[MOD 0.16.x] ShinyBob_0.16.x

Topics and discussion about specific mods
iamwyza
Fast Inserter
Fast Inserter
Posts: 115
Joined: Tue Jun 07, 2016 2:59 pm
Contact:

Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)

Post by iamwyza »

Have you considered using this to upscale some of the graphics too? viewtopic.php?f=96&t=13142 I love the Waitex resolution. So depending on how hard it'd be to upscale your set, it'd be amazing to have a "regular" and "HD" Shine Bobsmod.

Thanks for this addition, I really love it!
User avatar
bigyihsuan
Filter Inserter
Filter Inserter
Posts: 299
Joined: Thu Jan 01, 2015 12:57 pm
Contact:

Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)

Post by bigyihsuan »

Error, maybe because Bob's Warfare isn't installed?

Image
Metalface7
Inserter
Inserter
Posts: 28
Joined: Sat Jun 11, 2016 1:49 pm
Contact:

Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)

Post by Metalface7 »

Will this mod be updated to o.13 versions of bob's mods?
lenny27g
Inserter
Inserter
Posts: 23
Joined: Wed Jun 29, 2016 11:01 pm
Contact:

Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)

Post by lenny27g »

Decided to make my first forum post here, just to tell you how much I love your addon. Looking forward to your 0.13 update! I actually haven't updated the game to 0.13 yet (even though it looks like it has some awesome features) simply because your addon isn't yet updated. ;) I love bobs mods but things get horribly confusing without the tiered colors (and prettier boards) that your addon provides. Hope you have an update soon! I'm sure I am just one of many that appreciate the time and work you have put into your mod. Thanks!
Tyrindor
Long Handed Inserter
Long Handed Inserter
Posts: 91
Joined: Sun Jul 03, 2016 10:06 am
Contact:

Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)

Post by Tyrindor »

Please update or let us know if this is planned to be updated. :)

FYI for the ugly circuit boards, you can grab the circuit board icon files (inside extrachests 0.1.5) and overwrite the icons inside bobelectronics.
lenny27g
Inserter
Inserter
Posts: 23
Joined: Wed Jun 29, 2016 11:01 pm
Contact:

UPDATED MOD FOR 0.13

Post by lenny27g »

Due to the addon creator not logging in for half a month now, I have taken it upon myself to update his mod for Factorio version 0.13 and Bobsmods version 0.13.
I have been playing with my updated version for some time and have tested all items and techs the best I could, it should work with no problems!
My changes add nothing, they simply change recipes and data to fit the new version (full info below)


To the author: I hope this is no problem. Your listed license shows that it wouldn't be. If you return feel free to continue with what I have or disregard it, whatever you want. Contact me if you want to know the exact changes made. Hope its fine that I increased the mod version, I thought it would be better than fairly different mods of the same version.


Version: 0.1.6
Release: 2016-07-05
Factorio-Version: 0.13
Dependencies: Same as top post except all 0.13 obviously

Download:
Note: it has my config file in it. I think the only change from default is that I disabled radar. You can replace the config with the one from the the previous version, there were no code changes.
ExtraChests_0.1.6.zip
(73.65 MiB) Downloaded 229 times
Changes:
  • Updated version, dependencies, and control file
  • Changed logistic chests to require steel chests instead of smart chests to match the game
  • Updated entity names for filter inserters, underground belts, and basic items which are no longer called basic
  • Fixed broken formatting on some items in the crafting menu
  • Fixed express smart inserter recipes and tech requirements
  • Renamed smart inserter recipes and tech to say filter inserter instead
  • Other boring code fixes. There were alot of issues between the game updating and bob updating
  • Edit: Updated to fix load error with disabled titanium/tungsten chests
Last edited by lenny27g on Tue Jul 05, 2016 3:12 pm, edited 1 time in total.
Nexela
Smart Inserter
Smart Inserter
Posts: 1828
Joined: Wed May 25, 2016 11:09 am
Contact:

Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)

Post by Nexela »

Thank you for the updates lenny27g!

