[0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates

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

Moderator: bobingabout

Which of the new v0.7 additions do you like the best?

Advanced Electronics 3 with CPUs
59
25%
The Nitrogen/Ceramic chain
40
17%
The new Pumps and barrel/bottle recipes
25
11%
The new types of pipes
25
11%
Factory reballancing
32
14%
The new Electrolyser graphics!
53
23%
 
Total votes: 234

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Re: [0.11.x][v0.7.5] Bob's Metals, Chemicals and Intermediat

Post by cpy »

Turret that shoots grenades! Also it have minimum range so you won't get splashback (sort of).
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Re: [0.11.x][v0.7.5] Bob's Metals, Chemicals and Intermediat

Post by bobingabout »

cpy wrote:Turret that shoots grenades! Also it have minimum range so you won't get splashback (sort of).
isn't that sort of like a short range version of the rocket launcher firing explosive rockets?
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Re: [0.11.x][v0.7.5] Bob's Metals, Chemicals and Intermediat

Post by cpy »

Then heavy cannon that shoot at much slower rate but much higher dmg but not as high as tank.
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Re: [0.11.x][v0.7.5] Bob's Metals, Chemicals and Intermediat

Post by AlyxDeLunar »

I definitely like the update you did. I'm surprised, but it actually made my layout for making advanced circuit boards a bit easier!

One thing that became somewhat of an annoyance, has to do with the new recipe for wooden boards. The game seems confused, and won't let me craft basic wooden circuits, because I can't craft the wooden board recipe using synthetic wood. Once I actually make wooden boards with the standard recipe, it lets me make the circuits.
Seems like an issue with the way the game knows you can craft something though. As a workaround for my game, I removed the extra wooden board recipe and made your heavy oil create a normal wooden board instead.
The smart thing would be to finally get a nice stockpile of wooden circuits with some automated crafting, so I don't need to make any manually. But automating production? Pfffft, who needs it.
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Re: [0.11.x][v0.7.5] Bob's Metals, Chemicals and Intermediat

Post by aklesey1 »

Idea for using huge amounts sodium hydroxid - it can be used the production of oils and the manufacture of biodiesel fuel in the oil refining industry, maybe you'll think about the introduction of diesel fuel and the means of obtaining it?
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Re: [0.11.x][v0.7.5] Bob's Metals, Chemicals and Intermediat

Post by YuokiTani »

i have made some new gears, because the old looks not very pretty, but it's the pov from the viewer - maybe you want use these (fixes the unrealistic vanilla too - i think)
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Re: [0.11.x][v0.7.5] Bob's Metals, Chemicals and Intermediat

Post by bobingabout »

not bad, I might use them.
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Re: [0.11.x][v0.7.5] Bob's Metals, Chemicals and Intermediat

Post by AnodeCathode »

Bob,

Wonder if it would be possible to have the water pump produce dirty water if the mod is used in conjunction with Dy-Tech. Perhaps just the first two levels of the pump? Have such an easily researched item bypass the entire dirty->clean water dynamic kind of defeats the purpose. I'm currently playing with a few DyTech bits added on to your mod set and actually kind of like the water cleaning dynamic.

Thanks.
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Re: [0.11.x][v0.7.5] Bob's Metals, Chemicals and Intermediat

Post by Degraine »

YuokiTani wrote:i have made some new gears, because the old looks not very pretty, but it's the pov from the viewer - maybe you want use these (fixes the unrealistic vanilla too - i think)
ImageImageImageImageImageImageImage
The only problem with those, Yuoki, is they won't look right on the ground. Vanilla gears sit flat on the belts for a reason, IMO. Plus the high-def look is nice, but kind of out of place among the rest of the game's graphics (at least until they release that high-def pack they teased us with...).
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Re: [0.11.x][v0.7.5] Bob's Metals, Chemicals and Intermediat

Post by AnodeCathode »

With MCI 0.7.5 I'm having an issue with the synthetic wood -> wooden board recipe. I've got plastics researched and can manufacture the synthetic wood, but the synthetic->wooden board recipe doesn't appear. I also have advanced electronics and the phenolic board recipe with synthetic wood has appeared. Can't figure it out.

