User:NorNogaAdmin: Difference between revisions

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<tt id="ores" hidden=true> &nbsp; </tt>
<tt id="ores" hidden=true> &nbsp; </tt>
== Bob's Ores ==
== Bob's Ores ==
'''Bob's Ores''' is a module that adds surface generated Tin, Silver, Gold, Galena (Lead), Tungsten, Bauxite (Aluminium), Zinc, Rutile (Titanium ore), and Quartz. It also adds the optional ores Nickel, Cobalt and Sulfur configurable in config.lua
'''Bob's Ores''' is a module that adds surface generated Tin, Silver, Gold, Galena (Lead), Tungsten, Bauxite (Aluminium), Zinc, Rutile (Titanium ore), and Quartz. It also adds the optional ores Nickel, Cobalt and Sulfur configurable in config.lua.


This module has no requirements
This module has no requirements.


<tt id="Mining"> &nbsp; </tt>
<tt id="Mining"> &nbsp; </tt>
Line 13: Line 13:
<tt id="plates"> &nbsp; </tt>
<tt id="plates"> &nbsp; </tt>
== Bob's Metals, Chemicals and Intermediates ==
== Bob's Metals, Chemicals and Intermediates ==
'''Bob's Metals, Chemicals and Intermediates''' holds the research and facilities to use the ores from the Ores mod, as well as adding a lot of things to use with the new materials.
This module has no requirements, however, it is not going to do anything for you unless you have a mod installed to get the ores mentioned in '''Bob's Ores'''.


<tt id="electronics"> &nbsp; </tt>
<tt id="electronics"> &nbsp; </tt>
== Bob's Electronics Overide ==
== Bob's Electronics Override ==
'''Bob's Electronics Override''' module replaces the Electronics of the base game with the Bob's version.
 
This module requires '''Metals, Chemicals and Intermediates''' be installed.


<tt id="assemble"> &nbsp; </tt>
<tt id="assemble"> &nbsp; </tt>
== Bob's Assembly Machines ==
== Bob's Assembly Machines ==
'''Bob's Assembly Machines''' module adds more assembly machines. Specify, it redefines the MK3 assembler and adds in a MK4, MK5, and a MK6.
This module has no requirements, however, there will be a better playing experience with '''Bob's Metals, Chemicals and Intermediates''' installed.


<tt id="modules"> &nbsp; </tt>
<tt id="modules"> &nbsp; </tt>
== Bob's Modules ==
== Bob's Modules ==
Inspired by the modules within DyTech, '''Bob's Modules''' changes the entire modules tree expanding upon it. It including re-balancing, modules that effect pollution, and advanced versions without side effects.
This module has no requirements, however, there will be a better playing experience with '''Bob's Metals, Chemicals and Intermediates''' installed.


<tt id="power"> &nbsp; </tt>
<tt id="power"> &nbsp; </tt>
== Bob's Power ==
== Bob's Power ==
'''Bob's Power''' started out as a module to add more tiers of solar panels only, but quickly grew to include more tiers of steam engines and accumulators too. In the future, it is possible that this mod will add new and exciting ways to generate power too.
This module has no requirements, however, there will be a better playing experience with '''Bob's Metals, Chemicals and Intermediates''' installed.


<tt id="logic"> &nbsp; </tt>
<tt id="logic"> &nbsp; </tt>
== Bob's Logistics ==
== Bob's Logistics ==
'''Bob's Logistics''' adds a lot of new logistic based things. Faster belts, logistic robots, inserters, trains, roboports and cut down versions too. It also adds a few new upgrade researches for Tool-belt and Player Logistic Slots.
This module has no requirements, however, there will be a better playing experience with '''Bob's Metals, Chemicals and Intermediates''' installed.


<tt id="war"> &nbsp; </tt>
<tt id="war"> &nbsp; </tt>
== Bob's Warefare ==
== Bob's Warefare ==
'''Bob's Warefare''' adds the necessary tools to defend yourself, and attack the enemy.
This module requires '''Metals, Chemicals and Intermediates''' be installed.