Now on to the bugs that stop loading! But don't hate me as I don't have all of the details in front of me.

My save is a 12.35 save with extra chests migrated to 13.4 without extrachests.

extra_chests_titanium_tungsten = false causes game to not load
addon-functions lua line 51 and 76 cause game not to load - I think this is due to this mod https://mods.factorio.com/mods/Klonan/L ... am_Turrets (commenting out these 2 lines as a temp fix)
Migration lua - save game wont crash because of sodium hydroxide - Just deleted the migration file for now.

If you need more details I can provide later tonight.
Nexela
Smart Inserter
Smart Inserter
Posts: 1828
Joined: Wed May 25, 2016 11:09 am
Contact:

Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)

Post by Nexela »

a couple of Minor requested changes

The Burner Generator and the Oil-Steam boiler etc from KS_POWER are re-sorted in extrachests however the diesel fuel (fluid) and the wind turbine and diesel generator are not. Can you add these in so I don't have to keep doing it manually any time there is an upgrage :)


Place after burner generator (I have supplied the entity names for you even)

Code: Select all

petroleum-generator
wind-turbine
Place in bobs fluids after liquid fuel

Code: Select all

diesel-fuel
qjm123
Long Handed Inserter
Long Handed Inserter
Posts: 75
Joined: Wed Sep 23, 2015 3:00 pm
Contact:

Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)

Post by qjm123 »

Hi guys, sorry for the delay once again, life always manages to take over my time and it is becoming a standard in me, I am afraid :?

Not yet tried 0.13 Factorio, not checked bob's update and really happy that lenny27g got it updated! Thanks a lot!

I will have a look at it tonight and see what changes Factorio 0.13 introduced and bob's... and lenny27g and see if there is anything else I should add.

Thanks for you kind messages guys :)
lenny27g
Inserter
Inserter
Posts: 23
Joined: Wed Jun 29, 2016 11:01 pm
Contact:

Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)

Post by lenny27g »

Nexela wrote:Thank you for the updates lenny27g!

Now on to the bugs that stop loading! But don't hate me as I don't have all of the details in front of me.

My save is a 12.35 save with extra chests migrated to 13.4 without extrachests.

extra_chests_titanium_tungsten = false causes game to not load
addon-functions lua line 51 and 76 cause game not to load - I think this is due to this mod https://mods.factorio.com/mods/Klonan/L ... am_Turrets (commenting out these 2 lines as a temp fix)
Migration lua - save game wont crash because of sodium hydroxide - Just deleted the migration file for now.

If you need more details I can provide later tonight.
extra_chests_titanium_tungsten being false - problem is now fixed, my previous post has been updated to fix the problem
addon-functions line 51 and 76 - seems to be laser projectile recoloring for bobs lasers. I don't exactly know how to fix the conflict since I don't know that mod, commenting out should have no adverse effects though
save game won't crash because of sodium hydroxide - isn't that a good thing?
lenny27g
Inserter
Inserter
Posts: 23
Joined: Wed Jun 29, 2016 11:01 pm
Contact:

Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)

Post by lenny27g »

qjm123 wrote:Hi guys, sorry for the delay once again, life always manages to take over my time and it is becoming a standard in me, I am afraid :?

Not yet tried 0.13 Factorio, not checked bob's update and really happy that lenny27g got it updated! Thanks a lot!

I will have a look at it tonight and see what changes Factorio 0.13 introduced and bob's... and lenny27g and see if there is anything else I should add.

Thanks for you kind messages guys :)
Glad you are back!

