[0.12.x][v0.12.10] Bob's Modules.

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

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Re: [0.12.x][v0.12.9] Bob's Modules.

Post by Animar »

Hi there

I absolutly love that all your module that include Productivity bonus are not limited to raw materials and intermediate products, but there is the slight issue that one can simply dupe any liquids and gases by packing and unpacking (via barrel or gasbottle) endlessly. That was kinda game braking for me. I kow i kow i could just not do it, but if the possibility is there and you are in dire needs it's very tempting.

I disabled Godmodules a long time ago, they are way to overpowered for my taste. There is also the option to enable productivity only on Registered intermediates. So i was thinking how hard would it be to block Productivity Modules only from fluids ?

In all honesty, I realy enjoy your mod(s) complexity. A factory with 300+ hours can't lie. Playing the upcoming 0.13 Factorio release vanilla will surly be plain.
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Re: [0.12.x][v0.12.9] Bob's Modules.

Post by bobingabout »

Animar wrote:I disabled Godmodules a long time ago, they are way to overpowered for my taste. There is also the option to enable productivity only on Registered intermediates. So i was thinking how hard would it be to block Productivity Modules only from fluids ?
Since all recipes are basically the same, you'd have to create a limitations table that includes all recipes you want to use them on manually (Like I did in my mods).
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Re: [0.12.x][v0.12.10] Bob's Modules.

Post by Lukas0120 »

I tested that mod togheter with 5dim's modules/Andrews Modules
It seems to be incompatible with both of these mods (Factorio version 0.13)
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Re: [0.12.x][v0.12.10] Bob's Modules.

Post by bobingabout »

Lukas0120 wrote:I tested that mod togheter with 5dim's modules/Andrews Modules
It seems to be incompatible with both of these mods (Factorio version 0.13)
can you be a little more specific?
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Re: [0.12.x][v0.12.10] Bob's Modules.

Post by Arch666Angel »

To be honest Andrews sounds a lot like a copy of bobs, but havent really taken a look into it.
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Re: [0.12.x][v0.12.10] Bob's Modules.

Post by bobingabout »

Considering mine was designed to replace the base game stuff with a whole new set, it was never really designed to work with other module mods...

What is it doing now, and what did you expect it to do? I might be able to change the behavour... maybe.
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Re: [0.12.x][v0.12.10] Bob's Modules.

Post by Arch666Angel »

On the topic of andrews mods copying from bob:
I hope he at least asked for permission, because there is no credit
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Re: [0.12.x][v0.12.10] Bob's Modules.

Post by bobingabout »

Arch666Angel wrote:On the topic of andrews mods copying from bob:I hope he at least asked for permission, because there is no credit
He did not :(

At least when I "Borrowed" Icons from other people's mods, like DyTech at the time (for things like the Glass icon... I can't think of anything else right now), I atleast asked if I could use it.

Seriously though, those icons are taken stright from my mod, not only do they have the quirky names like far, the express inserter icon is still named purple!

What did he do, edit my mod and re-release it? That's a clear violation of the liscence! If you look on the mod portal, the liscence is listed as custom, distribution or private use only. that means no modification, and no corporate use. with hold liable and copyright declaration. Although probably burried somewhere, there is a topic about it on the forums too. (I really should clean up and stickify the liscence)

I mean, it has been done before, with bobwarfare, someone edited that so it didn't depend on plates, but they told me, and I let them do it. And Athmagor wanted to create a single bobmod compilation mod, with changes, to which I said no, as a compromise he basically made a mod that performs all his changes, with all mine as a dependancy. from what I can tell he's outright stollen my work and redistributed it as his own.

Anyway, lets hope it's not as bad as it sounds... if all he's taken is icons, well, he can have the inserters, but it would have been nice if he asked first.
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Re: [0.12.x][v0.12.10] Bob's Modules.

Post by Arch666Angel »

bobingabout wrote:
Arch666Angel wrote:On the topic of andrews mods copying from bob:I hope he at least asked for permission, because there is no credit
He did not :(

At least when I "Borrowed" Icons from other people's mods, like DyTech at the time (for things like the Glass icon... I can't think of anything else right now), I atleast asked if I could use it.

Seriously though, those icons are taken stright from my mod, not only do they have the quirky names like far, the express inserter icon is still named purple!

What did he do, edit my mod and re-release it? That's a clear violation of the liscence! If you look on the mod portal, the liscence is listed as custom, distribution or private use only. that means no modification, and no corporate use. with hold liable and copyright declaration. Although probably burried somewhere, there is a topic about it on the forums too. (I really should clean up and stickify the liscence)

I mean, it has been done before, with bobwarfare, someone edited that so it didn't depend on plates, but they told me, and I let them do it. And Athmagor wanted to create a single bobmod compilation mod, with changes, to which I said no, as a compromise he basically made a mod that performs all his changes, with all mine as a dependancy. from what I can tell he's outright stollen my work and redistributed it as his own.

