[0.15.x] Bob's Mods: General Discussion

Some mods, made by Bob. Basically streaks every Factroio-area.

Moderator: bobingabout

Recon777
Filter Inserter
Filter Inserter
Posts: 267
Joined: Fri Jun 10, 2016 4:04 am
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by Recon777 »

bobingabout wrote:Distillery is a small (2x2) building which is supposed to distil water (Evaporate and condense), it takes "Water", which I've basically dubbed salt water, or Lithia water, and produces pure water. This is needed for electrolysis recipes. It is only enabled when you turn on the pure water option (which is now going to be turned on by default)

Enriched fuel is just another type of fuel block, think Fuel block MK2. It is produced from liquid fuel, or Hydrazine.
Ahh. So have you worked out the numbers for the increase factor with this method of creating solid fuel? I've been curious if those figures I worked out were helpful at all. Presumably, the distillery is less costly to run than boilers.
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by bobingabout »

Recon777 wrote:
bobingabout wrote:Distillery is a small (2x2) building which is supposed to distil water (Evaporate and condense), it takes "Water", which I've basically dubbed salt water, or Lithia water, and produces pure water. This is needed for electrolysis recipes. It is only enabled when you turn on the pure water option (which is now going to be turned on by default)

Enriched fuel is just another type of fuel block, think Fuel block MK2. It is produced from liquid fuel, or Hydrazine.
Ahh. So have you worked out the numbers for the increase factor with this method of creating solid fuel? I've been curious if those figures I worked out were helpful at all. Presumably, the distillery is less costly to run than boilers.
they showed me what I was doing was a bad idea, so the distillery is much cheaper.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
Soul
Inserter
Inserter
Posts: 22
Joined: Wed Mar 02, 2016 8:00 pm
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by Soul »

So a buddy and I went to use a gas vent, and noticed that we don't have a recipe for that anymore? There's also no research (as in searching for the research name in the technology screen yields no results) for the following:
  • Air Compressors 1-4
  • Gas Venting
We DO have
  • Nitrogen Processing
  • Bottled Gas Processing
However Bottled Gas Processing can't be reached.
Tech Tree Screenshot
We're playing with all of Bob's and Angel's mods, latest versions of all

If I search through the items using What is it used for? I can see that there is a gas venting pump, but it can't be researched.

Is Nitrogen Processing being overwritten by angelspetrochem improperly? :(
R3DKn16h7
Manual Inserter
Manual Inserter
Posts: 3
Joined: Fri May 19, 2017 5:32 pm
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by R3DKn16h7 »

HI Bob! Your mods are awesome.

I think there is a bug with bob warfare tough in 0.15: poison and other mines crashes the game when they explode.

I think the fix is to replace

Code: Select all

    dying_explosion = "explosion-gunshot",

with

Code: Select all

    dying_explosion = "explosion-hit",
in "mines.lua".

The error is
Oriented explosion (or beam) needs to target to be created.
See also viewtopic.php?f=49&t=48039
T2k3
Inserter
Inserter
Posts: 30
Joined: Tue May 09, 2017 4:09 pm
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by T2k3 »

What crossed my mind recently, in reality you use the so called "oxygen converter process" for making steel. Simply put, take iron and scrap, throw the stuff in a furnace and burn out the impurities with lots of oxygen.
Would it over complicate bob's when we say there are two process for steel?

for examplre

2x iron plates -> 1x steel
1x iron plate + 25 oxygen -> 1 steel (maybe with a energy_required = 14 / expensive = 28 to even it out a bit more)
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by bobingabout »

Soul wrote:So a buddy and I went to use a gas vent, and noticed that we don't have a recipe for that anymore? There's also no research (as in searching for the research name in the technology screen yields no results) for the following:
  • Air Compressors 1-4
  • Gas Venting
We DO have
  • Nitrogen Processing
  • Bottled Gas Processing
However Bottled Gas Processing can't be reached.
Tech Tree Screenshot
We're playing with all of Bob's and Angel's mods, latest versions of all

If I search through the items using What is it used for? I can see that there is a gas venting pump, but it can't be researched.

Is Nitrogen Processing being overwritten by angelspetrochem improperly? :(
I think Angel needs to talk a look at this. I know there's issues with my mods when you use angels right now, this one I didn't know about.
R3DKn16h7 wrote:HI Bob! Your mods are awesome.