As a summary of things that 0.13 and bob have added/changed that affect the mod (as well as what I have changed with the mod):
  • Basic no longer prefixes items and their entities. I fixed this.
  • Underground belt entities are no longer named 'transport-belt-to-ground' simply 'underground-belt'. I fixed this.
  • Smart inserters are now filter inserters (entity name as well). I half fixed this. I made your express smart inserters require the updated entity name and changed the tech and inserter names to say filter, but left the entity names for your items as smart-inserter.
  • Smart chests no longer exist. Logistic chests use steel chests now. I updated your logistic chest recipes to match. I left the recipe for the smart tungsten chest, though it should be removed.
  • There appeared to be a problem when disabling titanium and tungsten chests in the config where the recipe would add without checking to see if it is actually enabled. I fixed this.
  • Filter inserters are now purple and stack inserters are now green. Bob said he would be modifying his colors to match the game. You shouldn't need to change anything.
  • Bob has added water mining pumpjacks. Might want to tier color those at some point.
  • As you are already aware bob has his own tiered radar. Would be nice if you updated your tiered colors to affect his radar as well.
  • Bob has added intermediates to combat robots. They have robot brains and arms like logistic robots. The brains look like his logistic ones and the arms all look the same. Tiering these the same as you did for logistics robots would be awesome. Also, the intermediates are spread all over the place. He has the brains and arms in one section, yet the robot (which actually is not usable because it is deployed by capsule and thus is technically an intermediate) in the combat section taking up space as a usable item. I don't yet fully understand your layout overrides yet, so I didn't change anything there.
I think that's everything that has changed that affects your addon. Might have missed some though.

Also, any plans to change module board icons so they aren't big weird square things? That would be cool ;)

Thanks for your addon again, and happy to see you. I can understand life taking up time, I have modded many games in the past where people have relied on me for updates yet I just can't get them done for weeks. Sometimes people get annoyed, but your own life is definitely a priority.
Tyrindor
Long Handed Inserter
Long Handed Inserter
Posts: 91
Joined: Sun Jul 03, 2016 10:06 am
Contact:

Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)

Post by Tyrindor »

Sadly 0.1.6 can't be added to an existing world I get this error:
http://imgur.com/8v4stJI

This world was created with 0.13.4, using all of bob's mods (minus bob's electronics). Creating a new world works fine. Bummer, I already have 18 hours into this world.

These textures should really be in the base mod pack. Has anyone ever asked why he doesn't use them?
Nexela
Smart Inserter
Smart Inserter
Posts: 1828
Joined: Wed May 25, 2016 11:09 am
Contact:

Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)

Post by Nexela »

You can bypass that error for now by deleting the lua file in the migration folder. or possibly turning the sodium hydroxide recipes off in config.
Tyrindor
Long Handed Inserter
Long Handed Inserter
Posts: 91
Joined: Sun Jul 03, 2016 10:06 am
Contact:

Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)

Post by Tyrindor »

Nexela wrote:You can bypass that error for now by deleting the lua file in the migration folder. or possibly turning the sodium hydroxide recipes off in config.
That fixed it. I assume all that file is only for updating from old worlds made on old versions of Factorio?
Last edited by Tyrindor on Thu Jul 07, 2016 12:18 am, edited 6 times in total.
Nexela
Smart Inserter
Smart Inserter
Posts: 1828
Joined: Wed May 25, 2016 11:09 am
Contact:

Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)

Post by Nexela »

Tyrindor wrote:That fixed it. I assume all that file is only for updating from old worlds made on old versions of Factorio?
In a nutshell

Basically if you have already learned the technology needed for the new recipe before adding the mod the recipe doesn't get enabled.\

The migration is for the extra sodium hydroxides and void pumps so if you delete the migration these recipes won't get automatically enabled in existing saves.
Nexela
Smart Inserter
Smart Inserter
Posts: 1828
Joined: Wed May 25, 2016 11:09 am
Contact:

Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)

