that definitely does not look right. unfortunately that's not what it looks like if you have it from the start... perhaps it's an error with regenerate_entity?faraddox wrote:Tried to generate new ores with commands
/c remote.call("bobores", "Regenerate")
/c game.regenerate_entity(<orename>)
and got this. Started to play with standart ore generation (only set more oil frequency). Added bob's mods in middle-game.Screenshot
[0.13.x] Bob's Mods: General Discussion
Moderator: bobingabout
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Re: [0.13.x] Bob's Mods: General Discussion
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Re: [0.13.x] Bob's Mods: General Discussion
Logistics 0.13.2:
* Fixed robot power consumptions.
* Fixed roboport (and offshoots) power consumptions.
* LZE no longer has a charge port.
* Changed Filter and Fast inserter speeds and energy consumptions to match new base game values.
Warfare and perhaps others coming soon.
* Fixed robot power consumptions.
* Fixed roboport (and offshoots) power consumptions.
* LZE no longer has a charge port.
* Changed Filter and Fast inserter speeds and energy consumptions to match new base game values.
Warfare and perhaps others coming soon.
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Re: [0.13.x] Bob's Mods: General Discussion
You are amazing bobbobingabout wrote:Logistics 0.13.2:
* Fixed robot power consumptions.
* Fixed roboport (and offshoots) power consumptions.
* LZE no longer has a charge port.
* Changed Filter and Fast inserter speeds and energy consumptions to match new base game values.
Warfare and perhaps others coming soon.
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Re: [0.13.x] Bob's Mods: General Discussion
Encountered a bug while playtesting your mods and my own (and RSO). Was afk when the game threw the error, had a radar running. My guess it is something missing in the enemies mod. Tested it also with just your mods and RSO, revealing a bigger chunk of the map and then let it run on higher speed for a couple of minutes.
Edit: Did you change the spawners somehow? Probably their entity names?
Edit: Did you change the spawners somehow? Probably their entity names?
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Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
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Re: [0.13.x] Bob's Mods: General Discussion
Warfare 0.13.3:
* I missed energy shield MK2. Fixed.
* Fixed gate graphics.
* Swapped acid and poison ammo recipes. Acid now uses sulfuric-acid and Poison now uses Coal
* Added combat robot recipe overhaul. additional items controlled by logistic robot settings in config.
Updated warfare.
I've not encountered any errors similar to that myself. And no, I didn't change spawners at all, the rename was purely a locale change.
* I missed energy shield MK2. Fixed.
* Fixed gate graphics.
* Swapped acid and poison ammo recipes. Acid now uses sulfuric-acid and Poison now uses Coal
* Added combat robot recipe overhaul. additional items controlled by logistic robot settings in config.
Updated warfare.
I've not encountered any errors similar to that myself. And no, I didn't change spawners at all, the rename was purely a locale change.
Re: [0.13.x] Bob's Mods: General Discussion
I'm getting the "No entity prototypes are available for this building." error as well, however, I don't believe it's part of Bob's mods. If I reduce my mod-set down to just RSO-mod, I still get the notice error.Arch666Angel wrote:Encountered a bug while playtesting your mods and my own (and RSO). Was afk when the game threw the error, had a radar running. My guess it is something missing in the enemies mod. Tested it also with just your mods and RSO, revealing a bigger chunk of the map and then let it run on higher speed for a couple of minutes.
Edit: Did you change the spawners somehow? Probably their entity names?
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Re: [0.13.x] Bob's Mods: General Discussion
As others report, seems to be an RSO bug.bobingabout wrote:Warfare 0.13.3:
* I missed energy shield MK2. Fixed.
* Fixed gate graphics.
* Swapped acid and poison ammo recipes. Acid now uses sulfuric-acid and Poison now uses Coal
* Added combat robot recipe overhaul. additional items controlled by logistic robot settings in config.
Updated warfare.
I've not encountered any errors similar to that myself. And no, I didn't change spawners at all, the rename was purely a locale change.
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
Re: [0.13.x] Bob's Mods: General Discussion
In the pump is the choice of the recipe for assembly
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Re: [0.13.x] Bob's Mods: General Discussion
There are no recipes by default until you research Barrerling.HEDINT wrote:In the pump is the choice of the recipe for assembly
Re: [0.13.x] Bob's Mods: General Discussion
bobingabout,
Do you have a paypal link that I can donate a few bucks to for this mod. This mod has added hours of extra enjoyable game play and I want to give some money to your cause!
Do you have a paypal link that I can donate a few bucks to for this mod. This mod has added hours of extra enjoyable game play and I want to give some money to your cause!
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Re: [0.13.x] Bob's Mods: General Discussion
Where is God Modules? Why it deleted? Give them back, please, and let them work in beacons.
P.S.:Thanks for your grat mods, I always played with them.
P.S.:Thanks for your grat mods, I always played with them.
Re: [0.13.x] Bob's Mods: General Discussion
They aren't deleted. They are just disabled by default.
To re-enable, extract the bobconfig mod and change it's settings there.
To re-enable, extract the bobconfig mod and change it's settings there.
