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[0.12.x][0.12.4]Bob's Mining mod

Posted: Fri Aug 07, 2015 6:18 pm
by bobingabout
Seperated from Bob's Ores mod.

It features all the mining tools and machines as they were in Bob's Ores for 0.11.22. This split will have meaning down the road.


Downloads:
v0.12.x
Latest: V0.12.4 - 26th June 2016
Dropbox Latest
Archive

As of 0.12.2, the Library Mod is required.


Features shortlist:
* Mk2 to Mk5 electric mining drills
* MK2 to MK5 "Area" electric mining drills, slower than their standard version but mines out a large area of resources.
* MK2 to MK3 Pumpjacks.
* A series of better picks.

Change log

Re: [0.12.x][0.12.3]Bob's Mining mod

Posted: Sat Mar 12, 2016 10:37 pm
by DungeonRyu
I want to share some thoughts on the ballance of this mod.

Your mining drills are very powerful tools and in my opinion are avaliable way too early. I think that at least MK2 should not be avaliable with only Red Science pack but also have a Green one.

Your recipe -> My suggestion

Drill MK2 - Red 50 -> Red Green 100
Drill MK3 - Red Green 75 -> Red Green Blue 100
Drill MK4 - Red Green Blue 100 -> Red Green Blue 200
Drill MK5 - Red Green Blue Alien 150 -> Red Green Blue Alien 200

My reasoning is that MK2 should not be avaliable right away so that the default drills would have some use. MK3 should either be locked by the Blue science so that one would use MK2 for a period of time. MK4 maybe be should require a powerful research boost and MK5 I think again deserves a boost.

Experienced user playing your version just dumps MK2 mostly at the same rate as he dumps burner drills(since MK2 requires only steel) for MK1. Green science is again very easy to have but zinc is a bit rare so players won't have MK3 right away anyway, maybe this would be an interesting boost, especially if someone does not have a lot of enemies around his base.

Now I uderstand that maybe I'm missing something, so I want to hear your thoughts on the matter.

I also have thoughts about Steam engines output but I wonder if this should be asked in the appropriate mod thread.

Re: [0.12.x][0.12.3]Bob's Mining mod

Posted: Thu Mar 24, 2016 9:05 am
by Rhayvin
Question are their any alternate download sites every time I click this it tells me out of bandwidth.

Re: [0.12.x][0.12.3]Bob's Mining mod

Posted: Thu Mar 24, 2016 2:49 pm
by bobingabout
Rhayvin wrote:Question are their any alternate download sites every time I click this it tells me out of bandwidth.
Not currently. I will fix when able. I'm going to set up some drop box links.

Re: [0.12.x][0.12.3]Bob's Mining mod

Posted: Thu Mar 24, 2016 5:08 pm
by bobingabout

Re: [0.12.x][0.12.3]Bob's Mining mod

Posted: Fri Mar 25, 2016 10:57 am
by seronis
With dropbox links please change dl=0 to dl=1 so that its an actual download link and not a 'please register' spam link that also includes a download button. I know you're just pasting what DB gives you. But the manual adjustment makes it 1click 'just works'

Re: [0.12.x][0.12.3]Bob's Mining mod

Posted: Fri Mar 25, 2016 3:03 pm
by bobingabout
seronis wrote:With dropbox links please change dl=0 to dl=1 so that its an actual download link and not a 'please register' spam link that also includes a download button. I know you're just pasting what DB gives you. But the manual adjustment makes it 1click 'just works'
makes sense.

Re: [0.12.x][0.12.3]Bob's Mining mod

Posted: Sun Mar 27, 2016 9:29 pm
by cesarjunior233
Can't download , makes this error Bandwidth Limit Exceeded

The server is temporarily unable to service your request due to the site owner reaching his/her bandwidth limit. Please try again later.

Re: [0.12.x][0.12.3]Bob's Mining mod

Posted: Mon Mar 28, 2016 10:52 pm
by bobingabout
cesarjunior233 wrote:Can't download , makes this error Bandwidth Limit Exceeded

The server is temporarily unable to service your request due to the site owner reaching his/her bandwidth limit. Please try again later.
bobingabout wrote:Full package download for 0.12.27, 24th of march 2016
Uploaded as a solution untill my bandwidth limit resets.
https://www.dropbox.com/s/ooui2pq4y0fso ... 7.zip?dl=1
Did you try that?

Re: [0.12.x][0.12.3]Bob's Mining mod

Posted: Sun Apr 03, 2016 12:40 pm
by eudel
the german language file was the one from bobs ores, here is the correct one

Re: [0.12.x][0.12.4]Bob's Mining mod

Posted: Tue Jun 28, 2016 3:13 pm
by 1paper1clip
First, I would like to thank Bob for his fantastic work on this project. I have immensely enjoyed your addition to the Factorio world.

Anyways, I just downloaded your updated versions for a new 0.13 map. Factorio kept crashing on startup (2%), stating:

Error in assignID, resource-category with name 'water' does not exist.

