[0.13.x] Bob's Mods: General Discussion
Moderator: bobingabout
Re: [0.13.x] Bob's Mods: General Discussion
Why not just dump it in the logistic network and place enough logistic storage boxes?
Re: [0.13.x] Bob's Mods: General Discussion
I have had games where I've had literally 30+ storage chests with nothing but this material. Sure I can just keep adding chests, but I really don't want topieppiep wrote:Why not just dump it in the logistic network and place enough logistic storage boxes?
Re: [0.13.x] Bob's Mods: General Discussion
https://mods.factorio.com/mods/GotLag/Flare%20Stack
This has solved all of my sodium hydroxide problems
This has solved all of my sodium hydroxide problems
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Re: [0.13.x] Bob's Mods: General Discussion
You could also just use the Void Chest mod. It's not one of mine, but if a function already exists, I tend not to try to repeat it.
I know, I replicated the Tree farming logic in my greenhouse mod, and did a lot of the Adjustable inserter stuff even though mods already existed for that, but that was mostly because a lot of people were asking me to.
I know, I replicated the Tree farming logic in my greenhouse mod, and did a lot of the Adjustable inserter stuff even though mods already existed for that, but that was mostly because a lot of people were asking me to.
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Re: [0.13.x] Bob's Mods: General Discussion
Hi! I do not know if this is the right thread, if not I'm sorry and I'll be glad to delete and repost in the correct thread.
By the way, I need some help...
I just installed the mod (everything that was available for download) and something is not working. After the world generation I can do everything (at least the few thing I did) but when I try to set any building, the game crash to main menu. This is what shows up before the crash.
(I write down everything because I can't post any images)
Notice
Error while running event
on_player_built_entity (ID 6)
Entity is not ghost.
stack traceback:
__boblogistics__/control.lua:307: in function
<__boblogistics__/control.lua:297>
Could anyone tell me what to do?
Thanks!
By the way, I need some help...
I just installed the mod (everything that was available for download) and something is not working. After the world generation I can do everything (at least the few thing I did) but when I try to set any building, the game crash to main menu. This is what shows up before the crash.
(I write down everything because I can't post any images)
Notice
Error while running event
on_player_built_entity (ID 6)
Entity is not ghost.
stack traceback:
__boblogistics__/control.lua:307: in function
<__boblogistics__/control.lua:297>
Could anyone tell me what to do?
Thanks!
- bobingabout
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Re: [0.13.x] Bob's Mods: General Discussion
Yup, that was from a new update. I have done another update that fixes this error.
Re: [0.13.x] Bob's Mods: General Discussion
Hi, after I upgrade to boblogistics_0.13.9, all the long inserter in blueprint become normal inserter and if I enable "long handed inserter" on top right, all normal inserter become long inserter.
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Re: [0.13.x] Bob's Mods: General Discussion
Thank you very much!bobingabout wrote:Yup, that was from a new update. I have done another update that fixes this error.
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Re: [0.13.x] Bob's Mods: General Discussion
That changed a few updates ago. You have to use the inserter migration mod before updating for all your existing inserters to keep their hand positions.robotdong wrote:Hi, after I upgrade to boblogistics_0.13.9, all the long inserter in blueprint become normal inserter and if I enable "long handed inserter" on top right, all normal inserter become long inserter.
Unfortunately, there's nothing I can do about blueprints. (Although it is technically possible to write scripts to update a blueprint, the hard part is finding the blueprint first, which would require scanning all inventories, and toolbelts, and all chests in the world. a long slow processes, that I decided not to do)
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Re: [0.13.x] Bob's Mods: General Discussion
Hello everyone,
I have been playing Factorio for a few months now. Currently have 13.8 installed along with the most up to date of Bob's Mods. I started a new map a few days ago and just now realized that the curved rail is completely missing as a build and/or research option. When i researched the 'Railway' it just comes with the rail and the diesel locomotive. Has anyone else run into this problem?
