Tanks! for Bob!! fork


Tanks for Bob, fork brings expanded armored combat to Factorio with new tank variants, long-range munitions, artillery canisters, flame systems, and deployable minefields. Includes explosives-based resource processing, Seablock starter tools, and Encabulation tech chains. Built for tougher biters. Compatible with Bob's Mods and Krastorio 2; Pyanodon Mods untested.

Content
12 days ago
1.1 - 2.0
749
Transportation Combat
Owner:
mrcalzon02
Source:
https://github.com/mrcalzon02/Tanks-f...
Homepage:
https://mods.factorio.com/mod/tanks_for_bob
License:
GNU GPLv3
Created:
4 years ago
Latest Version:
1.8.93 (12 days ago)
Factorio version:
1.1 - 2.0
Downloaded by:
749 users

Tanks! for Bob!! fork — Encabulation Corporate Revision

Description

Tanks! for Bob!! fork — Encabulation Corporate Revision is a combat, vehicle, resource-processing, SeaBlock-start, and encabulation expansion that takes the existing spirit of Tanks! for Bob!! fork and pushes it deeper into absurd industrial escalation.

The original mod page frames the mod around different tanks, munitions suited to many playstyles, explosives-based resource processing, long-range cannon shells, artillery canister munitions, flame tanks, minefields, tougher-biter gameplay, SeaBlock tools, and Encabulation technology. This revised description keeps that identity intact while adding the new corporate-compliance parody layer on top.

In practical terms, this mod is about giving the player more ways to survive, process resources, escalate firepower, and eventually field increasingly ridiculous armored platforms.

In thematic terms, it is about discovering that no machine, munition, sludge process, tank hull, encabulator, or board-certified catastrophe may legally exist until it has been requisitioned, evaluated, risk-assessed, re-evaluated, certified, filed, reviewed, and blessed by an executive process that will never personally stand near the blast radius.

What This Mod Adds

This mod includes or builds around:

  • Multiple tanks and armored vehicle options
  • A car variant equipped for flame-based problem solving
  • Long-range cannon shells
  • Artillery canister munitions
  • Minefield deployment options
  • Munitions suited to different combat playstyles
  • Explosives-based resource processing
  • Tools and starter machine chains for low-ore, island, and SeaBlock-style starts
  • Basic ore access routes for constrained starts
  • Encabulator progression
  • Turbo Encabulator progression
  • Hyper Encabulator progression
  • Framulated Encabulator progression
  • Alumated plates
  • Sperving Arms
  • Ducted Sperving Arms
  • Duplexed Sperving Arms
  • A growing library of intermediate recipes and strange industrial materials
  • Corporate paperwork, compliance, and board-authorization localization flavor

The short form:

You get more tanks, more munitions, more industrial nonsense, more early-start support, and a much more bureaucratically cursed route toward being allowed to use any of it.

Combat and Vehicle Focus

The heart of the mod remains heavy combat escalation.

Tanks, flame vehicles, long-range shells, artillery canisters, minefields, and extreme munitions give the player more ways to deal with enemies, especially in games where biters are tougher, more numerous, or more aggressively modded.

The intended combat feeling is not subtle.

This is a mod for players who look at a hostile alien ecosystem and ask whether the current cannon shell has enough organizational commitment behind it.

SeaBlock and Low-Ore Start Support

The mod also includes starter recipe and machine chains intended to help low-ore, island, or SeaBlock-style starts gain access to basic ores and early industrial progression.

This means the mod is not only about late-game firepower. It also supports the miserable beginning where the player is trying to bootstrap civilization out of water, fish, clay, wood, crude machines, and questionable optimism.

The corporate revision leans into that progression by making early survival feel like an onboarding program designed by people who have never been hungry.