When I remove the bobmining_0.13.0 from the /factorio/mod folder the game launches perfectly fine.

I figured this was the place to post a problem like this. If you can help a brother out, I would be much obliged. Thank you once again for enhancing an already amazing game to new heights!

Edit: I fixed the problem, I just turned off Water Mining Pumps in the bobconfig file. Works fine now.

Re: [0.12.x][0.12.4]Bob's Mining mod

Posted: Tue Jun 28, 2016 3:42 pm
by bobingabout
I think I may be missing a check or two on the mining mod. those water pumps are only supposed to be available if you have water to mine.

I'll try to make time to look at it soon, I still have some mods to get working at all.

Re: [0.12.x][0.12.4]Bob's Mining mod

Posted: Tue Jun 28, 2016 4:29 pm
by bobingabout
The issue is that bobores adds the water resource-category, but bobmining does not.
for the next update (whenever that will be), bobmining will do a check to see if the water resource category exists before trying to add the water mining pumps.

Untill then, you could either use both bobores and bobmining, or use the config mod to turn off water pumpjacks.

I want to make sure I don't need to do anything else to the mod before updating it to 0.13.1 though.

Re: [0.12.x][0.12.4]Bob's Mining mod

Posted: Wed Jun 29, 2016 6:28 pm
by eveassets
with bob mods mining is the first level of the electric miner requiring blue assembly boards? Early on you haven't had the infrastructure to make these without having the tech to make a few vital components prior to what you need to make green lab packs. I was wondering if the increasing difficulty going from red packs to green is meant to be so difficult? If say for example your on a world that trees are scarce having the tech to mine refine the proper components is considerable. You cant even make the proper components from the wood till you get the tech to do the green houses and well I am wondering if this could be looked at to maybe not make it easy but less efficient until you can properly work on these techs?

Re: [0.12.x][0.12.4]Bob's Mining mod

Posted: Wed Jun 29, 2016 6:32 pm
by Firestronk
eveassets wrote:with bob mods mining is the first level of the electric miner requiring blue assembly boards? Early on you haven't had the infrastructure to make these without having the tech to make a few vital components prior to what you need to make green lab packs. I was wondering if the increasing difficulty going from red packs to green is meant to be so difficult? If say for example your on a world that trees are scarce having the tech to mine refine the proper components is considerable. You cant even make the proper components from the wood till you get the tech to do the green houses and well I am wondering if this could be looked at to maybe not make it easy but less efficient until you can properly work on these techs?
It's being changed in 0.13.1

Re: [0.12.x][0.12.4]Bob's Mining mod

Posted: Wed Jun 29, 2016 7:14 pm
by bobingabout
The updated mods are uploading now. Electronics 0.13.1 should fix this issue.

Re: [0.12.x][0.12.4]Bob's Mining mod

Posted: Sun Jul 03, 2016 9:52 am
by crybn
I am hoping someone can help me with this. I want to enable the old way of getting water from the ground without using the new water pump jacks. I have gone into the bobsconfig file and enabled ground water and disabled the water pump jacks. Now on the pump where i used to be able to select water or lithia water i still cant even see the water or lithia water recipes. I think i am getting a conflict with another mod.

I am using RSO, Angels refining, Angels processing, Angels infinte ores, Yuoki Industries, and Yuoki Industries - Engines.

Anyone have any ideas of what I could do to get the pumps working like they used to?

Re: [0.12.x][0.12.4]Bob's Mining mod

Posted: Sun Jul 03, 2016 1:17 pm
by bobingabout
the ground water recipes are unlocked by the water pumps research.

As a result, you need to research water pumps AFTER you enable ground water.

If you have researched it first, you'll need to enable them with scripting.

to do that, open the console, and enter this command. it will disable any achievements that arn't already disabled.

Code: Select all

/c for index, force in pairs(game.forces) do force.recipes["lithia-water"].enabled = true force.recipes["ground-water"].enabled = true end

Re: [0.12.x][0.12.4]Bob's Mining mod

Posted: Sun Jul 03, 2016 6:20 pm
by crybn
bobingabout wrote:the ground water recipes are unlocked by the water pumps research.

As a result, you need to research water pumps AFTER you enable ground water.

If you have researched it first, you'll need to enable them with scripting.

to do that, open the console, and enter this command. it will disable any achievements that arn't already disabled.

Code: Select all

/c for index, force in pairs(game.forces) do force.recipes["lithia-water"].enabled = true force.recipes["ground-water"].enabled = true end

Worked perfectly. Thanks.

Re: [0.12.x][0.12.4]Bob's Mining mod

Posted: Tue Jul 05, 2016 12:58 am
by Tristitan
hello, when i tried the command in my game it gave me the error sayiong that ground-water (a nil walue), just wondering what i have done wrong, also do the water pump jacks work on a water well?, and how do i turn that on?