicated. I do benefit from all the new toys which I find fun.

Bob's:
Adjustable Inserters
Bob's Enemies
Bob's Functions Library mod
Bob's Greenhouse mod
Bob's Logistics mod
Bob's Mining
Bob's Power
Bob's Tech
Bob'e Vehicle Equipment
Bob's Warfare

EvoGUI
Natural Evolution Buildings
Natural Evolution Enemies
Natural Evolution Expansion
Swarm
Robot Army
Teleportation
Warehousing
Leveled Enemies
Large Chests
Factorissimo 2
Bottleneck
Additional Turrets
Orbital Ion Cannon
Scattergun Turret
Reinforced Walls
Rampant
data Sep 13, 2018 @ 11:33pm 
Originally posted by Iglix:
cooper ore into cooper plates into cooper wire + tin ore into tin plates = tin wire

It's copper*. Also what the hell is "fex"?
piccolo255 Sep 13, 2018 @ 11:44pm 
Originally posted by data:
Originally posted by Iglix:
cooper ore into cooper plates into cooper wire + tin ore into tin plates = tin wire

It's copper*. Also what the hell is "fex"?
From the context, it's obviously "for example".

Is there any particular reason you needed to necro a year-old thread just to take a snipe at a misspelling and an unusual contraction?
Zardinio Sep 15, 2018 @ 11:06am 
I didn't need the ping either. Unsubscribing from thread.
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Date Posted: Nov 4, 2017 @ 4:20am
Posts: 33