Re: [0.13.x] Bob's Mods: General Discussion
I pretty sure I did something wrong, but I'm unsure what:
Error is given during the startup of Factorio. tried with 0.13.0, 0.13.1 and 0.13.2. All the same result.
edit
It was a conflict with another mod, resolved it
Error is given during the startup of Factorio. tried with 0.13.0, 0.13.1 and 0.13.2. All the same result.
edit
It was a conflict with another mod, resolved it
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Re: [0.13.x] Bob's Mods: General Discussion
Download and extract config mod.Franz_Iosif wrote:Where is God Modules? Why it deleted? Give them back, please, and let them work in beacons.
P.S.:Thanks for your grat mods, I always played with them.
Open config.lua in your favorite text editor.
Scroll down to the modules section and find the following lines
Code: Select all
bobmods.config.modules.EnableGodModules = false
bobmods.config.modules.BeaconCanTransmitProductivity = false
Code: Select all
bobmods.config.modules.EnableGodModules = true
bobmods.config.modules.BeaconCanTransmitProductivity = true
Did you change any configs?wartank wrote:I pretty sure I did something wrong, but I'm unsure what:
Error is given during the startup of Factorio. tried with 0.13.0, 0.13.1 and 0.13.2. All the same result.
edit
It was a conflict with another mod, resolved it
What mods, and mod versions are installed?
I actually released a library fix recently, so the version of library you are using is important to know if I fixed the error already, or I broke something to cause the error.
Re: [0.13.x] Bob's Mods: General Discussion
I may have missed it, or it's related to a problem with another mod of mine perhaps?
But the new Water Pumpjack doesn't seem to be able to be placed on anything? Is there something additional that should have spawned, that hasn't? If thats the case how do I make it spawn in an already started game?
I do have the RSO mod enabled and it mentioned something about the Lith water not being spawned or something? Is this a related problem that i'm seeing and is this what you were all referring to?
Or this item used for something entirely new? I was basically looking for those Pumps that produce water with electricity (Which now seem to only be able to Barrel and Unbarrel liquids rather than directly produce any)
I have the latest updates across all the Bob's Mobs (Including the one Greenhouse mod). Current mods loaded (The one not highlighted are disabled due to compatibility)
Thanks in advanced.
But the new Water Pumpjack doesn't seem to be able to be placed on anything? Is there something additional that should have spawned, that hasn't? If thats the case how do I make it spawn in an already started game?
I do have the RSO mod enabled and it mentioned something about the Lith water not being spawned or something? Is this a related problem that i'm seeing and is this what you were all referring to?
Or this item used for something entirely new? I was basically looking for those Pumps that produce water with electricity (Which now seem to only be able to Barrel and Unbarrel liquids rather than directly produce any)
I have the latest updates across all the Bob's Mobs (Including the one Greenhouse mod). Current mods loaded (The one not highlighted are disabled due to compatibility)
Thanks in advanced.
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Last edited by Pottsy on Fri Jul 01, 2016 4:30 pm, edited 1 time in total.
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Re: [0.13.x] Bob's Mods: General Discussion
that pumpjack is supposed to go on Lithia water, yes.
You have to have the latest version of RSO for it to be compatable with Lithia water, I think.
You have to have the latest version of RSO for it to be compatable with Lithia water, I think.
Re: [0.13.x] Bob's Mods: General Discussion
Ok thanksbobingabout wrote:that pumpjack is supposed to go on Lithia water, yes.
You have to have the latest version of RSO for it to be compatable with Lithia water, I think.
Is there a way to reload the mod to make it spawn? (Without fking everything up of course lol).
And has the electric producing water been removed? As I spawned in a desert, with the default setting of "Ground Water" set to false, it severley cripples me so I had to temporarily turn it on.
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Re: [0.13.x] Bob's Mods: General Discussion
With RSO? not that I know of. There are commands to regenerate ores, but as far as I know, they don't work with RSO installed. You'd probably be best asking on the RSO forum about that.
There is ground water too, changed the same with as Lithia water, but you're best off using the offshore pump with landscape water.
There is ground water too, changed the same with as Lithia water, but you're best off using the offshore pump with landscape water.
Re: [0.13.x] Bob's Mods: General Discussion
Since you added it to already running game with changed resource types there is no way. You need to go out and search for it in unexplored areas since it can spawn there as normal.Pottsy wrote:Ok thanksbobingabout wrote:that pumpjack is supposed to go on Lithia water, yes.
You have to have the latest version of RSO for it to be compatable with Lithia water, I think.
Is there a way to reload the mod to make it spawn? (Without fking everything up of course lol).
And has the electric producing water been removed? As I spawned in a desert, with the default setting of "Ground Water" set to false, it severley cripples me so I had to temporarily turn it on.
You could regen everything but that would respawn enemies and change location of everything due to new resource type being present.
Re: [0.13.x] Bob's Mods: General Discussion
Did you change any configs?wartank wrote:I pretty sure I did something wrong, but I'm unsure what:
Error is given during the startup of Factorio. tried with 0.13.0, 0.13.1 and 0.13.2. All the same result.
edit
It was a conflict with another mod, resolved it
What mods, and mod versions are installed?
I actually released a library fix recently, so the version of library you are using is important to know if I fixed the error already, or I broke something to cause the error.[/quote]
I didn't change any of your code. Pulled the latest version from your dropbox ealier today. The problem came from the Natural evolution mod (not yours). I was running a outdated version of that mod. Updating it to the newest version posted on the mods.factorio resolved the problem. I got confused as the error message was pointing to one of your mods. Sorry for the confusion.