<tt id="enemies"> &nbsp; </tt>
<tt id="enemies"> &nbsp; </tt>
== Bob's Enemies ==
== Bob's Enemies ==
'''Bob's Enemies''' adds a few new enemies to the game, including spawners.
This module has no requirements, however, because of the difficulty of the enemies, it it recommended to install '''Bob's Warefare'''.


<tt id="tech"> &nbsp; </tt>
<tt id="tech"> &nbsp; </tt>
== Bob's Tech ==
== Bob's Tech ==
'''Bob's Tech''' adds an advanced research lab, and a couple of currently unused science packs.
This module has no requirements.


<tt id="Clock"> &nbsp; </tt>
<tt id="Clock"> &nbsp; </tt>
== Bob's Clock ==
== Bob's Clock ==
'''Bob's Clock''' adds a clock to the top left corner of the screen to display the in-game time of day. Originally written by a friend of mine, I tweaked it and updated it to work with 0.12.
This module has no requirements.

Revision as of 03:11, 4 August 2015

 

Bob's Ores

Bob's Ores is a module that adds surface generated Tin, Silver, Gold, Galena (Lead), Tungsten, Bauxite (Aluminium), Zinc, Rutile (Titanium ore), and Quartz. It also adds the optional ores Nickel, Cobalt and Sulfur configurable in config.lua.

This module has no requirements.

 

Bob's Mining

Bob's Mining is a module devoted to more mining devices and pump jacks.

This module has no requirements, however, there will be a better playing experience with Bob's Metals, Chemicals and Intermediates installed and Bob's Logistics installed.

 

Bob's Metals, Chemicals and Intermediates

Bob's Metals, Chemicals and Intermediates holds the research and facilities to use the ores from the Ores mod, as well as adding a lot of things to use with the new materials.

This module has no requirements, however, it is not going to do anything for you unless you have a mod installed to get the ores mentioned in Bob's Ores.

 

Bob's Electronics Override

Bob's Electronics Override module replaces the Electronics of the base game with the Bob's version.

This module requires Metals, Chemicals and Intermediates be installed.

 

Bob's Assembly Machines

Bob's Assembly Machines module adds more assembly machines. Specify, it redefines the MK3 assembler and adds in a MK4, MK5, and a MK6.

This module has no requirements, however, there will be a better playing experience with Bob's Metals, Chemicals and Intermediates installed.

 

Bob's Modules

Inspired by the modules within DyTech, Bob's Modules changes the entire modules tree expanding upon it. It including re-balancing, modules that effect pollution, and advanced versions without side effects.

This module has no requirements, however, there will be a better playing experience with Bob's Metals, Chemicals and Intermediates installed.

 

Bob's Power

Bob's Power started out as a module to add more tiers of solar panels only, but quickly grew to include more tiers of steam engines and accumulators too. In the future, it is possible that this mod will add new and exciting ways to generate power too.

This module has no requirements, however, there will be a better playing experience with Bob's Metals, Chemicals and Intermediates installed.

 

Bob's Logistics

Bob's Logistics adds a lot of new logistic based things. Faster belts, logistic robots, inserters, trains, roboports and cut down versions too. It also adds a few new upgrade researches for Tool-belt and Player Logistic Slots.

This module has no requirements, however, there will be a better playing experience with Bob's Metals, Chemicals and Intermediates installed.

 

Bob's Warefare

Bob's Warefare adds the necessary tools to defend yourself, and attack the enemy.

This module requires Metals, Chemicals and Intermediates be installed.

 

Bob's Enemies

Bob's Enemies adds a few new enemies to the game, including spawners.

This module has no requirements, however, because of the difficulty of the enemies, it it recommended to install Bob's Warefare.

 

Bob's Tech

Bob's Tech adds an advanced research lab, and a couple of currently unused science packs.

This module has no requirements.

 

Bob's Clock

Bob's Clock adds a clock to the top left corner of the screen to display the in-game time of day. Originally written by a friend of mine, I tweaked it and updated it to work with 0.12. This module has no requirements.