I have been playing Factorio for a few months now. Currently have 13.8 installed along with the most up to date of Bob's Mods. I started a new map a few days ago and just now realized that the curved rail is completely missing as a build and/or research option. When i researched the 'Railway' it just comes with the rail and the diesel locomotive. Has anyone else run into this problem?
Re: [0.13.x] Bob's Mods: General Discussion
Well the answer could be Bob doesn't like curves so he removed them and all railways have to be straight.
But the real answer is Factorio changed this. curved rail is made with the rail planning tool. Create a piece of straight track. when you hover over it you will see arrows click on one of these arrows and drag your track where you want it to go.
https://www.youtube.com/watch?v=EmHyJgqRk4c
But the real answer is Factorio changed this. curved rail is made with the rail planning tool. Create a piece of straight track. when you hover over it you will see arrows click on one of these arrows and drag your track where you want it to go.
https://www.youtube.com/watch?v=EmHyJgqRk4c
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Re: [0.13.x] Bob's Mods: General Discussion
A thing which I Find highly annoying sometimes.
Apparently there is a(or more than one) curved rail mod, that basically adds it back as a separate item.
Apparently there is a(or more than one) curved rail mod, that basically adds it back as a separate item.
Re: [0.13.x] Bob's Mods: General Discussion
This mod has really opened my eyes as to just how much processing goes into things we take for granted every day! I'm a solid 66 hours, 53 minutes into my playthrough and just now started to make Lithium-ion batteries! I am using bob's mods as well as treefarm-lite (The greenhouse is good, but the logistic-connected treefarm mk2 is WAY better!), flare stack and a nuclear power mod which not only provides a good source of power (If you can keep up with the water demands!) but also allows me to make alien science packs from Plutonium which is great for my peaceful mode playstyle (And I am surprised that incinerating depleted uranium only generates 30 standard pollution, but accurately modelling nuclear waste disposal would be extremely difficult or even impossible in any game engine)
Oh, I also have the Orbital Ion Cannon and satellite uplink mods installed - but I expect at this rate it'll be at least another week or so before I can actually start building said ion cannon!
Oh, I also have the Orbital Ion Cannon and satellite uplink mods installed - but I expect at this rate it'll be at least another week or so before I can actually start building said ion cannon!
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Re: [0.13.x] Bob's Mods: General Discussion
Is there a way to get synthetic wood to turn into regular wood?
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Re: [0.13.x] Bob's Mods: General Discussion
Yes, I ended up updating to 13.15 and reading about getting away from the curved rail and introducing the ghost mode of laying railing down.
But now I have another problem. Have 13.15, as I said above, updated all mods(Bob's Mods, railway Tanker, Robot Army, and Reinforced Steel Walls mods)
but when I started the map I had a 14 patch crude oil field to my southwest that started out at 250% - 400% yield. After about 8 hours I decided
to start building on it. When I built my first pump jack I realized that all of them were now only yielding 40% - 50%. I searched the map only to find out
that all the crude oil fields in the game are now completely depleted. Haven't pumped a drop of oil yet and its been a few hours. I tried looking for
a mod that would either reset the fields or make them infinite but with no luck. Any suggestions?
But now I have another problem. Have 13.15, as I said above, updated all mods(Bob's Mods, railway Tanker, Robot Army, and Reinforced Steel Walls mods)
but when I started the map I had a 14 patch crude oil field to my southwest that started out at 250% - 400% yield. After about 8 hours I decided
to start building on it. When I built my first pump jack I realized that all of them were now only yielding 40% - 50%. I searched the map only to find out
that all the crude oil fields in the game are now completely depleted. Haven't pumped a drop of oil yet and its been a few hours. I tried looking for
a mod that would either reset the fields or make them infinite but with no luck. Any suggestions?
