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

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

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

Post by bobingabout »

This is a simple tech extension mod.
It adds an upgraded lab, with science pack 4.
It also adds an alien research lab with assorted science packs if Enemies mod is detected.

This mod is pointless without some of my others mods to make use of the additional science packs.

Also included here is my Research Progress Saver mod. It adds a script to back up progress of any technology research in progress, so if it is changed, the research is saved, and can continue from this point when you switch back.


Downloads:
v0.12.x
Latest: V0.12.4 - 7th November 2015
Dropbox Latest
Archive

As of 0.12.3, the Library Mod is required.


Research Progress Saver:
Latest: V0.12.2 - 8th May 2016
Dropbox Latest
Archive

changelog
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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

Post by bobingabout »

Research progress save mod added to the post.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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

Post by steinio »

:thumbs up:
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Re: [0.12.x][0.12.4]Bob's Tech mod.

Post by devilwarriors »

bobingabout wrote:Research progress save mod added to the post.
Very nice! this should be in vanilla.

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

Post by Pandemoneus »

Hey bobingabout,
the tech save mod causes the game to error when trying to load a savegame that was saved with your mod in it. (Or in other words, if I load a savegame that didn't have techsave in it, it works, when loading a savegame with techsave, it crashes).
The error is:

Code: Select all

Unknown key:"Error while running the on_load: bobtechsave/control.lua:32: attempt to index global 'game' (a nil value)"
I am using my modpack: viewtopic.php?f=96&t=24889
My RSO+Bob's+Angel's modpack: Farlands (outdated)
Mods (current): Resource Labels
Mods (old): Biter Spires

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

Post by steinio »

Same here.

Does the on_load have game...?

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

Post by bobingabout »

steinio wrote:Does the on_load have game...?
Nope...
Pandemoneus wrote:

Code: Select all

Unknown key:"Error while running the on_load: bobtechsave/control.lua:32: attempt to index global 'game' (a nil value)"
It's even worse than it sounds, on_load doesn't actually even do anything, because the call passes a non-existant variable.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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

Post by Pandemoneus »

bobingabout wrote:
steinio wrote:Does the on_load have game...?
Nope...
Pandemoneus wrote:

Code: Select all

Unknown key:"Error while running the on_load: bobtechsave/control.lua:32: attempt to index global 'game' (a nil value)"
It's even worse than it sounds, on_load doesn't actually even do anything, because the call passes a non-existant variable.
I will try troubleshooting whether the bug is because of an interaction with another mod.
My RSO+Bob's+Angel's modpack: Farlands (outdated)
Mods (current): Resource Labels
Mods (old): Biter Spires

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

Post by bobingabout »

Pandemoneus wrote:I will try troubleshooting whether the bug is because of an interaction with another mod.
It isn't, it's because I'm a derp and I messed up.

I'm just uploading the fixed version now.

Try again with the latest version, and if it still doesn't work, then try debugging.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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

Post by Pandemoneus »

bobingabout wrote:
Pandemoneus wrote:I will try troubleshooting whether the bug is because of an interaction with another mod.
It isn't, it's because I'm a derp and I messed up.

I'm just uploading the fixed version now.

Try again with the latest version, and if it still doesn't work, then try debugging.
Yep, fixed now.
My RSO+Bob's+Angel's modpack: Farlands (outdated)
Mods (current): Resource Labels
Mods (old): Biter Spires

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

Post by bobingabout »

Pandemoneus wrote:Yep, fixed now.
No it isn't! :o
I'm trying to track down another issue that seems to have cropped up.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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

Post by bobingabout »

NOW it should be fixed...
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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

Post by PantherX »

Just wondering, now that 0.14.8 includes "Technology progress is preverved when the research is changed before it is completed" as part of the base game, does this mean that the Research in Progress mod is now no longer required?

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

Post by bobingabout »

That's right. Assuming the functionality is correct, bobtechsave, AKA, Bob's Research progress saver, is no longer required. In fact, I'd recommend removing it because I can't predict how it will interact with the base game functionality.
I'm thinking of releasing an update that includes a < 0.14.8 tag, meaning if you use 0.14.8 or higher it should automatically be disabled.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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

Post by PantherX »

bobingabout wrote:That's right. Assuming the functionality is correct, bobtechsave, AKA, Bob's Research progress saver, is no longer required. In fact, I'd recommend removing it because I can't predict how it will interact with the base game functionality.
I'm thinking of releasing an update that includes a < 0.14.8 tag, meaning if you use 0.14.8 or higher it should automatically be disabled.
Okay, thanks. I've removed it from my save and will see how it goes.

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

Post by Recon777 »

I must be blind because I can't find the tech which unlocks the upgraded lab that allows use of the dark blue science pack.

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

Post by bobingabout »

Advaned research, has an icon of a blue light bulb. Requires Logistics 3.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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

Post by Recon777 »

Aha! Thanks. The blue lightbulb icon threw me. I was looking for something that looked more like the lab, or maybe the science flask. [blush]

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

Post by bobingabout »

It's an old icon from the game before the 0.12 research graphics overhaul. I honestly can't remember what it was used for exactly, since it's been a while, but I think it was lab efficiency.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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