!!BETA!!
Main how it work when playing
This mod was made to be balanced within itself rather than looking at:
Vanilla.
Space Age.
Bob's.
Angles.
Krastorio2.
K2SO.
So this mod makes your player over OP for any playthroughs off the mod listed or many others not listed too.
Tho I Still try my best and incorporating Tech & Recipes to work with many Overhaul mods out there.
Side note:
adding other Equipment related mods from my optional list is not necessary for a new playthrough.
Adds New:
Armours, Exo-Skeletons, Personal Laser, Personal Solar, Shields, Portable Fusion Reactors, Roboports, Batteries, NVG's, Belt-immunity And Achievements to play along with.
The mod has some compatibility included and still being worked on but I was so eager to let players get there hands on the mod before all this is done as it will take a lot of time to complete.
BP's
Completed by Tecnicality
Angels
Bob's
Clowns
Mod here have the most done to it:
NA
Very little added:
SE.
K2
Mods i want to include:
Angles
Bob's
K2
SE
Py
Credits
-
Kirazy (kira) for allowing me to use there graphics along helping with adding code (https://mods.factorio.com/user/Kirazy) (https://mods.factorio.com/mod/reskins-bobs)
-
Snouze For the Power Armour textures Images that was made for bobs and license MIT Allowing me to also use them (https://mods.factorio.com/user/snouz)
Main functional goal Not meant to be confused with how to play:
The goal on this mod was to make the players able to add this mod to there on-going game and let the mod take care of migrating the other mods Armours & Equipment's. To one mod's, Armours & Equipment's. Maybe even make it possible to remove the others, but importantly clean up the crafting tab from say 4 different armour mods. in to 1. Tho due to API limits. That was sadly not fully possible. So things here have been hidden and disabled instead. Still cleans up the crafting menu. WIP for migrating the other mods Armours and Equipment's.
Info:
NA