[0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Moderator: bobingabout
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Oh I don't disagree, its just I'm trying to maximize beacons (At least what I can power with MK4 poles, which isn't 3 rows by 1 range annoyingly), so having a larger setup means less beacons.
Also, I found a bug in the game (not your mod specifically), but if you get a factory going at > 20000% speed, and you use say, 6+ express inserters to empty the factory, it starts makes free resources, even if the factory stops getting inputs, the inserters still grab output oddly enough.
Also, I found a bug in the game (not your mod specifically), but if you get a factory going at > 20000% speed, and you use say, 6+ express inserters to empty the factory, it starts makes free resources, even if the factory stops getting inputs, the inserters still grab output oddly enough.
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
thats is because if you do more than one caft/tick (>60/s) the game creates quasi a buffer that get emptied when the crafting stops.
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
thanks good to know. I will try not to abuse it too muchukezi wrote:thats is because if you do more than one caft/tick (>60/s) the game creates quasi a buffer that get emptied when the crafting stops.
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Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
If you do that with mining drills, it can get interesting, if you use productivity modules with speed modules to mine fast enough that both are producing more than one item per tick... remove the productivity modules after it's been running for a while, and it still pours out lots of ore from the productivity line.
one of the annoying things with this though is that it appears that you don't get anything from productivity if there's nothing coming out of the main production cycle, so when the drill stops, you get nothing.
one of the annoying things with this though is that it appears that you don't get anything from productivity if there's nothing coming out of the main production cycle, so when the drill stops, you get nothing.
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
One little question about batteries production
Vanilla battery mades in 5 seconds
But Li-ion battery and Silver-Zinc mades in 0.5? where is logic ? I can stamp batteries with mad speed only manage to give resources for them
Vanilla battery mades in 5 seconds
But Li-ion battery and Silver-Zinc mades in 0.5? where is logic ? I can stamp batteries with mad speed only manage to give resources for them
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Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Either I forgot the tag... or they changed the base game battery to have the tag after I added mine, and haven't updated.
I should probably have a topic somewhere for people to post these little things so they're all in one place.
I should probably have a topic somewhere for people to post these little things so they're all in one place.
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
year like gun turret MK2 has halve build time.
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Will u fix crafting time for batteries in ur next update?bobingabout wrote:Either I forgot the tag... or they changed the base game battery to have the tag after I added mine, and haven't updated.
I should probably have a topic somewhere for people to post these little things so they're all in one place.
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Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Probably.aklesey1 wrote:Will u fix crafting time for batteries in ur next update?bobingabout wrote:Either I forgot the tag... or they changed the base game battery to have the tag after I added mine, and haven't updated.
I should probably have a topic somewhere for people to post these little things so they're all in one place.
I'll be pretty much starting over with the mod, not because I want to change anything, but because I have to with so many wide spread basegame changes. Might as well double check everything while I'm going through it.
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
I'm sorry but crafting time for lithium ion and silver zinc batteries still not fixed yet - must be 5 seconds but not 0.5 seconds? because vanilla batteries crafting time is 5 seconds
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Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
I knew I probably missed some of these. I've made a note that it needs changing.
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Can bobplates be used in vanilla mode? Without all bob's resources? Some of your mods have straight linking to bobplates
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Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
we're going back to 0.12 are we?Mella wrote:Can bobplates be used in vanilla mode? Without all bob's resources? Some of your mods have straight linking to bobplates
Although it is possible to play bobplates without bobores, it's pointless, because bobplates doesn't consider the possibility that bobores doesn't exist.
(That is one thing I should try and fix, it's just A LOT of work. Not only do I need to check to make sure the ores exist, but then I'd also need to check if other resources exist, I'd end up having to structure the internals of the mod so they load in a specific order.)
in 0.12, some of my mods straight up do require the plates mod because they require some of the chemicals in there.
in 0.15, nothing REQUIRES the plates mod, if you don't include it, alternative materials are used, such as Sulfuric acid instead of Nitric acid.
Also keep in mind the "Optional dependency", the game will display it in red in the list if it isn't included, but if it has a ? next to it, you don't actually need it to make things work.
unless of course I've missed something.
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Factorio 0.16.35
Bobplates 0.16.2
Bug with crafting time for lithium-ion and silver-zinc batteries is back - 0.5 time but not 5
Just looked into recopes
Time is written correctly, these 2 batteries affected only by bob plates, what can be wrong?
