[0.13.x] Bob's Mods: General Discussion
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Re: [0.13.x] Bob's Mods: General Discussion
Logistics 0.13.4:
* removed LZE charging point for real this time.
* Valves no longer rotate in hand after placing one. (via a script that rotates it back to the correct rotation)
* Rename purple inserter to express inserter, and recolour to cyan
* Fixed roboport wire connection points.
* Fixed storage tank wire connection points.
* Added express versions of Filter(magenta), Stack(dark green), and Stack Filter(striped) inserters.
Inserters 0.13.1:
* Changed title from Adjustable Inserters to Bob's Adjustable Inserters
* Renamed Locale file
* Fixed an issue where clicking on a gui element not related to this mod could cause a scripting error.
* fix shift + N cycle if offset is to the side. (and other crazy combinations)
* Fix GUI on lowest graphics settings.
* re-added the old inserter stack size bonus technology, also removed normal inserter stack size bonuses from the new tech.
* implemented a range check when making changes to inserter position
* GUI also auto-closes if you move out of range.
* GUI now also has titles for each grid
* Added the inserter adjustment options research technologies.
* replaced inserter capacity bonus technology icon with old stack inserter icon from pre 0.13.7
Downloads in the usual places.
* removed LZE charging point for real this time.
* Valves no longer rotate in hand after placing one. (via a script that rotates it back to the correct rotation)
* Rename purple inserter to express inserter, and recolour to cyan
* Fixed roboport wire connection points.
* Fixed storage tank wire connection points.
* Added express versions of Filter(magenta), Stack(dark green), and Stack Filter(striped) inserters.
Inserters 0.13.1:
* Changed title from Adjustable Inserters to Bob's Adjustable Inserters
* Renamed Locale file
* Fixed an issue where clicking on a gui element not related to this mod could cause a scripting error.
* fix shift + N cycle if offset is to the side. (and other crazy combinations)
* Fix GUI on lowest graphics settings.
* re-added the old inserter stack size bonus technology, also removed normal inserter stack size bonuses from the new tech.
* implemented a range check when making changes to inserter position
* GUI also auto-closes if you move out of range.
* GUI now also has titles for each grid
* Added the inserter adjustment options research technologies.
* replaced inserter capacity bonus technology icon with old stack inserter icon from pre 0.13.7
Downloads in the usual places.
Re: [0.13.x] Bob's Mods: General Discussion
Hell yeah, inserters, can't wait to try out. Awesome job as always
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Re: [0.13.x] Bob's Mods: General Discussion
I just recently research railway, but i can not seem to find curved rails anywhere. I have straight rails and I looked through the other tech, but none of them have curved rails?
Edit : Nvm im an idiot :S
Edit : Nvm im an idiot :S
Re: [0.13.x] Bob's Mods: General Discussion
A lazy question from me. Do you set any globals in your data stages that I can test in my mod to see if your mods are enabled please?
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Re: [0.13.x] Bob's Mods: General Discussion
Yes...DRY411S wrote:A lazy question from me. Do you set any globals in your data stages that I can test in my mod to see if your mods are enabled please?
Check the first lines of the data.lua file of each mod. Some, but not all have a global set.
EG, Enemies mod has this:
Code: Select all
if not bobmods then bobmods = {} end
if not bobmods.enemies then bobmods.enemies = {} end
Code: Select all
if bobmods and bobmods.enemies then
the reason you need both bobmods and bobmods.enemies is simple. if you just search for bobmods.enemies, and bobmods doesn't exists, you'll get an error about it. using bobmods and bobmods.enemies, if bobmods fails, it won't go past the and to check the second term that obviously doesn't exist, because the and is already obviously false.
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Re: [0.13.x] Bob's Mods: General Discussion
Is Bob's Adjustable Inserters compatible with vanilla?
As in, could I run Bob's Adjustable Inserters and nothing else and be perfectly fine without there being any weirdness?
As in, could I run Bob's Adjustable Inserters and nothing else and be perfectly fine without there being any weirdness?
Re: [0.13.x] Bob's Mods: General Discussion
It should be (I'm 99.9% sure.. but didn't try).Adventurer wrote:Is Bob's Adjustable Inserters compatible with vanilla?
As in, could I run Bob's Adjustable Inserters and nothing else and be perfectly fine without there being any weirdness?
Re: [0.13.x] Bob's Mods: General Discussion
Worked for me on a quick test!
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Re: [0.13.x] Bob's Mods: General Discussion
The only thing it would be dependant on if anything would be my library
However, I'm fairly sure I haven't added anything into it yet that would require the library, so... it should be perfectly fine on it's own with vanilla.
However, I'm fairly sure I haven't added anything into it yet that would require the library, so... it should be perfectly fine on it's own with vanilla.
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Re: [0.13.x] Bob's Mods: General Discussion
Okay, so I'm getting an odd error after updating to the new logistics version. Its saying "Error in assignID, technology with name 'stack-inserter' does not exist." This is during startup when it's loading mods, and the game CTD's right after it throws this error. I checked, and if I manually go in and remove the logistics mod, this error goes away and the game loads perfectly.
Update: After a bit of shuffling, it was throwing an error with the 0.13.0 version that included the Afraid of the Dark mod. Removed that mod, and then it threw an error about the Diesel locomotive 2. No idea, now.