I think there is a bug with bob warfare tough in 0.15: poison and other mines crashes the game when they explode.

I think the fix is to replace

Code: Select all

    dying_explosion = "explosion-gunshot",

with

Code: Select all

    dying_explosion = "explosion-hit",
in "mines.lua".

The error is
Oriented explosion (or beam) needs to target to be created.
See also viewtopic.php?f=49&t=48039
I'll take a look at this one.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
Nexela
Smart Inserter
Smart Inserter
Posts: 1828
Joined: Wed May 25, 2016 11:09 am
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by Nexela »

Angel has flare stacks and clarifiers that "replace" the bob vents
Zyrconia
Filter Inserter
Filter Inserter
Posts: 250
Joined: Fri Dec 02, 2016 8:16 am
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by Zyrconia »

Nexela wrote:Angel has flare stacks and clarifiers that "replace" the bob vents
Flare stacking some gases is a bit silly though...

Haven't tried the latest version, but in the past both existed in parallel. Gas vents should only take gases.

Gas vent needs to remain. Clarifiers are fine though.
Nexela
Smart Inserter
Smart Inserter
Posts: 1828
Joined: Wed May 25, 2016 11:09 am
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by Nexela »

Well there is no "real" concept of what a gas and fluid is. The .15 partially address this with gas_temperature but that won't help for things like the flare stack (unless generator prototype can be made to take an "array" of fluids
Soul
Inserter
Inserter
Posts: 22
Joined: Wed Mar 02, 2016 8:00 pm
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by Soul »

Nexela wrote:Angel has flare stacks and clarifiers that "replace" the bob vents
They have always coexisted in the past, and only disappeared in one of the recent updates. We just started a new world a day or so ago so any updates for the last week didn't affect us (we already had it researched so bob's stuff was unlocked properly).
Zyrconia wrote:
Nexela wrote:Angel has flare stacks and clarifiers that "replace" the bob vents
Flare stacking some gases is a bit silly though...

Haven't tried the latest version, but in the past both existed in parallel. Gas vents should only take gases.

Gas vent needs to remain. Clarifiers are fine though.
Yeah... Flare Stacking Oxygen... okay... :roll:
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by bobingabout »

I released an update to a few mods. Biggest one to note is revamp.
Rocket silo overhaul part 2 is out. It should be a complete overhaul to use many new resources from my mods.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
Recon777
Filter Inserter
Filter Inserter
Posts: 267
Joined: Fri Jun 10, 2016 4:04 am
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by Recon777 »

T2k3 wrote:What crossed my mind recently, in reality you use the so called "oxygen converter process" for making steel. Simply put, take iron and scrap, throw the stuff in a furnace and burn out the impurities with lots of oxygen.
Would it over complicate bob's when we say there are two process for steel?

for examplre

2x iron plates -> 1x steel
1x iron plate + 25 oxygen -> 1 steel (maybe with a energy_required = 14 / expensive = 28 to even it out a bit more)
Regarding steel, I've actually wondered about this for a long time now in terms of realism, though naturally gameplay trumps realism.

In real life, pure iron is very soft compared to steel. You get steel by ADDING some sort of impurty, usually carbon, into the iron. Hence the term carbon steel. Technically, it makes no sense at all to get less steel than the amount of iron you put in, though I understand that this is for the purposes of gameplay since steel is more valuable and you want it to cost more. But what if steel was made by mixing carbon into the iron?

The issue, of course, is that steel is an early game material and carbon isn't quite as early. But that could be changed.

Thoughts?
British_Petroleum
Filter Inserter
Filter Inserter
Posts: 321
Joined: Tue Dec 23, 2014 7:21 am
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by British_Petroleum »

bobingabout wrote:I released an update to a few mods. Biggest one to note is revamp.
Rocket silo overhaul part 2 is out. It should be a complete overhaul to use many new resources from my mods.

Rocket silo gui is broken :/
Attachments
Untitled.jpg
Untitled.jpg (145.04 KiB) Viewed 7656 times
Recon777
Filter Inserter
Filter Inserter
Posts: 267
Joined: Fri Jun 10, 2016 4:04 am
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by Recon777 »

I just enabled pure water with the latest batch of mods and noticed that electrolysis does not require pure water at all. It still runs on regular water.
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by bobingabout »

British_Petroleum wrote:
bobingabout wrote:I released an update to a few mods. Biggest one to note is revamp.
Rocket silo overhaul part 2 is out. It should be a complete overhaul to use many new resources from my mods.

