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

Posted: Mon Aug 28, 2017 6:05 am
by delciotto
bobingabout wrote:hmmm, the mod shouldn't be intercepting blueprint placements at all, what it says in the blueprint should be what gets placed...
Yeah, it's only on that save though. I made a sandbox map and it works fine. It just acting like I don't have long inserters researched.

Re: Productivity modules on pumps

Posted: Mon Aug 28, 2017 11:19 am
by mrvn
Alice3173 wrote:
mrvn wrote:Using beacons one can apply productivity modules on pumps. I think that is kind of broken since you can fill a barrel with oil and empty a barrel of oil and you get more barrels and oil out of it than you put in. I don't mind the oil so much. But what to do with all the barrels?
I'm pretty sure there's an option in the mod configuration to disable transmission of productivity.
Yes there is. But maybe even with that some things should not get productivity.

This might not be solvable in mods, maybe the game engine needs to solve this. I could even imagine that the pump would get productivity on the oil but not the barrel.

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

Posted: Fri Sep 01, 2017 12:55 pm
by Xs_
Having an issue in my save. Running full bobs/angels inf/refining, and I'm getting pure water as a by-product from nitric oxide and hydrazine, but its unable to do anything, can't be void as either a gas or a liquid, and the recipe for barrelling is for Purified water rather than pure (so I have 2x Purified Recipes just with different icons). All I can do is stick it in tanks and manually remove it when the system gets stuck.

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

Posted: Fri Sep 01, 2017 2:19 pm
by bobingabout
Pure water is supposed to be used for Electroysis recipes.
Also, you should be able to barrel my Pure water using the barrelling(water) pump. I've forgot what I even named things.

I would categorise this as an issue with angels mods for one simple reason: he chose to be the one who edits my stuff, so, if there's two, either he left it as two on purpose, or missed it.

I don't know what angel did, however, there is actually a setting in bobplates (Bob's Metals, Chemicals and Intermediates (MCI)) to turn pure water off.
From the main menu, go to main menu -> settings -> mods and find the bobplates section, and the pure water option, and turn it off, and when you do that all recipes and results in my mod will be replaced with standard water. The Distillery, and recipes to purify water will be removed as well.

Not the ideal solution (because it exists to balance things correctly), but it SHOULD (not guaranteed to, but worth a shot) fix your issue.

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

Posted: Fri Sep 01, 2017 3:20 pm
by kinnom
Xs_ wrote:Having an issue in my save. Running full bobs/angels inf/refining, and I'm getting pure water as a by-product from nitric oxide and hydrazine, but its unable to do anything, can't be void as either a gas or a liquid, and the recipe for barrelling is for Purified water rather than pure (so I have 2x Purified Recipes just with different icons). All I can do is stick it in tanks and manually remove it when the system gets stuck.
try a converter valve

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

Posted: Fri Sep 01, 2017 6:15 pm
by Arch666Angel
Xs_ wrote:Having an issue in my save. Running full bobs/angels inf/refining, and I'm getting pure water as a by-product from nitric oxide and hydrazine, but its unable to do anything, can't be void as either a gas or a liquid, and the recipe for barrelling is for Purified water rather than pure (so I have 2x Purified Recipes just with different icons). All I can do is stick it in tanks and manually remove it when the system gets stuck.
I'll look into it.

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

Posted: Fri Sep 01, 2017 6:51 pm
by Xs_
bobingabout wrote:Pure water is supposed to be used for Electroysis recipes.
Also, you should be able to barrel my Pure water using the barrelling(water) pump. I've forgot what I even named things.

I would categorise this as an issue with angels mods for one simple reason: he chose to be the one who edits my stuff, so, if there's two, either he left it as two on purpose, or missed it.

I don't know what angel did, however, there is actually a setting in bobplates (Bob's Metals, Chemicals and Intermediates (MCI)) to turn pure water off.
From the main menu, go to main menu -> settings -> mods and find the bobplates section, and the pure water option, and turn it off, and when you do that all recipes and results in my mod will be replaced with standard water. The Distillery, and recipes to purify water will be removed as well.

Not the ideal solution (because it exists to balance things correctly), but it SHOULD (not guaranteed to, but worth a shot) fix your issue.
Yeah I did wonder if Pure Water setting was the issue Using Angel's barreling voids your barrels (outside of the gas bottles) though, so I did think it might be his doing.

Edit: Checked, it would fix it, although glad Angel saw it as it should be voidable or his barrels shouldn't break with it.
kinnom wrote:try a converter valve
Think thats petrochem if I'm not mistaken.
Arch666Angel wrote:I'll look into it.
Thanks.

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

Posted: Mon Sep 04, 2017 9:04 pm
by Northgate
Running Bobs/Angels and I have updated all mods recently mid game. I can't find the smelting recipe for Bronze anymore in the metal mixing furnace. It was there prior to the update. Anyone know what happened?

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

Posted: Tue Sep 05, 2017 8:16 am
by bobingabout
I don't know if angel has done anything with it, but as far as I am concerned, it should still be there. that's a recipe I haven't changed since way back in the early days, and updating shouldn't have changed anything relating to it.

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

Posted: Tue Sep 05, 2017 11:51 am
by ukezi
angel's smelting (maybe the smelting fix or extended) removed the normal alloy smelting.

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

Posted: Tue Sep 05, 2017 3:44 pm
by Northgate
I just have the normal Angel's Smelting installed and none of the fix/extended mods. So it must be removed in the base mod?