Another Update: Nevermind! Found out that my factorio wasn't updating on its own. Loaded in 0.13.8 and it works just fine.
Update: After a bit of shuffling, it was throwing an error with the 0.13.0 version that included the Afraid of the Dark mod. Removed that mod, and then it threw an error about the Diesel locomotive 2. No idea, now.
Another Update: Nevermind! Found out that my factorio wasn't updating on its own. Loaded in 0.13.8 and it works just fine.
Re: [0.13.x] Bob's Mods: General Discussion
I have this error too. I'm on Factorio 0.13.5.At the very least, the mod needs an update of the info.json if it is dependent on a higher version of Factorio above 0.13.5.Frigidwalrus wrote:Okay, so I'm getting an odd error after updating to the new logistics version. Its saying "Error in assignID, technology with name 'stack-inserter' does not exist." This is during startup when it's loading mods, and the game CTD's right after it throws this error. I checked, and if I manually go in and remove the logistics mod, this error goes away and the game loads perfectly.
Update: After a bit of shuffling, it was throwing an error with the 0.13.0 version that included the Afraid of the Dark mod. Removed that mod, and then it threw an error about the Diesel locomotive 2. No idea, now.
Another Update: Nevermind! Found out that my factorio wasn't updating on its own. Loaded in 0.13.8 and it works just fine.
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Re: [0.13.x] Bob's Mods: General Discussion
one of the later versions of 0.13 adds a seperate stack inserter research, that my new express stack inserters looks for.
so if you're getting the error, updating the base game will fix this issue.
so if you're getting the error, updating the base game will fix this issue.
Re: [0.13.x] Bob's Mods: General Discussion
And if you were testing with a base version greater than ours, you could have put that in 'info.json' and the mod would't have loaded for us.bobingabout wrote:one of the later versions of 0.13 adds a seperate stack inserter research, that my new express stack inserters looks for.
so if you're getting the error, updating the base game will fix this issue.
Re: [0.13.x] Bob's Mods: General Discussion
Mod makers get the same version we do.DRY411S wrote:And if you were testing with a base version greater than ours, you could have put that in 'info.json' and the mod would't have loaded for us.bobingabout wrote:one of the later versions of 0.13 adds a seperate stack inserter research, that my new express stack inserters looks for.
so if you're getting the error, updating the base game will fix this issue.
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Re: [0.13.x] Bob's Mods: General Discussion
Lets just say, I always try to use the latest version.iamwyza wrote:Mod makers get the same version we do.DRY411S wrote:And if you were testing with a base version greater than ours, you could have put that in 'info.json' and the mod would't have loaded for us.bobingabout wrote:one of the later versions of 0.13 adds a seperate stack inserter research, that my new express stack inserters looks for.
so if you're getting the error, updating the base game will fix this issue.
if there are gamebreaking changes (like 0.12.11 that completely changed the way scripts work) I usually do lock to that or later.
In this case, I simply forgot that the tech was added after the initial release... I will, as I said, release a version that checks if stack inserter technology exists before depending on it, so it will be compatible with the entire 0.13 chain so far.
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Re: [0.13.x] Bob's Mods: General Discussion
Greenhouse 0.13.2:
* Made greenhouse more power hungry. (4x)
* Made the basic greenhouse tree growing recipe last longer and give less wood.
* Made the advanced recipe last a little longer too.
* Added active animation
* Made greenhouse more power hungry. (4x)
* Made the basic greenhouse tree growing recipe last longer and give less wood.
* Made the advanced recipe last a little longer too.
* Added active animation
Re: [0.13.x] Bob's Mods: General Discussion
I was developing all my mods all v0.13.0 until STEAM update me to v0.13.5 and would not let me wind back. So my mods all have a base of >= 0.13.5 in info.json.bobingabout wrote: Lets just say, I always try to use the latest version.
if there are gamebreaking changes (like 0.12.11 that completely changed the way scripts work) I usually do lock to that or later.
In this case, I simply forgot that the tech was added after the initial release... I will, as I said, release a version that checks if stack inserter technology exists before depending on it, so it will be compatible with the entire 0.13 chain so far.
Re: [0.13.x] Bob's Mods: General Discussion
Hi,
there seems to be still some error with wall gate graphics.
Vertical reinforced gate have wrong upper end.
bobwarfare 0.13.4
there seems to be still some error with wall gate graphics.
Vertical reinforced gate have wrong upper end.
screenshot
Factorio 0.13.8bobwarfare 0.13.4
Re: [0.13.x] Bob's Mods: General Discussion
Are you sure? I find Steam to be very simple to maintain versioning of factorio:DRY411S wrote: I was developing all my mods all v0.13.0 until STEAM update me to v0.13.5 and would not let me wind back. So my mods all have a base of >= 0.13.5 in info.json.
screenshot
Re: [0.13.x] Bob's Mods: General Discussion
I believe unless the devs changed it back those first 5 versions will all give you .13.5 because they were tired of getting bug reports from people who picked a specific version and not the current experimental. Versions after 13.5 have some sort of warning or something about upgrading. You should be able to read more about it in the bug forums probably under not a bug.
viewtopic.php?f=49&t=28359
edit: Added Link
viewtopic.php?f=49&t=28359
edit: Added Link