Bobs mods factorio 0.17 download






















Added burner generator entity. Tech 0. Updated lab graphics and include HR version. Burner stage adds steam science pack and burner lab. Burner stage locks boiler behind new Steam power technology Burner stage locks Steam engine and all entities that require Electricity behind new Electricity technology.

Burner stage also adds new technology to unlock the Automation science pack and electric powered lab. Burner stage also adds all appropriate prerequisites to base game and bob's mods technologies. The entity is tuned to work best with top tier steam, this means it will scale in power based on steam tier.

Adds a string to the specified table only if it doesn't already exist. Added bobmods. Added burner heat sources Added oil burning heat sources Revamp 0. Assembly 0. Steam assembling machine causes pollution. Swapped the output of water and heavy water on the heavy water recipe so that it's consistant between using pure water or not. Added an option to disable new trains. Burner electric generator. Added heat pipe technology as a gateway to all technologies that use heatpipes and T2 and T3 if steam power, burner heat sources, or nuclear power are enabled.

Added rename button to the Avatar switcher GUI, to allow you to set a name for your characters, Added God mode, Editor mode and switch class buttons to the Avatar switcher GUI if button is enabled and it's single player, or if the player is an admin if the game is multiplayer.

Use with caution. Added close button to class select GUI, exits without choosing a class. Minor GUI update. Reworked the inserter overhaul to not break delete wires and filters etc vanilla blueprints.

Added a new oil overhaul on another option that doesn't add the extra oil processing recipes, instead it replaces petroleum gas on other oil processing recipes with sour gas. This can be split into petroleum gas to make plastic and hydrogen sulfide to make sulfur and sulfuric acid. Inserter 0. Requires 0.

Fixed possible inserter locale name overrides where there shouldn't have been. Reverse some 0. Added chemical-science-pack to rocket fuel research. Fixed issue with new chemical plant graphics Currently still uses old graphics, and colours update causes the base chem plant to use the old graphics too Logistics 0. Fixed pump bounding box change causing error. Fixed "Mod contents are different even though versions are the same" error. Balanced enriched fuel from hydrazine recipe.

It's optional, off by default. It makes plutonium harder to get, adds a plutonium fuel cell for the uranium reactor, and adds fusion catalyst needed to make the deuterium fuel cell, and changes most used-up fuel cell results and fuel cell's recipes and fuel values. Halved the fuel value of Deuterium, the old value was based on pre Lets start with the new feature. With the introduction of fluid energy source, Bobpower has added oil boilers. The tech tree is also going to be split so that you research boilers and steam engines separately, and heat exchangers and steam turbines separately, this allows you to pick whichever branch of the tree you want instead of being forced to research steam engines just because you want boilers, if you intend to instead use steam turbines beyond tier 3.

Steam Turbine will be it's own technology branched off steam engine 3. There are ideas for Thorium processing and a thorium burning nuclear reactor MK2, but this isn't written yet. Crude oil has an energy value only because it was requested, however, I will be setting a pollution multiplier keep forgetting that is pretty high, maybe 50x, so although you can burn it directly it would be discouraged, you could process it for Heavy oil, Light oil and Petroleum gas that would likely result in more power output and far less pollution.

Another feature of 0. I've added a fair few upgrade tags around the place. I'm fairly sure all entities in the power mod were programmed to be upgradable EXCEPT the power poles, however they can still be fast replaced.

And that's it for the power mod, for now. The Assembly mod had the same upgrade planner treatment, as well as belts and inserters. Some other entities that could be upgradable via the upgrade planner haven't been written yet, but I have made a note that certain things like pumps need looking at.

Transport belts have also seen a buff from Seems that's the bulk of my progress so far, everything else has been bugfixing, or working around changes in the base game just to make things work. I've been working on redoing science packs too.

Pickaxes have been removed and replaced with some research to increase player mining speed. I mentioned the Thorium thing Code: Select all Thorium processing same as Uranium processing You'll be pressed for what to do with all that pure water You already know what to do with pure water.

Keep in mind that a speed of 75 in 0. This is because items are 1 pixel closer together in 0. To note, setting insane speeds doesn't crash the game, I accentually did a multiply by 32 instead of divide by 32 and ended up with an express belt speed ips, which when you step on it instantly teleports you tiles away.

As for inserters, even with these faster values, an ultimate inserter should be able to grab items off an ultimate belt. How do I know this? Science overhaul, there is one, but it's not exactly balanced in it's current state, and after removing the flying robot frame from utility science, I'm a bit stuck as to what to replace it with that's high-tech enough to make sense.

I like the idea of the oil boilers, we always make dirty energy What's up with compressor and Pump? What's your plan with pickaxe removal? Will we get the upgraded mining speeds like cobalt after researching the tech? Do you plan to add some kind of Trash can? Like Deadlock's compact ones Do you plan to add new ores?

This suggestion was given to me back when the only science packs were 1, 2, 3 and Alien. The suggestion was basically to pick different trees, Logistic, Automation, Production, Military etc, and make a science pack 1, 2 3 and 4 for each of them. Given that currently in 0. Materials: Science pack 1 would just be a materials pack, Stone, Iron plate and Copper plate.

Assuming you have bob's plates installed, maybe also Tin. Science pack 2 would be Lead, Steel, Bronze, maybe Glass too. Obviously we can't really have a 2nd tier without bob's mods here. Science pack 3 would start to include resources where you have to venture out of your starting area. Aluminium, Brass or straight up Zinc , Nickel, Cobalt. Science pack 4 could include Titanium, Tungsten, and Ceramic.

To install a mod, click on it in the search results bar, then select 'Install' on the right-hand side. Factorio has few flaws, but perhaps its most significant one is that it looks a bit bland.

Alien Biomes fixes this by adding a bunch of new, colourful environments to the base game, ranging from sandy beaches to volcanic ash lands and verdant purple forests. The mod also adds 'Planet Controls', letting you customise the heat and moisture levels of your planet if you want a specific type of environment.

This is a collection of mods installed individually through the Factorio browser, but they were all created by a single modder and are designed to work together. Bottleneck is designed to help improve the efficiency of your factory. It does this by adding a traffic-light system to key production structures such as furnaces and assemblers.

Red lights highlight a problem with input, while yellow lights highlight issues with output. In this way, Bottleneck gives you a clear indication of problem areas within your factory, thereby helping you solve them. Short for 'Gah! Darn-it Water! For best results keep spread and near water if possible.

Crotinnium Icon Fix 0. Changes the icon of Crotinnium to a white stained uranium graphic. Size 1. Bigger Ore Stacks 0. Sets the stack size of ores in the base game to Endless ResourcesN 0. Modified version of Endless resources with full yield, just added some other mod compatibility. Size B. Electric Vehicles Lib: Reborn 0. Contains all the support code that allows for electric vehicles and their recharging. Powers the the Electric Vehicles: Reborn mod.

Based on mknejp's Electric Vehicles. Powered by jDownloads. Download Statsistics The download archive contains currently Downloads in 7 Categories. To date, these have been downloaded 77, times.



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