Rocket silo gui is broken :/
how is that even possible, I simply added an item to the recipe.
Recon777 wrote:I just enabled pure water with the latest batch of mods and noticed that electrolysis does not require pure water at all. It still runs on regular water.
really?


Best part is I can't check any of this until I get home from work.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
Recon777
Filter Inserter
Filter Inserter
Posts: 267
Joined: Fri Jun 10, 2016 4:04 am
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by Recon777 »

Yeah. I double checked and the "Enable Pure Water" checkbox is definitely checked. And yet...

Image

Also, very curious what you think of the Steel idea.
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by bobingabout »

Recon777 wrote:Yeah. I double checked and the "Enable Pure Water" checkbox is definitely checked. And yet...

Image

Also, very curious what you think of the Steel idea.
was enable water turned on when you installed the mod, or did you load, save, turn it on then load again? if you did that step, it might not have done the "update recipe" part that happens when you install or update a mod.
Either way, I need to take a look at that, make sure it's working right, but I don't remember making any changes that would break what I already had in place for using pure water.

Code: Select all

if settings.startup["bobmods-plates-purewater"].value == true then
  bobmods.lib.resource.remove_result("ground-water", "water")
  bobmods.lib.resource.add_result("ground-water", { type = "fluid", name = "pure-water", amount = 10, probability = 1})

  bobmods.lib.recipe.replace_ingredient("water-electrolysis", "water", "pure-water")
  bobmods.lib.recipe.replace_ingredient("salt-water-electrolysis", "water", "pure-water")
  bobmods.lib.recipe.replace_ingredient("lithium-water-electrolysis", "water", "pure-water")

  bobmods.lib.tech.add_recipe_unlock("electrolysis-1", "bob-distillery")

  data.raw.recipe["fill-pure-water-barrel"].enabled = true
  data.raw.recipe["empty-pure-water-barrel"].enabled = true
end
Try running an update script in game
open the console and paste the following to see if it helps.

Code: Select all

/c for index, force in pairs(game.forces) do force.reset_recipes() force.reset_technologies() end
As for steel, I have been considering replacing the recipe for quite some time, "to what" is the biggest question. I've heard quite a few good ideas on it, but haven't decided on anything yet.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
Diedel
Inserter
Inserter
Posts: 30
Joined: Wed Jul 06, 2016 8:03 pm
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by Diedel »

bobingabout wrote:
British_Petroleum wrote:
bobingabout wrote:I released an update to a few mods. Biggest one to note is revamp.
Rocket silo overhaul part 2 is out. It should be a complete overhaul to use many new resources from my mods.

Rocket silo gui is broken :/
how is that even possible, I simply added an item to the recipe.
Recon777 wrote:I just enabled pure water with the latest batch of mods and noticed that electrolysis does not require pure water at all. It still runs on regular water.
really?


Best part is I can't check any of this until I get home from work.
The silo has an ingredient count of 3, with a count of 4 it works fine.
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by bobingabout »

Diedel wrote:
bobingabout wrote:
British_Petroleum wrote:
bobingabout wrote:I released an update to a few mods. Biggest one to note is revamp.
Rocket silo overhaul part 2 is out. It should be a complete overhaul to use many new resources from my mods.

Rocket silo gui is broken :/
how is that even possible, I simply added an item to the recipe.
The silo has an ingredient count of 3, with a count of 4 it works fine.
That would do it. I'm such an idiot.
So, if I add a line to change the ingredient count from 3 to 4, it should work.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
Diedel
Inserter
Inserter
Posts: 30
Joined: Wed Jul 06, 2016 8:03 pm
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by Diedel »

bobingabout wrote:
Diedel wrote:
bobingabout wrote:
British_Petroleum wrote:
bobingabout wrote:I released an update to a few mods. Biggest one to note is revamp.
Rocket silo overhaul part 2 is out. It should be a complete overhaul to use many new resources from my mods.

Rocket silo gui is broken :/
how is that even possible, I simply added an item to the recipe.
The silo has an ingredient count of 3, with a count of 4 it works fine.
That would do it. I'm such an idiot.
So, if I add a line to change the ingredient count from 3 to 4, it should work.
I changed it in the original definition of the rocket-silo, that worked fine.

I am just not sure i like the new addition, not sure why the rocket would need it, as it never come back.
Post Reply

Return to “Bob's mods”