Encabulation Progression

The mod includes the Encabulator family and related components:

  • Encabulator
  • Turbo Encabulator
  • Hyper Encabulator
  • Framulated Encabulator
  • Sperving Arm
  • Ducted Sperving Arm
  • Duplexed Sperving Arm
  • Alumated plates and related intermediates

The revised localization treats encabulation as a corporate R&D miracle nobody fully understands but everyone is extremely excited to approve.

As the technology escalates, the paperwork escalates with it.

Corporate Compliance Revision

This revision adds a stronger absurd corporate-compliance identity across the localization.

The factory does not simply research better machines.

It manufactures permission.

Requisition slips become work orders.
Work orders become certified work orders.
Certified work orders become submitted evaluations.
Evaluations become risk assessments.
Risk assessments become risk-assessed work orders.
Risk-assessed work orders escalate into compliance packets, audit-ready deliverables, stakeholder summaries, liability-contained reports, board-review dockets, and finally the sacred executive relic:

Board Advisory Risk Assessment.

At that point, the question is no longer whether something is safe.

The question is whether the consequences have been documented far enough away from the people who approved it.

Gameplay Flavor

This content and localization revision emphasizes:

  • Absurd corporate bureaucracy
  • Over-compliance and procedural delay
  • Executive risk laundering
  • Sustainability language applied to horrifying waste
  • Defense-procurement euphemisms for weapons and tanks
  • HR/wellness language applied to fish-based survival meals
  • Operations/onboarding language applied to primitive tools
  • Boardroom ritual language applied to catastrophic late-game technology
  • Industrial waste, radioactive waste, and toxic sludge treated as logistics opportunities
  • Encabulation technology framed as strategic innovation nobody fully understands but everyone wants to approve

The result is a factory progression that should feel like an engineering department, a compliance department, a waste-disposal contractor, a procurement office, and a criminally optimistic board of directors were all locked in a room and told to design a tank.

Compatibility Notes

The original mod page notes compatibility with Space Exploration and its dependents.

As always with large modpacks, especially Bob's mods, SeaBlock-style starts, Space Exploration setups, and combat-overhaul stacks, load order and dependency behavior should be tested in your own pack.

Localization

This mod includes translated localization files for the following languages:

  • de — German / Deutsch
  • fr — French / Français
  • es-ES — Spanish (Spain) / Español (España)
  • ru — Russian / Русский
  • pt-BR — Brazilian Portuguese / Português do Brasil
  • pl — Polish / Polski
  • no — Norwegian Bokmål / Norsk bokmål
  • uk — Ukrainian / Українська
  • ja — Japanese / 日本語
  • ko — Korean / 한국어
  • cs — Czech / Čeština
  • it — Italian / Italiano
  • fi — Finnish / Suomi

These translations are intended to make the corporate absurdity readable to more players while preserving the intentionally ridiculous tone of the English localization.

Translation Notes

The localization is not meant to be dry, literal, or bland.

The intended tone is:

  • bureaucratic,
  • overconfident,
  • compliance-obsessed,
  • morally slippery,
  • fake-professional,
  • and just self-serious enough to be worse than honest stupidity.

Where possible, translations preserve the spirit of the joke rather than performing a flat word-for-word conversion. Some phrases are intentionally adapted so that the corporate parody still lands naturally in the target language.

Recommended Future Translation Targets

Additional languages may be added later depending on community interest. Current suggested next targets include:

  • ro — Romanian / Română
  • tr — Turkish / Türkçe
  • hu — Hungarian / Magyar
  • nl — Dutch / Nederlands
  • sv — Swedish / Svenska
  • el — Greek / Ελληνικά
  • vi — Vietnamese / Tiếng Việt
  • th — Thai / ไทย
  • ca — Catalan / Català
  • es-419 — Latin American Spanish / Español latinoamericano

Summary

This mod asks the important question:

What if the real late-game bottleneck was not power, ore, oil, logistics, military production, research speed, cannon throughput, or artillery range?

What if the true final boss was getting the board to sign off on the tank?