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Bob mods for 0.12 General Topic.

Posted: Sun Jul 19, 2015 6:45 pm
by bobingabout
This topic is to post generic information and questions about the 0.12.x series of Bob's mods.

Re: Bob mods 12>

Posted: Sun Jul 19, 2015 7:25 pm
by callmewoof
bobingabout wrote:This question has already been asked several times already.

Today, or tomorrow.


As for the "Big mods" section in the 0.12 section, Ssilk is going to add one in a few days.
Thanks for your hard work Bob! I really appreciate it. Take as long as you need ;it's worth the wait. :-)

Re: Bob mods 12>

Posted: Sun Jul 19, 2015 8:04 pm
by bobingabout
Warfare mod is a pain in the backside to fix. So much so I removed my turrets from data.lua to fix everything else and then come back to the turrets afterwards. That's where I am at the moment, fixing turrets.

Once all the mods work (And I'm close) I'm going to make a few tweaks before I release anything, then will release everything together. I'm not releasing anything untill I'm sure it all works.

Re: Bob mods for 0.12

Posted: Mon Jul 20, 2015 12:11 am
by bobingabout
Okay, I'm not done yet, but, here.

EDIT: Link not needed anymore, removed

Re: Bob mods for 0.12

Posted: Mon Jul 20, 2015 2:59 am
by callmewoof
bobingabout wrote:Okay, I'm not done yet, but, here.

https://www.dropbox.com/s/vx7rfkexykwemsy/mods.rar?dl=0

Thank youuuuuuuuuuuuuuuu :D

Re: Bob mods for 0.12

Posted: Mon Jul 20, 2015 6:58 am
by Degraine
You'll need to update the power settings for all your equipment since they rescaled everything to make it possible to power bots directly from armour power sources. Are you going to add the new negative production speed from productivity modules to yours as well?

Re: Bob mods for 0.12

Posted: Mon Jul 20, 2015 8:15 am
by bobingabout
Degraine wrote:You'll need to update the power settings for all your equipment since they rescaled everything to make it possible to power bots directly from armour power sources.
Power settings is one of the things on my todo list. About the only ones I've changed are on the Turrets, since I had to completely re-write turrets.
Are you going to add the new negative production speed from productivity modules to yours as well?
Probably not. I would need to re-work a fair ammount of stats to make that work. Plus Raw Productivity would then need a part of all 4 modules instead of just 3, making the recipe "Too big", and MK8 would only be able to be made in assembly machine MK 6. Currently it can also be made in MK 5.

Re: Bob mods for 0.12

Posted: Mon Jul 20, 2015 2:41 pm
by kiba
Unfortunately, it's in rar rather than zip. I don't feel like downloading some unrar stuff just to extract the mod.

Re: Bob mods for 0.12

Posted: Mon Jul 20, 2015 3:16 pm
by phmarriel
bobingabout wrote:Okay, I'm not done yet, but, here.
what you do is awesome.
greatly appreciate

Re: Bob mods for 0.12

Posted: Mon Jul 20, 2015 3:33 pm
by Tristitan
when i tried to run the mod pack, i got the error

1.245 Error Util.cpp:45: __bobwarfare__/data.lua:34: __bobwarfare__/prototypes/entity/turrets.lua:46: attempt to call global 'gun_turret_extension' (a table value)

am i prehaps doing something wrong?, if so what?

Re: Bob mods for 0.12

Posted: Mon Jul 20, 2015 6:21 pm
by bobingabout
no idea, but line 46 does indeed call that function, and it works fine on my end.

Re: Bob mods for 0.12

Posted: Mon Jul 20, 2015 6:25 pm
by aklesey1
Tristitan wrote:when i tried to run the mod pack, i got the error

1.245 Error Util.cpp:45: __bobwarfare__/data.lua:34: __bobwarfare__/prototypes/entity/turrets.lua:46: attempt to call global 'gun_turret_extension' (a table value)

am i prehaps doing something wrong?, if so what?
I runned only this this pack no another mods was installed on 0.12 version - all goes good :D

Re: Bob mods for 0.12

Posted: Mon Jul 20, 2015 8:16 pm
by Ackos
Tristitan wrote:when i tried to run the mod pack, i got the error

1.245 Error Util.cpp:45: __bobwarfare__/data.lua:34: __bobwarfare__/prototypes/entity/turrets.lua:46: attempt to call global 'gun_turret_extension' (a table value)

am i prehaps doing something wrong?, if so what?
Getting it too.

Update: Only get it when Treefarm AC mod is installed.

Re: Bob mods for 0.12

Posted: Mon Jul 20, 2015 9:17 pm
by bobingabout
Gun Turret Extension is a base game function, therefore I assumed that calling it would be safe. If memory serves me right, Treefarm AC has a "Glue turret", that could redefine the function... it shouldn't, but it might.

Re: Bob mods for 0.12

Posted: Mon Jul 20, 2015 11:38 pm
by Tristitan
okay just had a friend who is a programmer look at it and we have got it working with this temporary workaround

in the info.json file of the treefarm ac, replace the dependencies line with

"dependencies": ["base >= 0.12.0","Treefarm-Lite >= 0.2.0", "? bobwarfare"],


and it will work, not sure if the turrets will though so be carefull

Re: Bob mods for 0.12

Posted: Mon Jul 20, 2015 11:46 pm
by bobingabout
You're right, doing that should make my mod load before tree farm AC, which means it loads my mod first with the base game definition before treefarm redefines it.


Anyway, the previous file with the mods in it is updated.


I'm still working on things, but I've been working on updating these mods for the last 6 hours.

Re: Bob mods for 0.12

Posted: Tue Jul 21, 2015 1:24 am
by kiba
bobingabout wrote:
Anyway, the previous file with the mods in it is updated.


I'm still working on things, but I've been working on updating these mods for the last 6 hours.
Can you use the more standard and convenient zip format in the future?

Re: Bob mods for 0.12

Posted: Tue Jul 21, 2015 3:23 am
by callmewoof
For what it's worth, I don't find .rar a problem. Winrar is free and a tiny download, and heck I use it in place of winzip or windows for zip files too. Regardless, thanks Bob for everything. The update is awesome, and I waited until your updates before finally starting a game last night. So good. SO GOOD! Thanks!

Re: Bob mods for 0.12

Posted: Tue Jul 21, 2015 4:10 am
by cpy
Winrar is not free but it's free for unpacking also that's why i use 7zip, it's completely free and offer better results.

Re: Bob mods for 0.12

Posted: Tue Jul 21, 2015 8:16 am
by bobingabout
Winrar apears to have gone downhill since the release of the new rar5 format. as in, you get better results from the older rar software creating standard rar files than you do with the rar5 software, the new rar archives are bigger, like they're not compressed properly.


Still, the only reason why I used Zip at all for my mods is because you can drop the zip file directly in the mods folder, and have it work. if you check the bobores and bobplates archives, you'll see that the original versions were all rars.

When I finally release 0.12.0 versions of my mods, they WILL be in zip format as always. It will be soon, I promice. I'll also make proper posts about it, rather than just keep posting links in this topic.