[0.14.x] Bob's Mods: General Discussion
Moderator: bobingabout
Re: [0.14.x] Bob's Mods: General Discussion
Will you consider adding some like 'Crusher' in 5dim or 'Washer' in Yuoki to increase ore production?
It's my only reason to reserve them.
It's my only reason to reserve them.
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Re: [0.14.x] Bob's Mods: General Discussion
Probably not something like that, but most likely just adding more alternate recipes like I have with Lead and Copper (to get cobalt).IamI wrote:Will you consider adding some like 'Crusher' in 5dim or 'Washer' in Yuoki to increase ore production?
It's my only reason to reserve them.
And "Crushing" would likely just be done in an assembling machine, and "Washing" in a chemical plant. I mean, we already have some metal powders made in an assembling machine.
Re: [0.14.x] Bob's Mods: General Discussion
Crusher or Washer, it's: Adding a process, Get a output gain ( for 5dim's Crusher, it's X 2, for YI's Washer, it's X 1.2 for early game and X 1.8 for late game) like:bobingabout wrote:Probably not something like that, but most likely just adding more alternate recipes like I have with Lead and Copper (to get cobalt).IamI wrote:Will you consider adding some like 'Crusher' in 5dim or 'Washer' in Yuoki to increase ore production?
It's my only reason to reserve them.
And "Crushing" would likely just be done in an assembling machine, and "Washing" in a chemical plant. I mean, we already have some metal powders made in an assembling machine.
1 iron ore -> 2 iron powder -> 2 iron plate (5dim)
5 iron ore -> 3 pure iron -> 6 iron plate (Yuoki, Early game)
Lead-Copper Production often is mainly for get cobalt but not increase the output.
Or you don't like that increasing the production with no plugin science?
Re: [0.14.x] Bob's Mods: General Discussion
Hi,
Can i get a quick instruction on how to edit the bob's mod to put the iron plate-->steel back to 2 to 1 instead of 5 to 1? Thank you!!
Can i get a quick instruction on how to edit the bob's mod to put the iron plate-->steel back to 2 to 1 instead of 5 to 1? Thank you!!
Re: [0.14.x] Bob's Mods: General Discussion
Download and/or extract the bobconfig mod. Edit the config.lua file and change the option for it. Not sure what it is called off the top of my head but it should be easy to find. When you are finished you can leave the bobconfig mod unzippeddaggertx wrote:Hi,
Can i get a quick instruction on how to edit the bob's mod to put the iron plate-->steel back to 2 to 1 instead of 5 to 1? Thank you!!
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Re: [0.14.x] Bob's Mods: General Discussion
Hey,
I am experiencing a bug with your logistics mod. Pretty much everything in the mod when placed on the ground are invisible. the image shows an example of several mark 2 storage chests several of which have been damaged so you can see their location. Great mods by the way.
I am experiencing a bug with your logistics mod. Pretty much everything in the mod when placed on the ground are invisible. the image shows an example of several mark 2 storage chests several of which have been damaged so you can see their location. Great mods by the way.
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Re: [0.14.x] Bob's Mods: General Discussion
They work just fine for me. Is it possible that you're using another mod that might be doing something to break their graphics?VokunWraith wrote:Hey,
I am experiencing a bug with your logistics mod. Pretty much everything in the mod when placed on the ground are invisible. the image shows an example of several mark 2 storage chests several of which have been damaged so you can see their location. Great mods by the way.
Completely unrelated note, Why Nitinol is so awesome https://www.youtube.com/watch?feature=p ... BsSo#t=307
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Re: [0.14.x] Bob's Mods: General Discussion
Alright so I deactivated all mods except for bob's mods then reactivated them one at a time checking each time. I have found 2 mods that cause the invisibility problem. The mods are Water Fix and AAI programmable vehicles.bobingabout wrote: They work just fine for me. Is it possible that you're using another mod that might be doing something to break their graphics?
Re: [0.14.x] Bob's Mods: General Discussion
Hello,VokunWraith wrote:Alright so I deactivated all mods except for bob's mods then reactivated them one at a time checking each time. I have found 2 mods that cause the invisibility problem. The mods are Water Fix and AAI programmable vehicles.bobingabout wrote: They work just fine for me. Is it possible that you're using another mod that might be doing something to break their graphics?
i use them both and various other mods and have no graphic related problems.
I guess the problem lies more at your graphic card/driver/settings ...
Did you read this: viewtopic.php?f=7&t=3077 ?