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Re: [0.13.x] Bob's Mods: Cosmetic Blocks
Maybe in a later update of Factorio and the mod, maybe they could add cosmetic blocks of the materials you get, such as the gemstones and the plates.
Re: [0.13.x] Bob's Mods: General Discussion
In one of the versions the oil patches changed so they have lower yield per second but last a lot longer before completely depleting. I would guess this is what happened. You don't have any less oil, it'll just take longer to extract it.Emanuel.Garcia wrote:Yes, I ended up updating to 13.15 and reading about getting away from the curved rail and introducing the ghost mode of laying railing down.
But now I have another problem. Have 13.15, as I said above, updated all mods(Bob's Mods, railway Tanker, Robot Army, and Reinforced Steel Walls mods)
but when I started the map I had a 14 patch crude oil field to my southwest that started out at 250% - 400% yield. After about 8 hours I decided
to start building on it. When I built my first pump jack I realized that all of them were now only yielding 40% - 50%. I searched the map only to find out
that all the crude oil fields in the game are now completely depleted. Haven't pumped a drop of oil yet and its been a few hours. I tried looking for
a mod that would either reset the fields or make them infinite but with no luck. Any suggestions?
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Re: [0.13.x] Bob's Mods: General Discussion
While I do appreciate the information, and I didn't know about the oil patches, it still doesn't explain why it went from 250% - 400% down to 40% - 50% over the course of a few hours. Wouldn't it have just stayed at a lower yield and lasted longer instead of starting high and then dropping to nothing? These oil patches never having been touched this entire time, mind you. Thanks again for the info though!BlakeMW wrote:In one of the versions the oil patches changed so they have lower yield per second but last a lot longer before completely depleting. I would guess this is what happened. You don't have any less oil, it'll just take longer to extract it.Emanuel.Garcia wrote:Yes, I ended up updating to 13.15 and reading about getting away from the curved rail and introducing the ghost mode of laying railing down.
But now I have another problem. Have 13.15, as I said above, updated all mods(Bob's Mods, railway Tanker, Robot Army, and Reinforced Steel Walls mods)
but when I started the map I had a 14 patch crude oil field to my southwest that started out at 250% - 400% yield. After about 8 hours I decided
to start building on it. When I built my first pump jack I realized that all of them were now only yielding 40% - 50%. I searched the map only to find out
that all the crude oil fields in the game are now completely depleted. Haven't pumped a drop of oil yet and its been a few hours. I tried looking for
a mod that would either reset the fields or make them infinite but with no luck. Any suggestions?
Re: [0.13.x] Bob's Mods: General Discussion
Is it possible to make the inserter GUI closeable via ESC just like all other GUIs in the game? I keep finding myself trying to press ESC instead of the actual close button inside the GUI and then my menu opens.
It gets really annoying.
Another thing that bugs me, is that sideadjustments on inserters seem to be saved in blueprints but range adjustsments are not. I think this is because a longer/shorter inserter is actually a diffrent inserter while one that faces 45° to the right for instance is still the same kind of inserter only, well, adjusted. It is just a guess of course since I do not know how you set the inserters up. It is still strange how only one of the two diffrent adjustments are blueprintable.
Would be really nice if you look into those two things as they would improve gameplay a lot.
It gets really annoying.
Another thing that bugs me, is that sideadjustments on inserters seem to be saved in blueprints but range adjustsments are not. I think this is because a longer/shorter inserter is actually a diffrent inserter while one that faces 45° to the right for instance is still the same kind of inserter only, well, adjusted. It is just a guess of course since I do not know how you set the inserters up. It is still strange how only one of the two diffrent adjustments are blueprintable.
Would be really nice if you look into those two things as they would improve gameplay a lot.
Re: [0.13.x] Bob's Mods: General Discussion
Hey, i have a Question, i started with bobs mod the first time today and cant figure out how Water Pumpjacks work, could someone please tell me what they do and where to place them because i cant place them in either near water on water on ground on anything. Thanks in advance.