Factorio

Factorio

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Dinodod Oct 2, 2016 @ 2:04pm
Bob's Mods: Offset option - What does it do?
Can't find anything on this and I don't see what it does.

Thanks!
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Showing 1-9 of 9 comments
KatherineOfSky Oct 2, 2016 @ 2:05pm 
The Offset allows you to put items on the Near or Far side of a belt
Dinodod Oct 2, 2016 @ 3:16pm 
Ok, thanks!
impetus_maximus Oct 2, 2016 @ 5:08pm 
warning. it takes some of the puzzle away from the game. ;)
KatherineOfSky Oct 2, 2016 @ 5:24pm 
Originally posted by impetus maximus:
warning. it takes some of the puzzle away from the game. ;)
Indeed! Bob's inserters are OP with all the of the distance and angles you can configure for.
Dinodod Oct 3, 2016 @ 9:22am 
I'm finding myself rather enjoying being able to use an inserter in almost any angle (90, 45, inverted, etc). It gives you a lot more creative options to designs Like having 1 steel chest with 4 filter inserters attached to it. Or having 5+ assembers attached to 1 steel chest.

It may be OPe but it's nice to have more options to get creative in your designs.
daemonworks Oct 6, 2016 @ 3:04am 
so far the only thing i really consider OP in bobs is the modules and beacons.

the inserters are powerful, but there's still more and less efficient ways to use them, so they ultimately just become another thing that you can fiddle and play with to improve your production, and it's actually easy to use them stupidly. all you really do with modules is replace them with the newer versions, and occasionally expand the production of certain things when the stuff you can use productivity on changes the ratio to the stuff you can't.
Let's face it though, if you can engineer an inserter or a filter inserter arm, making it drop 40cm further or at an angle should not be a problem, like, in the virtual reality of the game or something.

It for sure adds some puzzle around belt sides but I always felt it a very artificial limit in the game for ists own sake, just the same as complicated setups for belt balancing where a module could probably be designed for that specific prupose.
KatherineOfSky Oct 6, 2016 @ 7:23am 
Originally posted by DumbCustomer:
It for sure adds some puzzle around belt sides but I always felt it a very artificial limit in the game for ists own sake, just the same as complicated setups for belt balancing where a module could probably be designed for that specific prupose.

Well, in real life there are limitations as well, and it's very difficult to design a game which has both a puzzle element and a building aspect which is also fun.

I mean, you could just simplify the whole process and plop a single building on an ore patch and it would automatically build rockets for you -- that's not as much fun!

Everyone has their proclivities, though. I find the puzzle element and the current building tool very well balanced. I never have a situation that is unsolvable that I need every-angle inserters :-) (They are indeed useful for Bob's mods, where the nubmer of outgoing products is extensive).

As far as the god modules in Bob's go -- I definitely agree that they are overpowered. I always wondered why Bob would make the game so long and complicated and then put in an item that is stupidly overpowered, enough to the make the entire game trivial. Having +500% productivity is "magical", not "economical".
Lawlzer Oct 6, 2016 @ 7:34am 
Originally posted by KatherineOfSky:
Originally posted by DumbCustomer:
It for sure adds some puzzle around belt sides but I always felt it a very artificial limit in the game for ists own sake, just the same as complicated setups for belt balancing where a module could probably be designed for that specific prupose.

Well, in real life there are limitations as well, and it's very difficult to design a game which has both a puzzle element and a building aspect which is also fun.

I mean, you could just simplify the whole process and plop a single building on an ore patch and it would automatically build rockets for you -- that's not as much fun!

Everyone has their proclivities, though. I find the puzzle element and the current building tool very well balanced. I never have a situation that is unsolvable that I need every-angle inserters :-) (They are indeed useful for Bob's mods, where the nubmer of outgoing products is extensive).

As far as the god modules in Bob's go -- I definitely agree that they are overpowered. I always wondered why Bob would make the game so long and complicated and then put in an item that is stupidly overpowered, enough to the make the entire game trivial. Having +500% productivity is "magical", not "economical".
Five Hundred Percent? You know... I might get Bob's Mods now, for the endgame. Wait. I'm still never at endgame.. Maybe not :)
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Date Posted: Oct 2, 2016 @ 2:04pm
Posts: 9