Greetings steinio
Re: [0.14.x] Bob's Mods: General Discussion
Nexela wrote:Download and/or extract the bobconfig mod. Edit the config.lua file and change the option for it. Not sure what it is called off the top of my head but it should be easy to find. When you are finished you can leave the bobconfig mod unzippeddaggertx wrote:Hi,
Can i get a quick instruction on how to edit the bob's mod to put the iron plate-->steel back to 2 to 1 instead of 5 to 1? Thank you!!
Thank you I got it working!
Re: [0.14.x] Bob's Mods: General Discussion
can you ad new recipies for the rocket and with al the new metals that your mod ads it woud be a lot more fun
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Re: [0.14.x] Bob's Mods: General Discussion
Hey I'm having trouble with tungstic acid. I've been moving to the swarm stage of the game and I'm barreling all the fluids but I've come to tungstic acid and it doesn't appear to have a barreled form. I'm also running angels petrochem and I looked through all of those as well and it's not there either. Is this intended or is it just an oversight? I looked in a game that's just bob's and it still doesn't show up there either so the item is definitely missing or the recipe is at least.
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Re: [0.14.x] Bob's Mods: General Discussion
CMHMod does that at the moment. I'll likely do something for 0.15.dog_365 wrote:can you ad new recipies for the rocket and with al the new metals that your mod ads it woud be a lot more fun
It's not an oversight. As I've explained a few times, not all fluids can be bottled/barrelled. Tungstic Acid is one of those few that has only a single purpose, making Tungstic Oxide, and therefore was deemed to not need to be transported. So the theory goes that since you don't need to use it for anything else, you'd make it straight into the powder at the same facility that makes the acid, then distribute that powder instead.Greenrover_0 wrote:Hey I'm having trouble with tungstic acid. I've been moving to the swarm stage of the game and I'm barreling all the fluids but I've come to tungstic acid and it doesn't appear to have a barreled form. I'm also running angels petrochem and I looked through all of those as well and it's not there either. Is this intended or is it just an oversight? I looked in a game that's just bob's and it still doesn't show up there either so the item is definitely missing or the recipe is at least.
Re: [0.14.x] Bob's Mods: General Discussion
I would suggest omnibarrels mod. I tend to like to barrel almost everything as well. Though I don't barrel tungstic acid, I believe the omnibarrels mod makes literally every fluid able to be barreled.Greenrover_0 wrote:Hey I'm having trouble with tungstic acid. I've been moving to the swarm stage of the game and I'm barreling all the fluids but I've come to tungstic acid and it doesn't appear to have a barreled form. I'm also running angels petrochem and I looked through all of those as well and it's not there either. Is this intended or is it just an oversight? I looked in a game that's just bob's and it still doesn't show up there either so the item is definitely missing or the recipe is at least.
Re: [0.14.x] Bob's Mods: General Discussion
EDIT: Upon further research, I have determined that I needed to reload my tech tree with console commands. It is now fixed.
So, I seem to be having some issues with the Greenhouse mod. When I look at the files included in the mod, it appears to me that there is supposed to be some research needed to unlock the ability to make greenhouses. However, when I am in game there is no such research. I have looked, but don't see any options in the mod itself to make the researches available. I thought that maybe it was an issue with the Bob's Config mod, but as far as I can tell, it has absolutely no interaction with the Greenhouse mod. Assistance with this would be greatly appreciated.
Because it might be asked, I will list my mods:
5dim's(all except Ores and Modules)
AAI mods
AfraidOfTheDark
Angel's Ores(All of them)
Auto Deconstruct
auto-research
Big Brother
Big Bags
BioTech
BioTech Extended
Black Market
Bob's mods(All except Warfare, Enemies, and Modules)
Bottleneck
Dark Matter Replicators
Eco Trees
EvoGUI
Factorissimo2
FARL
Foreman
Hacked Splitters
Handy Handcrafting
Late Upgrades
Logistics Mining
NPBees
Rail Tanker
Robot Army
RSO
Z Group Change
Z Recycling
According to the mod page in game, they are all up to date.
So, I seem to be having some issues with the Greenhouse mod. When I look at the files included in the mod, it appears to me that there is supposed to be some research needed to unlock the ability to make greenhouses. However, when I am in game there is no such research. I have looked, but don't see any options in the mod itself to make the researches available. I thought that maybe it was an issue with the Bob's Config mod, but as far as I can tell, it has absolutely no interaction with the Greenhouse mod. Assistance with this would be greatly appreciated.
