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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Posted: Tue Dec 20, 2016 10:02 pm
by Kormer
I'm working on a tool that ties in with other mods and I've hit upon something odd here in the Greenhouse mod. When I peak at the data.raw for the bob-greenhouse assembler, I get back an ingredient count of 2. This seems at odds because the bob-advanced-greenhouse-cycle recipe has three inputs, so it doesn't seem like it should work.

Can you help me understand what haxsploits you're doing to the game to override that limit? Is there anything specifically in the data.raw that would indicate this?

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Posted: Wed Dec 21, 2016 12:26 pm
by bobingabout
Simple terms.... Fluids don't count. The limit appears to only apply to items.

So where you have 3, it's Seedlings, Fertiliser and Water, Water is a fluid and doesn't count to the limit, hence that's 2 items.

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Posted: Wed Dec 21, 2016 2:06 pm
by Kormer
bobingabout wrote:Simple terms.... Fluids don't count. The limit appears to only apply to items.

So where you have 3, it's Seedlings, Fertiliser and Water, Water is a fluid and doesn't count to the limit, hence that's 2 items.
Thanks Bob, I did not know that.

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Posted: Fri Mar 10, 2017 2:49 am
by Jackalope_Gaming
I'm running into a bit of a problem/oddity with greenhouse. It takes 1 wood to make 1.5 seedlings, but Factorio doesn't really like doing fractions when it comes to non-fluids. For example, I'll handcraft the recipe once and get nothing, and the next handcraft I'll maybe get 2 seedlings or even 4. For the sake of consistency, would it be possible to change the wood to seedling recipe to use whole numbers? Make it 2 wood to 3 saplings and double the crafting time up to 1 second to keep the ratios the same?

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Posted: Fri Mar 10, 2017 10:13 am
by torne
The output is random; the game displays the average when there's a random component. It has a 50% chance of producing any output at all, and when it does, it produces between 1 and 5, at random.

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Posted: Fri Mar 10, 2017 11:26 am
by bobingabout
Yeah, think of it as... "How many seeds are in an apple?" you don't know until you look inside, but you have to "destroy" the apple to do that.

In this case, the machine is attempting to produce saplings from a log, there's a good chance the log is too "Dead" to get anything useful out of it, and when you do, the quantity could vary greatly.

I chose to reflect in the recipe.

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Posted: Mon Mar 27, 2017 10:33 am
by Toblakai
I have a question concerning the Alien Biomes mod and this one. How do the additional terrains in Alien Biomes affect the growth rate of the greenhouses?

Thanks,

Toblakai

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Posted: Mon Mar 27, 2017 6:25 pm
by ukezi
I don't think that the ground influences the speed at all.

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Posted: Wed Mar 29, 2017 10:58 am
by bobingabout
My greenhouse is just a factory that runs a recipe... So the Biomes shouldn't effect my Greenhouse at all.

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Posted: Tue May 02, 2017 2:38 pm
by clampi
Hello Bob,

There is a defect reported now in bobgreenhouse v0.15.0 by factorio version 0.15.6:
Error while running setup for item prototype "seedling" (item): Must have a valid fuel_category when fuel_value is used.

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Posted: Tue May 02, 2017 2:46 pm
by depoz
clampi wrote:Hello Bob,

There is a defect reported now in bobgreenhouse v0.15.0 by factorio version 0.15.6:
Error while running setup for item prototype "seedling" (item): Must have a valid fuel_category when fuel_value is used.
Fast fix for it
open file mods\bobgreenhouse_0.15.0\prototypes\items.lua
find in file line fuel_value = "200J",
and add after fuel_category = "chemical",
save

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Posted: Tue May 02, 2017 3:31 pm
by bobingabout
I forgot that you can burn seedlings. I'll have a go at fixing this in a couple of hours, when I get home.

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Posted: Thu May 04, 2017 4:34 pm
by British_Petroleum
Hi bob,

The greenhouse doesn't output seedlings anymore, just wood. Is this intentional? Dealing with the seedlings was an interesting puzzle.

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Posted: Thu May 04, 2017 4:52 pm
by bobingabout
British_Petroleum wrote:Hi bob,

The greenhouse doesn't output seedlings anymore, just wood. