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Re: [0.17] Please post bugs and balance issues here.

Posted: Fri Mar 22, 2019 8:55 pm
by bobingabout
Aphelius wrote:
Fri Mar 22, 2019 7:17 pm
After finishing Chemical Processing 2 research the game crashed
Listing that specific technology, it could be due to a recent change of mine, however, all Angel Bob combinations are usually looked at by Angel, because he modifies a lot of stuff from my mods.
if it turns out being an issue with my mods, I'll update accordingly, but I'm going to throw this at Angel for now.

Re: [0.17] Please post bugs and balance issues here.

Posted: Wed Mar 27, 2019 4:35 pm
by TheSAguy
Hey Bob,
I think that Bob Revamp really alters Rocketry's requirements when you play with Bob + Angels.

Below I have 3 screen shots. Vanilla, Bob + Revamp and Angels + Bob + Revamp.
With the last one, rocketry get's put behind Rocket Fuel that costs Chemical and Utility Science.
Before Rocketry was a somewhat early tier Military Tech, but after this change it really becomes a much later tech...

Thoughts?
Seems very pricey :)
Vanilla:
Image

Bob+Revamp
Image

Angels + Bob + Revamp
Image

Thanks.

Re: [0.17] Please post bugs and balance issues here.

Posted: Wed Mar 27, 2019 7:02 pm
by BlueTemplar
Note that even in vanilla, rocketry is quite a bit later in 0.17 compared to 0.16 - rocket fuel is pretty expensive for a green science !
(But there clearly seems to be a bug in AB... and since it's AB, and B alone seems to be mostly fine, the issue probably comes from Angel's side ?)

Re: [0.17] Please post bugs and balance issues here.

Posted: Wed Mar 27, 2019 11:50 pm
by bobingabout
TheSAguy wrote:
Wed Mar 27, 2019 4:35 pm
Hey Bob,
I think that Bob Revamp really alters Rocketry's requirements when you play with Bob + Angels.

Below I have 3 screen shots. Vanilla, Bob + Revamp and Angels + Bob + Revamp.
With the last one, rocketry get's put behind Rocket Fuel that costs Chemical and Utility Science.
Before Rocketry was a somewhat early tier Military Tech, but after this change it really becomes a much later tech...

Thoughts?
Seems very pricey :)

Thanks.
well, you'll have to blame angel for that, I can't control what he changes.
My tree doesn't look too bad, it basically just puts the hydrazine chain as a requirement for rocket fuel, and splits up the oil tech, but otherwise keeps a vanilla layout.

Re: [0.17] Please post bugs and balance issues here.

Posted: Fri Mar 29, 2019 5:26 pm
by MageKing17
Factorio 0.17.23 fucks up bobpower:
FactorioBot wrote:
Fri Mar 29, 2019 4:57 pm
  • Renamed "electric-energy-accumulators-1" to "electric-energy-accumulators".

Re: [0.17] Please post bugs and balance issues here.

Posted: Fri Mar 29, 2019 5:50 pm
by TheSAguy
MageKing17 wrote:
Fri Mar 29, 2019 5:26 pm
Factorio 0.17.23 fucks up bobpower:
FactorioBot wrote:
Fri Mar 29, 2019 4:57 pm
  • Renamed "electric-energy-accumulators-1" to "electric-energy-accumulators".
I think that the below also breaks Bob's Logistics and Bob's Warefare.
FactorioBot wrote:
Fri Mar 29, 2019 4:57 pm
  • The game now checks that technology levels are contiguous.

Re: [0.17] Please post bugs and balance issues here.

Posted: Fri Mar 29, 2019 5:51 pm
by Ashprinny
MageKing17 wrote:
Fri Mar 29, 2019 5:26 pm
Factorio 0.17.23 fucks up bobpower:
FactorioBot wrote:
Fri Mar 29, 2019 4:57 pm
  • Renamed "electric-energy-accumulators-1" to "electric-energy-accumulators".
Which in turn bugs out the entire Bob's mods because when you disable this mod you get a base error that tells you that the order of techs doesn't match (accumulators 1 followed by accumulators 3) and it ONLY allows for the option to disable ALL mods (not just bob's).

For the last hour I've been trying to work around this (I play with WAY more mods than just bob's) but I'm about to give up....seems like a LOT of my mods are dependant on Bob's to work.....considder THAT a compliment of how antsy I am to see a fix for this....2500hrs and I'm not even in the mood to play if Bob's, Angel's, Yuoki's and Pyanodons don't work; the game would be so.....vanilla ;)

EDIT: some 30 restarts later and I have officially given up xD

Re: [0.17] Please post bugs and balance issues here.

Posted: Fri Mar 29, 2019 7:52 pm
by Vaaz
If you go into steam, properties, beta, change it to 17.22, it will revert back to the previous patch and everything works fine.

Re: [0.17] Please post bugs and balance issues here.

Posted: Fri Mar 29, 2019 8:48 pm
by bobingabout
Okay, I had to change the prerequisite as mentioned in the changelogs for accumulators to fix bobpower

I also had to change bob-logistics-0, 4 and 5 internally to logistics-0, 4 and 5 to fix boblogistics.
and energy-shield-equipment-3 to 6 and battery-equipment-3 to 6 to include a bob- prefix, because the base game calls them energy-shield-equipment and energy-shield-mk2-equipment, and same for battery.

All mods are updated with a full changelog back to 0.15.0, new mod thumbnail and full mod description.

All other mods will follow suit when they're updated, these 3 were kind of rushed because of this issue.

Re: [0.17] Please post bugs and balance issues here.

Posted: Sat Mar 30, 2019 12:32 am
by Evgeni
Hi

I started playing 0.17 few weeks ago. When i try to play all bob's mod pack i have a strange issue.
I don't see the usual tech tree with all the material processing nodes. Also, all advanced materials seem to disappear from the recopies (greenhouse now uses iron copper and stone - not glass!)

What am i missing?

Re: [0.17] Please post bugs and balance issues here.

Posted: Sat Mar 30, 2019 1:38 am
by behrooz
bobingabout wrote:
Fri Mar 29, 2019 8:48 pm
Okay, I had to change the prerequisite as mentioned in the changelogs for accumulators to fix bobpower

I also had to change bob-logistics-0, 4 and 5 internally to logistics-0, 4 and 5 to fix boblogistics.
and energy-shield-equipment-3 to 6 and battery-equipment-3 to 6 to include a bob- prefix, because the base game calls them energy-shield-equipment and energy-shield-mk2-equipment, and same for battery.

All mods are updated with a full changelog back to 0.15.0, new mod thumbnail and full mod description.

All other mods will follow suit when they're updated, these 3 were kind of rushed because of this issue.
Cool! This is excellent news, thank you for all of your hard work! The changelogs are very useful when I do not have time to keep up with the forums.

Re: [0.17] Please post bugs and balance issues here.

Posted: Sat Mar 30, 2019 1:50 am
by bobingabout
Evgeni wrote:
Sat Mar 30, 2019 12:32 am
Hi

I started playing 0.17 few weeks ago. When i try to play all bob's mod pack i have a strange issue.
I don't see the usual tech tree with all the material processing nodes. Also, all advanced materials seem to disappear from the recopies (greenhouse now uses iron copper and stone - not glass!)

What am i missing?
It sounds like for some reason bobplates (Metals, chemicals and intermediates) isn't active.

Re: [0.17] Please post bugs and balance issues here.

Posted: Sat Mar 30, 2019 3:50 am
by HurkWurk
cross posting this here, also posted on the big-bags mod thread:

mod conflict with factorio version 17.23 and bob's logsitics 17.5 and big bags 1.0.30.
something about "factorio failed to load mods technology worker-robots-storage infinite research followed by level 5"
i believe bobs is setting worker storage to infinite, and big-bags is trying to extend it to 5, and i have no idea how to disable that portion of big-bags mod.
under older versions, it would just leave a dead tech, now its throwing an exception and the game wont run with the conflict.

Edit: was able to disable the techs in bigbags to fix, data.lua line 222 commented out (--add_technos("worker-robots-storage",4,10,-1))

Re: [0.17] Please post bugs and balance issues here.

Posted: Sat Mar 30, 2019 12:17 pm
by bobingabout
HurkWurk wrote:
Sat Mar 30, 2019 3:50 am
cross posting this here, also posted on the big-bags mod thread:

mod conflict with factorio version 17.23 and bob's logsitics 17.5 and big bags 1.0.30.
something about "factorio failed to load mods technology worker-robots-storage infinite research followed by level 5"
i believe bobs is setting worker storage to infinite, and big-bags is trying to extend it to 5, and i have no idea how to disable that portion of big-bags mod.
under older versions, it would just leave a dead tech, now its throwing an exception and the game wont run with the conflict.

Edit: was able to disable the techs in bigbags to fix, data.lua line 222 commented out (--add_technos("worker-robots-storage",4,10,-1))
Under normal situations this shouldn't be an issue, but yeah... changes, multiple mods... blah.
Maybe I should change my worker-robots-storage-4 to bob-infinite-worker-robots-storage instead, which branches off at 3 when you install big bags.

Re: [0.17] Please post bugs and balance issues here.

Posted: Sat Mar 30, 2019 7:51 pm
by Evgeni
bobingabout wrote:
Sat Mar 30, 2019 1:50 am
Evgeni wrote:
Sat Mar 30, 2019 12:32 am
Hi

I started playing 0.17 few weeks ago. When i try to play all bob's mod pack i have a strange issue.
I don't see the usual tech tree with all the material processing nodes. Also, all advanced materials seem to disappear from the recopies (greenhouse now uses iron copper and stone - not glass!)

What am i missing?
It sounds like for some reason bobplates (Metals, chemicals and intermediates) isn't active.
Makes since... unfortunately i could not fix it... any ideas?
Disabled all other mods (Rampant, Factorissimo2, Text plates) tried reinstalling... still same problem.
to be sure i deleted the in-game install and downloading directly from the forum - nothing seems to work.
Any suggestion how to solve it?

Re: [0.17] Please post bugs and balance issues here.

Posted: Sat Mar 30, 2019 8:10 pm
by bobingabout
Evgeni wrote:
Sat Mar 30, 2019 7:51 pm
bobingabout wrote:
Sat Mar 30, 2019 1:50 am
Evgeni wrote:
Sat Mar 30, 2019 12:32 am
Hi

I started playing 0.17 few weeks ago. When i try to play all bob's mod pack i have a strange issue.
I don't see the usual tech tree with all the material processing nodes. Also, all advanced materials seem to disappear from the recopies (greenhouse now uses iron copper and stone - not glass!)

What am i missing?
It sounds like for some reason bobplates (Metals, chemicals and intermediates) isn't active.
Makes since... unfortunately i could not fix it... any ideas?
Disabled all other mods (Rampant, Factorissimo2, Text plates) tried reinstalling... still same problem.
to be sure i deleted the in-game install and downloading directly from the forum - nothing seems to work.
Any suggestion how to solve it?
the latest bobplates has a requirement of 0.17.12, if you're running an older version, it simply just doesn't load. are you using an old version?
I believe this is related to the new pollution generation methods, it all changed in 0.17.12.

Re: [0.17] Please post bugs and balance issues here.

Posted: Sun Mar 31, 2019 1:56 am
by Evgeni
bobingabout wrote:
Sat Mar 30, 2019 8:10 pm

the latest bobplates has a requirement of 0.17.12, if you're running an older version, it simply just doesn't load. are you using an old version?
I believe this is related to the new pollution generation methods, it all changed in 0.17.12.
Installed newest version.. That works!

Thank you so much! You are really amazing! :D

Re: [0.17] Please post bugs and balance issues here.

Posted: Sun Mar 31, 2019 10:57 am
by AngelSeeker
This is my first ever report of any kind. I don't have any background in what errors do or how to fix it or of what errors mean by referencing code to any degree.

I don't know if this is bob's related and I have a lot of other mods active(attached).
Mods that are not on the list which work with the rest of the list are:
Long reach
FE+ - core; equipment, machines, power, transport, storage, weaponry

As soon as i activate the following mods the error (infinite robot storage)(attached) forces all mods to be deactivated.
Big bags (updated 27 days ago)(there is a report on this also between bob's and big bags on big bags forum)
FE+ - logistics (updated 27 days ago)

These 2 mods did work about 2 or 3 days ago. Don't know which bob's mod was updated latest as there are many. So my presumption that it could be bob's may be wrong and if so i apologize.

Thank you for the very in depth mods.

Re: [0.17] Please post bugs and balance issues here.

Posted: Sun Mar 31, 2019 11:04 am
by enchant
Since the 0.17.23 update and subsequent Bob's update, I find that all of my plastic pipes that I laid down are suddenly one sector short. It appears that when I laid them down a few days ago, they were able to span 21 sectors, but now, only 20. Is this something I can fix without having to tear up and re-lay the pipes?

Edit:
Uh-oh. I wonder if there is just something badly broken on my end. I'm finding a few things that aren't long enough. I've seen a few underground belts that aren't reaching anymore.

Re: [0.17] Please post bugs and balance issues here.

Posted: Sun Mar 31, 2019 12:42 pm
by jodokus31
enchant wrote:
Sun Mar 31, 2019 11:04 am
Since the 0.17.23 update and subsequent Bob's update, I find that all of my plastic pipes that I laid down are suddenly one sector short. It appears that when I laid them down a few days ago, they were able to span 21 sectors, but now, only 20. Is this something I can fix without having to tear up and re-lay the pipes?

Edit:
Uh-oh. I wonder if there is just something badly broken on my end. I'm finding a few things that aren't long enough. I've seen a few underground belts that aren't reaching anymore.
Maybe, you changed the mod settings or deleted the mod-settings.dat? There are settings, which let you configure the length of undergrounds etc.