Because it might be asked, I will list my mods:
5dim's(all except Ores and Modules)
AAI mods
AfraidOfTheDark
Angel's Ores(All of them)
Auto Deconstruct
auto-research
Big Brother
Big Bags
BioTech
BioTech Extended
Black Market
Bob's mods(All except Warfare, Enemies, and Modules)
Bottleneck
Dark Matter Replicators
Eco Trees
EvoGUI
Factorissimo2
FARL
Foreman
Hacked Splitters
Handy Handcrafting
Late Upgrades
Logistics Mining
NPBees
Rail Tanker
Robot Army
RSO
Z Group Change
Z Recycling
According to the mod page in game, they are all up to date.
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Re: [0.14.x] Bob's Mods: General Discussion
This is an issue that you're not supposed to run into anymore, since as of Factorio v0.13 Techs and Recipes are reloaded every time the mod config changes. This is adding, removing or updating ANY mod (even the base game), therefore, unless you're a modder, and change the contents of your mod without changing version numbers, you should never have to run the commands manually.
There may be issues that can be encountered if you add mods to a game one at a time (loading and saving between each mod), since certain mods (quite a few of mine) adapt themselves to the game situation when they are added. Although prototypes will eventually fall in line, Migration scripts (or in the case of my mods, they're often more along the lines of setup scripts) are only run once when first added.
I'm glad you fixed it though!
There may be issues that can be encountered if you add mods to a game one at a time (loading and saving between each mod), since certain mods (quite a few of mine) adapt themselves to the game situation when they are added. Although prototypes will eventually fall in line, Migration scripts (or in the case of my mods, they're often more along the lines of setup scripts) are only run once when first added.
I'm glad you fixed it though!
Re: [0.14.x] Bob's Mods: General Discussion
Well, it seems that everything was actually working as intended.I ended up doing even more research because for some reason the Electronics Assembling Machines weren't showing up to craft. The mod that caused this issue as well as the greenhouse issue was ZGroupChange. For some reason it has a config that disabled certain things based on my installed mods. So, the issue was entirely because of my choice to use ZGroupChange.
Re: [0.14.x] Bob's Mods: General Discussion
So... Now that 0.15 is out, I suppose it's worth asking if there's an update strategy for the mod suite. I imagine it'll take quite a while to get everything working and translated properly to the new system. A major undertaking, to be sure.
But it does seem likely that certain modules would be easier to update than others. Bob's Inserters for example, would be FANTASTIC as a starter addition to vanilla 0.15. The inserters really ought to be IN vanilla, to be honest. But yes, I'm very curious if there's a plan, now that the release has happened. Personally, I'm hesitant to even touch 0.15 because I'm so accustomed to these mods I find it would be very frustrating to go back to vanilla.
But it does seem likely that certain modules would be easier to update than others. Bob's Inserters for example, would be FANTASTIC as a starter addition to vanilla 0.15. The inserters really ought to be IN vanilla, to be honest. But yes, I'm very curious if there's a plan, now that the release has happened. Personally, I'm hesitant to even touch 0.15 because I'm so accustomed to these mods I find it would be very frustrating to go back to vanilla.
Re: [0.14.x] Bob's Mods: General Discussion
year if you played angel/bobs like I did vanilla is really not much. Like that are all items there are? the mods I missed most is nanobots and long reach.
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Re: [0.14.x] Bob's Mods: General Discussion
viewtopic.php?f=51&t=44498Recon777 wrote:So... Now that 0.15 is out, I suppose it's worth asking if there's an update strategy for the mod suite. I imagine it'll take quite a while to get everything working and translated properly to the new system. A major undertaking, to be sure.
But it does seem likely that certain modules would be easier to update than others. Bob's Inserters for example, would be FANTASTIC as a starter addition to vanilla 0.15. The inserters really ought to be IN vanilla, to be honest. But yes, I'm very curious if there's a plan, now that the release has happened. Personally, I'm hesitant to even touch 0.15 because I'm so accustomed to these mods I find it would be very frustrating to go back to vanilla.
Apparently, the Clock and Inserters mods only need a simple edit to their version in info.json to work with 0.15.
As the plan says though, I'll be starting with those two script mods, then moving on to the Library and Ores mods(Library needs to be done first, and has a large part of the ores built into it, so doing them side by side makes sense), before slowly moving into the stuff that requires more complex changes.
Everything that requires research will need a fair bit of planning to decide what science packs they require. I also plan to restructure the packs that I add myself so my Tech mod might be a good choice for mod #5. Alternatively the Enemies mod could be a good choice for Mod #5, as the Tech mod can make use of the Alien artifacts, and I'll be wanting to work on that as an option.