Post by Nexela »

lenny27g wrote: extra_chests_titanium_tungsten being false - problem is now fixed, my previous post has been updated to fix the problem
Thank you! Go figure I would use a mod named Extra Chests and not use the extra chests :)
addon-functions line 51 and 76 - seems to be laser projectile recoloring for bobs lasers. I don't exactly know how to fix the conflict since I don't know that mod, commenting out should have no adverse effects though
I should have expanded on this. Any chance for a config for enabling and disabling this option?
save game won't crash because of sodium hydroxide - isn't that a good thing?
Ooops that should have read Save game won't load ......
See the previous posts from above about migration issue
Nexela
Smart Inserter
Smart Inserter
Posts: 1828
Joined: Wed May 25, 2016 11:09 am
Contact:

Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)

Post by Nexela »

Also noticed another change somewhere

Nickel/sulfuric acid recipe is missing and I have duplicate Nickle/Sulfur dioxides, One in the Fluids tab and one in the Metals Tab.

Also - Fill and Empty Nitric Acid barrels are not located correctly
lenny27g
Inserter
Inserter
Posts: 23
Joined: Wed Jun 29, 2016 11:01 pm
Contact:

Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)

Post by lenny27g »

Nexela wrote:Also noticed another change somewhere

Nickel/sulfuric acid recipe is missing and I have duplicate Nickle/Sulfur dioxides, One in the Fluids tab and one in the Metals Tab.

Also - Fill and Empty Nitric Acid barrels are not located correctly
Bob removed nickel/sulfuric acid recipes, it is now nickel to sulfur dioxide. The duplicate recipes were added by the addon author I believe, so that you can find either recipe (say if you want to primarily make nickel, or primarily sulfuric acid).
Also oops forgot he added those barrels. I'll update it once I figure out how to relocate those. Takes a bit of time to understand the layout of bobsmods and the extrachests mod.
Nexela wrote:
lenny27g wrote:
addon-functions line 51 and 76 - seems to be laser projectile recoloring for bobs lasers. I don't exactly know how to fix the conflict since I don't know that mod, commenting out should have no adverse effects though
I should have expanded on this. Any chance for a config for enabling and disabling this option?
save game won't crash because of sodium hydroxide - isn't that a good thing?
Ooops that should have read Save game won't load ......
See the previous posts from above about migration issue
I only wanted to update the mod for 0.13. I don't want to add new features to a mod that isn't actually mine. Unless the mod author explicitly says I can, I would rather not make any actual changes or additions. Sorry :\

I don't exactly understand what the problem is with the sodium hydroxide migration. I didn't actually add or change any migration files, and as far as I know they sodium hydroxide entity itself didn't change. Assuming you aren't updating the mod from an older version (where those migration files are actually needed) it won't cause a problem for they shouldn't actually be migrating anything in the first place.
Nexela
Smart Inserter
Smart Inserter
Posts: 1828
Joined: Wed May 25, 2016 11:09 am
Contact:

Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)

Post by Nexela »

I have actually noticed an even deeper problem

Almost none of the extra recipes get created, tested in a new world with creative mode. I might delve deeper into this tonight,
qjm123
Long Handed Inserter
Long Handed Inserter
Posts: 75
Joined: Wed Sep 23, 2015 3:00 pm
Contact:

Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)

Post by qjm123 »

Hi guys,

Thanks a lot for the feedback, I finally got to check Factorio 0.13.4 version, really happy with all the new stuff and updates they've added.

As well, got Bob's mod updated and checked all new stuff he has modified and added, meaning there is a lot of things to change in my mod :? Most of the things that you've already pointed out guys are in my list to do and few more things I will be updating that you certainly will appreciate.

This is going to take me few days unfortunately, life is taking time, but I really want to do it. But... !!!

But I will be creating a new Mod with a new name to reflect 0.13 version and it main purpose. I will upload it in the mod forum to allow anyone to get the updates easily as any other mod for 0.13. I won't be updating my ExtraChests_0.1.5 any further for Factorio 0.12. ExtraChests_0.1.6 is a kind of alpha version for people that just want a quick update.

Thanks again lenny27g for your amazing work and to bring this last version up to 0.13! What an amazing community! :D
Post Reply

Return to “Mods”