I'm using last versiuon
There are recipe for polising wheel with 2 seconds for crafting and all right
Bobplates 0.16.2
Bug with crafting time for lithium-ion and silver-zinc batteries is back - 0.5 time but not 5
Just looked into recopes
Code: Select all
{
type = "recipe",
name = "lithium-ion-battery",
category = "crafting",
energy_required = 5,
normal =
{
enabled = false,
ingredients =
{
{"lithium-perchlorate", 2},
{"lithium-cobalt-oxide", 1},
{"carbon", 1},
{"plastic-bar", 1},
},
result = "lithium-ion-battery",
},
expensive =
{
enabled = false,
ingredients =
{
{"lithium-perchlorate", 4},
{"lithium-cobalt-oxide", 1},
{"carbon", 1},
{"plastic-bar", 2},
},
result = "lithium-ion-battery",
},
},
Code: Select all
{
type = "recipe",
name = "silver-zinc-battery",
category = "crafting",
energy_required = 5,
normal =
{
enabled = false,
ingredients =
{
{"sodium-hydroxide", 2},
{"silver-oxide", 1},
{"zinc-plate", 1},
{"plastic-bar", 1},
},
result = "silver-zinc-battery",
},
expensive =
{
enabled = false,
ingredients =
{
{"sodium-hydroxide", 4},
{"silver-oxide", 1},
{"zinc-plate", 1},
{"plastic-bar", 2},
},
result = "silver-zinc-battery",
},
},
I'm using last versiuon
There are recipe for polising wheel with 2 seconds for crafting and all right
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Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
It's a known issue I've fixed, but not yet released.aklesey1 wrote:Factorio 0.16.35
Bobplates 0.16.2
Bug with crafting time for lithium-ion and silver-zinc batteries is back - 0.5 time but not 5
Just looked into recopesCode: Select all
{ type = "recipe", name = "lithium-ion-battery", category = "crafting", energy_required = 5, normal = { enabled = false, ingredients = { {"lithium-perchlorate", 2}, {"lithium-cobalt-oxide", 1}, {"carbon", 1}, {"plastic-bar", 1}, }, result = "lithium-ion-battery", }, expensive = { enabled = false, ingredients = { {"lithium-perchlorate", 4}, {"lithium-cobalt-oxide", 1}, {"carbon", 1}, {"plastic-bar", 2}, }, result = "lithium-ion-battery", }, },
Time is written correctly, these 2 batteries affected only by bob plates, what can be wrong?Code: Select all
{ type = "recipe", name = "silver-zinc-battery", category = "crafting", energy_required = 5, normal = { enabled = false, ingredients = { {"sodium-hydroxide", 2}, {"silver-oxide", 1}, {"zinc-plate", 1}, {"plastic-bar", 1}, }, result = "silver-zinc-battery", }, expensive = { enabled = false, ingredients = { {"sodium-hydroxide", 4}, {"silver-oxide", 1}, {"zinc-plate", 1}, {"plastic-bar", 2}, }, result = "silver-zinc-battery", }, },
I'm using last versiuon
There are recipe for polising wheel with 2 seconds for crafting and all right
Crafting time needs to be specified within the difficulty for it to work.
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Found error in recipe https://yadi.sk/d/TW1WxrFW3Z6MGN
Water and petroleum gas must be multiplied on 10 -so not 5 water and 5 petroleum gas - but 50 water and 50 petroleum gas
Here's correct recipe
Error in this recipe after updating bob's plates - 5 petroleum gas + 5 water
I wrote about this error why it is necessary to repeat it again, after all just put the multiplier to 10 for liquids and gases
Water and petroleum gas must be multiplied on 10 -so not 5 water and 5 petroleum gas - but 50 water and 50 petroleum gas
Here's correct recipe
Code: Select all
{
type = "recipe",
name = "petroleum-gas-cracking",
category = "chemistry",
enabled = "false",
energy_required = 2.5,
ingredients =
{
{type = "fluid", name = "water", amount = 50},
{type = "fluid", name = "petroleum-gas", amount = 50},
},
results =
{
{type = "fluid", name = "hydrogen", amount = 250}
},
subgroup = "bob-fluid",
icon = "__bobplates__/graphics/icons/petrolium-gas-cracking.png",
icon_size = 32,
order = "b[fluid-chemistry]-b[hydrogen]",
crafting_machine_tint =
{
primary = {r = 0.0, g = 0.34, b = 0.5, a = 0.000},
secondary = {r = 0.3, g = 0.1, b = 0.3, a = 0.000},
tertiary = {r = 0.7, g = 0.7, b = 0.7, a = 0.000},
},
},
I wrote about this error why it is necessary to repeat it again, after all just put the multiplier to 10 for liquids and gases
Last edited by aklesey1 on Wed Sep 26, 2018 4:47 pm, edited 1 time in total.
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Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
I made a note, I'll look at it at some point.
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Hello Bob
(Just made a post about this at the mods page but I thought I drop a note here as well)
I just installed loads of mods so it might not be this one that is the problem but the error message points to this mod and the error shows up while I load my savefile, in the end of it. I also tried a previous version but I get the exact same error.
Error while applying migration: Bob's Metals, Chemicals and Intermediates: bobplates_base_o.13.lua
__bobplates__/migration/bobplates_base_0.13.0.lua:8: attempts to index field 'sulfur-2' (a nil value)
When I unchecked this mod, all loaded just fine.
//Pekka
(Just made a post about this at the mods page but I thought I drop a note here as well)
I just installed loads of mods so it might not be this one that is the problem but the error message points to this mod and the error shows up while I load my savefile, in the end of it. I also tried a previous version but I get the exact same error.
Error while applying migration: Bob's Metals, Chemicals and Intermediates: bobplates_base_o.13.lua
__bobplates__/migration/bobplates_base_0.13.0.lua:8: attempts to index field 'sulfur-2' (a nil value)
When I unchecked this mod, all loaded just fine.
//Pekka
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Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
sulfur-2 is the recipe to transform sulfur dioxide back into sulfur. in this mod alone, it isn't really needed, but when you add bobrevamp it is essential because it's the only way to get sulfur.
if it doesn't exist, that means another mod has removed it.
the specific migration file causing the error doesn't actually need to exist any more, because the function it's doing is automatically done by the game now, so in theory you could delete it from the zip file and everything should still work fine.
if it doesn't exist, that means another mod has removed it.
the specific migration file causing the error doesn't actually need to exist any more, because the function it's doing is automatically done by the game now, so in theory you could delete it from the zip file and everything should still work fine.
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Thanks Bob
I deleted the whole Migration folder and it seems to work great now.
//Pekka
I deleted the whole Migration folder and it seems to work great now.
//Pekka