Bob's Assembling machines


Adds assembling machines 4, 5 and 6. And other machine higher tiers too.

Content
2 months ago
0.13 - 1.1
241K
Manufacturing

g [Info]Integrated into my mod pack

4 months ago
(updated 4 months ago)

Since Bobs mods are simply fantastic I have created a well balanced modpack based mainly on the Bobs and Angel mods.

See https://mods.factorio.com/mod/schmitts-modpack

KiwiHawk β˜†
4 months ago

Looks good! I'd recommend dropping Bob's Greenhouse mod from the pack though. Angel's Bioprocessing does all the same stuff (plus a whole lot more).

Possibly look at including Artisanal Reskins mods? They provide a graphics overhaul for Bob's and Angel's mods.

4 months ago

Possibly look at including Artisanal Reskins mods? They provide a graphics overhaul for Bob's and Angel's mods.

Love it! Thanks for bringing this up :-) I have integrated the Artisanal Reskins mods in my Bob+Angel modpack https://mods.factorio.com/mod/schmitts-modpack

4 months ago
(updated 4 months ago)

I'd recommend dropping Bob's Greenhouse mod from the pack though. Angel's Bioprocessing does all the same stuff (plus a whole lot more).

So whats the problem? That Bobs Greenhouse would be too easy to get wood? And with Angels Bioprocessing you can also generate wood but its harder (more fun)? Is this what you want to say? I am just guessing. I never tried producing wood with Angels. (Or at least I cant remember)

4 months ago

However that may be, I just trust you know my friend and I have kicked out Bobs Greenhouse mod out of my modpack to force the players to use the Angels Bioprocessing to generate wood. I guess thats more fun. So thanks for bringing this up!

KiwiHawk β˜†
4 months ago

No problem! Any questions, feel free to ask πŸ™‚

We're aiming to have new versions of Bob's and Angel's mods released soon!

4 months ago

We're aiming to have new versions of Bob's and Angel's mods released soon!

Sounds interesting. Dramatic changes? Or only minimal optimizations?

KiwiHawk β˜†
4 months ago

Lots of tweaks. Most significant changes are around wood/waper:

  • Automated Wood production is available earlier
  • Paper 1 has been nerfed a bit
  • Paper 2 byproducts can be handled nicely
  • Paper 3 has been buffed
  • Phenolic Boards require paper
  • Wooden Boards can no longer be made from paper
  • Paper techs are unlocked at Green, Blue, and Purple science
4 months ago

Nice! Thanks for the info :-)

4 months ago

@DE_Schmidt you can watch this repository to see changes in Angels mods: https://github.com/Arch666Angel/mods

4 months ago

@DE_Schmidt you can watch this repository to see changes in Angels mods: https://github.com/Arch666Angel/mods

Cool! Thanks!

4 months ago

I tried out your modpack with a clean save and load order, however i get the following error "Complex_science_pack_Recipes 1.0.9 failed to load due to the index field 'steam-power' (a nil value). Which makes me deactivate that mod, and then it cascades with other mods having to be deactivated.

4 months ago
(updated 4 months ago)

I tried out your modpack with a clean save and load order, however i get the following error "Complex_science_pack_Recipes 1.0.9 failed to load due to the index field 'steam-power' (a nil value). Which makes me deactivate that mod, and then it cascades with other mods having to be deactivated.

What if you start a fresh game? Then also errors? Are you only using the mods from my modpack or more/less?

//edit: There are plenty of Bobs/Angels/Artisana Updates today; I double check now if they have any (negativ) influence on my modpack.
//edit: You are right! I can confirm this error and I will fix that.
//edit: I fixed that. But there is also another error popping up due to latest Angel Exploration update: https://mods.factorio.com/mod/science-pack-dependencies/discussion/6586d24df5454e873273b3bd I have to fix that now as well.

4 months ago

I tried out your modpack with a clean save and load order, however i get the following error "Complex_science_pack_Recipes 1.0.9 failed to load due to the index field 'steam-power' (a nil value). Which makes me deactivate that mod, and then it cascades with other mods having to be deactivated.

What if you start a fresh game? Then also errors? Are you only using the mods from my modpack or more/less?

//edit: There are plenty of Bobs/Angels/Artisana Updates today; I double check now if they have any (negativ) influence on my modpack.
//edit: You are right! I can confirm this error and I will fix that.
//edit: I fixed that. But there is also another error popping up due to latest Angel Exploration update: https://mods.factorio.com/mod/science-pack-dependencies/discussion/6586d24df5454e873273b3bd I have to fix that now as well.

On a new game, yes. Also thankyou for such a quick turn around on the fix, excited for when there's a fix for angels exploration :)

4 months ago
(updated 4 months ago)

Currently all fixed. Should run fine.

4 months ago

But I will also do another update to make sure that current tech tree for the first minutes of the game is working fine with newest Bobs updates.

New response