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

Posted: Tue Sep 05, 2017 3:49 pm
by Arch666Angel
Northgate wrote:I just have the normal Angel's Smelting installed and none of the fix/extended mods. So it must be removed in the base mod?
Look in the tech tree, there should be additional smelting techs for all the bob alloys.

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

Posted: Tue Sep 05, 2017 4:07 pm
by jodokus31
Arch666Angel wrote:
Northgate wrote:I just have the normal Angel's Smelting installed and none of the fix/extended mods. So it must be removed in the base mod?
Look in the tech tree, there should be additional smelting techs for all the bob alloys.
I checked my save and its a bit strange. I have a blue science assembly line, where I directly feed bronze from metal mixing furnaces and it still works. But I cannot reselect the recipe on a metal mixing furnace. It seems, that the recipe gets hidden by an update of angels mod, so that you have to go the smelting way.
If you use helmod, the recipe is still visible, if you check "Show disabled"
As workaround, you may be able to enable the recipe by console

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

Posted: Tue Sep 05, 2017 5:13 pm
by Arch666Angel
jodokus31 wrote:
Arch666Angel wrote:
Northgate wrote:I just have the normal Angel's Smelting installed and none of the fix/extended mods. So it must be removed in the base mod?
Look in the tech tree, there should be additional smelting techs for all the bob alloys.
I checked my save and its a bit strange. I have a blue science assembly line, where I directly feed bronze from metal mixing furnaces and it still works. But I cannot reselect the recipe on a metal mixing furnace. It seems, that the recipe gets hidden by an update of angels mod, so that you have to go the smelting way.
If you use helmod, the recipe is still visible, if you check "Show disabled"
As workaround, you may be able to enable the recipe by console
Image

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

Posted: Wed Sep 06, 2017 6:58 am
by Tyrindor
Bob, can you please allow "more inserters 1" research to be disabled in the config options like you did with long inserters 2/more inserters 2? We're trying to get rid of all +2 range inserters on the map for a more vanilla experience, but this one can't be disabled.

Thanks.

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

Posted: Wed Sep 06, 2017 8:00 am
by bobingabout
Tyrindor wrote:Bob, can you please allow "more inserters 1" research to be disabled in the config options like you did with long inserters 2/more inserters 2? We're trying to get rid of all +2 range inserters on the map for a more vanilla experience, but this one can't be disabled.

Thanks.
Ummm...

Long inserters makes 2 reach.
More inserters allows diagonals.
long inserters 2 allows 3 reach
more inserters 2 allows all possible options between diagonals.

if you have that option turned off, you shouldn't be able to make anything with a longer reach than the long inserter...
are you wanting to turn off long inserters?

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

Posted: Wed Sep 06, 2017 8:40 am
by Uriei
Hi, I have a question regarding ground water with Pure Water setting ON, even if it's Pure Water, why can't it be boiled to produce steam? It's a code limitation, intended or an oversight?

EDIT: Same for Lithia Water, now I could guess this one could need some distillation process or something.

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

Posted: Wed Sep 06, 2017 9:00 am
by Tyrindor
bobingabout wrote:
Tyrindor wrote:Bob, can you please allow "more inserters 1" research to be disabled in the config options like you did with long inserters 2/more inserters 2? We're trying to get rid of all +2 range inserters on the map for a more vanilla experience, but this one can't be disabled.

Thanks.
Ummm...

Long inserters makes 2 reach.
More inserters allows diagonals.
long inserters 2 allows 3 reach
more inserters 2 allows all possible options between diagonals.

if you have that option turned off, you shouldn't be able to make anything with a longer reach than the long inserter...
are you wanting to turn off long inserters?
When I tested a few hours ago, More inserters 1 gave me diagonals for up to +2 range (1 block longer than long inserters would) even though I had More Inserters 2 and Long Inserters 2 disabled in the config. Maybe it's a bug?

But yes, I don't want diagonals or anything longer than the vanilla long inserter. I've went in and deleted the code for "more inserters 1", which gives us what we want but it'd be nice to have the config setting so it saves whenever the mod updates.

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

Posted: Wed Sep 06, 2017 1:20 pm
by bobingabout
Uriei wrote:Hi, I have a question regarding ground water with Pure Water setting ON, even if it's Pure Water, why can't it be boiled to produce steam? It's a code limitation, intended or an oversight?

EDIT: Same for Lithia Water, now I could guess this one could need some distillation process or something.
The new boiler system in 0.15 specifically calls for "water", the standard base game variation of it. Lithia water was automatically broken when they did this. Pure water is broken too.

I agree, it's dumb that you can only boil dirty sodium chloride salt water, and not the pure, or lithia salt kind, unfortunately, there's not anything I can really do about it.

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

Posted: Wed Sep 06, 2017 1:43 pm
by Uriei
bobingabout wrote:
Uriei wrote:Hi, I have a question regarding ground water with Pure Water setting ON, even if it's Pure Water, why can't it be boiled to produce steam? It's a code limitation, intended or an oversight?

EDIT: Same for Lithia Water, now I could guess this one could need some distillation process or something.
The new boiler system in 0.15 specifically calls for "water", the standard base game variation of it. Lithia water was automatically broken when they did this. Pure water is broken too.

I agree, it's dumb that you can only boil dirty sodium chloride salt water, and not the pure, or lithia salt kind, unfortunately, there's not anything I can really do about it.
I guess you would have to code a whole new boiler just for that, I understand the pain.

EDIT: Maybe an option to change Ground Water from Pure H2O to regular Water could help, I would be happy with that.