Anyway, lets hope it's not as bad as it sounds... if all he's taken is icons, well, he can have the inserters, but it would have been nice if he asked first.
Oh he is already getting flamed on the mod portal, so people are quiet aware that he just plain copied things, just took a look into the mod files, no interesst in playing with them, so cant say what else he plain copied over.

Edit:
From boblibrary:

Code: Select all

function bobmods.lib.machine_has_category(machine, category_in)
  local hasit = false
  for i, category in pairs(machine.crafting_categories) do
    if category == category_in then
      hasit = true
    end
  end
  return hasit
end

function bobmods.lib.machine_add_category(machine, category)
  if not bobmods.lib.machine_has_category(machine, category) then
    table.insert(machine.crafting_categories, category)
  end
end

function bobmods.lib.machine_type_if_category_add_category(machine_type, category, category_to_add)
  for i, machine in pairs(data.raw[machine_type]) do
    if bobmods.lib.machine_has_category(machine, category) then
      bobmods.lib.machine_add_category(machine, category_to_add)
    end
  end
end
From Andrews library mod:

Code: Select all

function machine_has_category(machine, category_in)
  local hasit = false
  for i, category in pairs(machine.crafting_categories) do
    if category == category_in then
      hasit = true
    end
  end
  return hasit
end

function machine_add_category(machine, category)
  if not machine_has_category(machine, category) then
    table.insert(machine.crafting_categories, category)
  end
end

function machine_type_if_category_add_category(machine_type, category, category_to_add)
  for i, machine in pairs(data.raw[machine_type]) do
    if machine_has_category(machine, category) then
      machine_add_category(machine, category_to_add)
    end
  end
end
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Re: [0.12.x][v0.12.10] Bob's Modules.

Post by bobingabout »

Yeah, that's pretty much a stright copy...

I also noticed that although I specified a custom liscence on the mod portal, it lists liscence as: "NA"... Looks like someone needs to fix the mod portal.
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Re: [0.12.x][v0.12.10] Bob's Modules.

Post by Nexela »

A lot of it is copy/paste find/replace including images from other mods. When I first seen it I was alll omg Bob has competition. Then I downloaded one of em to check it out and promptly deleted it.
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Re: [0.12.x][v0.12.10] Bob's Modules.

Post by Nexela »

I couldn't resist...... from Andrew Logistics/protypes/technology/purplebelt

Code: Select all

data:extend(
{
  {
    type = "technology",
    name = "bob-logistics-5",
    icon = "__base__/graphics/technology/logistics.png",
    effects =
    {
      {
        type = "unlock-recipe",
        recipe = "purple-transport-belt"
      },
      {
        type = "unlock-recipe",
        recipe = "purple-underground-belt"
      },
      {
        type = "unlock-recipe",
        recipe = "purple-splitter"
      }
    },
    prerequisites = {"bob-logistics-4"},
    unit =
    {
      count = 150,
      ingredients =
      {
        {"science-pack-1", 1},
        {"science-pack-2", 1},
        {"science-pack-3", 1},
        {"alien-science-pack", 1}
      },
      time = 30
    },
    order = "a-f-e",
  },
}
)
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Re: [0.12.x][v0.12.10] Bob's Modules.

Post by bobingabout »

... the reason they even have a bob- prefix on the front to start with is to make them compatable with other mods...
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Re: [0.12.x][v0.12.10] Bob's Modules.

Post by Lukas0120 »

To the Error with 5d's Modules mod it the game does not start when both mods are enabled it gives me this error:
Error while loading item prototype "5d-speed-productivity-4" (module):
No such node (limitation_message_key)
Modifications: 5dim_module->bobmodules
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Re: [0.12.x][v0.12.10] Bob's Modules.

Post by bobingabout »

Sounds like 5dim added new productivity modules, with a limitations blank key that my mod is trying to add onto... try using config mod to disable productivity filters, and try again?
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Re: [0.12.x][v0.12.10] Bob's Modules.

Post by Masterfox »

Is there really a reason as why the module case and mainboard are tools with 1 durability?
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Re: [0.12.x][v0.12.10] Bob's Modules.

Post by orzelek »

Masterfox wrote:Is there really a reason as why the module case and mainboard are tools with 1 durability?
Because they are used for research.
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Re: [0.12.x][v0.12.10] Bob's Modules.

Post by bobingabout »

Masterfox wrote:Is there really a reason as why the module case and mainboard are tools with 1 durability?
they are both research materials, and research materials need to be a tool.
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I also have a Patreon.
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Re: [0.12.x][v0.12.10] Bob's Modules.

Post by solntcev »

I wonder if it possible to partially use module parts in research and then use them to make modules:

Pull them out of lab before they fully consumed. Module production ignore durability so some resources can be saved this way.

I did not tried to use inserter to remove items from labs yet. So not sure if it can be automated.
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Re: [0.12.x][v0.12.10] Bob's Modules.

Post by Airat9000 »

bobingabout wrote:
Masterfox wrote:Is there really a reason as why the module case and mainboard are tools with 1 durability?
they are both research materials, and research materials need to be a tool.
hello bob! God modules in delete you?
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