
Which angels and bobs mods are worth downloading - would
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Re: [0.16.x] Bob's Mods: General Discussion
Postby thatguyagain »
First of all, I just wanted to say thanks Bob for all the hard work you put in on these mods. I can't imagine playing the game without them and the depth they add. Since there seems to be quite a lot going on right now I figured I'd add my 2c.
I've been with you for all the changes so far, I use the inserter rework and was a little sad to see the huge negative reaction to these recent changes as I feel they balance things nicely. I may be in the minority though as I use things like AAI, the py suite, omni, spacex and SCT so I really enjoy challenging long term playthroughs. Before the most recent change of yellow belts to require tin my only complaint was similar to others in that it was a bit pricey for iron. I liked the suggestion that was made to simply return to 2 belts per craft as I feel that would have solved the issue. When you changed them to require tin my initial reaction was shock, but upon thinking it over I believe that it makes quite a bit of sense. As you said tin is historically a metal that would have been used before iron and at least when I play I tend to have excess tin for quite some time. I agree with the suggestion to change the lab recipe to require basic belts instead of yellow, it feels necessary from a gameplay perspective. I understand that change is scary but I think sometimes it helps for us to take a step back and remember that these are mods for the vanilla game and as such vanilla recipes and attributes may very likely be changed. I wonder how some of the folks here would react if you rolled out your electronics changes these days!
As for the early belts I personally love them especially with AAI included. I've always wanted the burner phase to be extended, there's something nice about finally being able to automate things properly after a little bit of effort early game. Another modder, Reika, has a mod called Rubber Belts which gives either a replacement of alternative recipe for yellow belts that uses rubber instead of iron plates and a grey belt similar to yours that uses wooden gears and rubber. I added it because it sounded great on paper, however after having it in my set of mods for a while I can say the wood cost was much too extreme for early game. I tend to set trees to spawn rarely to save FPS and the headache of clearing them out and having to get to greenhouse tech before being able to automate circuits is already a struggle in itself. Perhaps a crazy idea would be to use lead? It's a fairly soft metal which was used as far back as ancient Rome at least and could give an explanation to why the belts are half the speed of their lightweight tin counterparts. Another option would be copper since early game that tends to build up in a warehouse for most mod configurations I've played. If you choose to go the wood route perhaps you could just do 1 wood gear + 1 wood board per belt?
Whatever you decide to do, thank you for putting all of this time and energy into making these mods and I look forward to playing them as they continue to grow.
I've been with you for all the changes so far, I use the inserter rework and was a little sad to see the huge negative reaction to these recent changes as I feel they balance things nicely. I may be in the minority though as I use things like AAI, the py suite, omni, spacex and SCT so I really enjoy challenging long term playthroughs. Before the most recent change of yellow belts to require tin my only complaint was similar to others in that it was a bit pricey for iron. I liked the suggestion that was made to simply return to 2 belts per craft as I feel that would have solved the issue. When you changed them to require tin my initial reaction was shock, but upon thinking it over I believe that it makes quite a bit of sense. As you said tin is historically a metal that would have been used before iron and at least when I play I tend to have excess tin for quite some time. I agree with the suggestion to change the lab recipe to require basic belts instead of yellow, it feels necessary from a gameplay perspective. I understand that change is scary but I think sometimes it helps for us to take a step back and remember that these are mods for the vanilla game and as such vanilla recipes and attributes may very likely be changed. I wonder how some of the folks here would react if you rolled out your electronics changes these days!
As for the early belts I personally love them especially with AAI included. I've always wanted the burner phase to be extended, there's something nice about finally being able to automate things properly after a little bit of effort early game. Another modder, Reika, has a mod called Rubber Belts which gives either a replacement of alternative recipe for yellow belts that uses rubber instead of iron plates and a grey belt similar to yours that uses wooden gears and rubber. I added it because it sounded great on paper, however after having it in my set of mods for a while I can say the wood cost was much too extreme for early game. I tend to set trees to spawn rarely to save FPS and the headache of clearing them out and having to get to greenhouse tech before being able to automate circuits is already a struggle in itself. Perhaps a crazy idea would be to use lead? It's a fairly soft metal which was used as far back as ancient Rome at least and could give an explanation to why the belts are half the speed of their lightweight tin counterparts. Another option would be copper since early game that tends to build up in a warehouse for most mod configurations I've played. If you choose to go the wood route perhaps you could just do 1 wood gear + 1 wood board per belt?
Whatever you decide to do, thank you for putting all of this time and energy into making these mods and I look forward to playing them as they continue to grow.
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