EDIT: I found that prototypes\technology.lua did not have this line:

table.insert(data.raw.technology["plastics"].effects,{type = "unlock-recipe", recipe = "wooden-board-synthetic"})

Like the others do. I'll just unlock the recipe in the console for my current game but that should fix it in the future I think.
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Re: [0.11.x][v0.7.5] Bob's Metals, Chemicals and Intermediat

Post by bobingabout »

you're right, I see what I did there. I forgot to add it because when I wrote the tech file, the recipe was set to be unlocked by default, then i changed my mind and forgot to add it to the tech file. I did add it to the migration file though, so you have it if you load an older game. will be fixed in later versions.
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Re: [0.11.x][v0.7.5] Bob's Metals, Chemicals and Intermediat

Post by Airat9000 »

bobingabout wrote:you're right, I see what I did there. I forgot to add it because when I wrote the tech file, the recipe was set to be unlocked by default, then i changed my mind and forgot to add it to the tech file. I did add it to the migration file though, so you have it if you load an older game. will be fixed in later versions.
find small bug

Stone pipe has a capacity of 20, a total of steel pipe 10
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Re: [0.11.x][v0.7.5] Bob's Metals, Chemicals and Intermediat

Post by bobingabout »

Airat9000 wrote: find small bug

Stone pipe has a capacity of 20, a total of steel pipe 10
thats not a bug

there are 3 sizes of pipe.

Small pipes are: Copper, Bronze, Brass. These have a capacity of 5 and work for a faster flow.
Normal pipes are: Iron(original), Steel, Titanium, Tungsten. These have a capacity of 10. This is the only group with a T4 pipe in it.
Large pipes are: Concrete, Plastic, Ceramic. These have a capacity of 20.

T1 pipes have 50 health, underground pipe length is 10.
T2 pipes have 100 health, and underground length of 15
T3 pipes have 150 health, and an underground length of 20
T4 (Tungsten) pipes have 200 health and an underground length of 30.
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Re: [0.11.x][v0.7.5] Bob's Metals, Chemicals and Intermediat

Post by shinyarceus4 »

YES. ALL THE CHEMICALS. :twisted:

Haven't checked the mods out yet, but once I've finished the base game I'll definitely try it out.
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Re: [0.11.x][v0.7.6] Bob's Metals, Chemicals and Intermediat

Post by bobingabout »

Okay, I've uploaded that fix.
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Re: [0.11.x][v0.7.6] Bob's Metals, Chemicals and Intermediat

Post by Airat9000 »

I have a question what to do with waste from lead ?? chips, which well, very much, it can make the process recipe in sulfuric acid or something well, there is a weapon.
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Re: [0.11.x][v0.7.6] Bob's Metals, Chemicals and Intermediat

Post by bobingabout »

use lead to make solder.

there will be more lead usage in future.
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Slight bug when activating mod on old maps

Post by tarmo »

When activating the mod on old maps, where some technology has already been researched, some recipes are not unlocked. At least, when Steel processing is research, then the plates mod is enabled, steel pipes are not available. This makes progress slightly challenging. :) Running

Code: Select all

game.player.force.resettechnologies()
game.player.force.resetrecipes()
seems to fix things, though.
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Re: Slight bug when activating mod on old maps

Post by bobingabout »

tarmo wrote:When activating the mod on old maps, where some technology has already been researched, some recipes are not unlocked. At least, when Steel processing is research, then the plates mod is enabled, steel pipes are not available. This makes progress slightly challenging. :) Running

Code: Select all

game.player.force.resettechnologies()
game.player.force.resetrecipes()
seems to fix things, though.
plates SHOULD run both those scripts automatically, because they're in the migration files. if you have previously used the mod on that save, then disabled it, saved, then re-enabled it again, only then might migration scripts not run.
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Re: [0.11.x][v0.7.6] Bob's Metals, Chemicals and Intermediat

Post by Fallout301 »

I've found a small bug with DyTech, the researches for some of the metal processing that you override, lead, cobalt, tungsten, and zinc, the DyTech tools aren't unlocked, and I haven't played far enough in to know if it matters or not, but the DyTech gears for those respective researches don't unlock either, but those are the only issues I've found so far with DyTech and this mod, love your mods, definitely add a lot of fun complexity and other useful stuff. :D
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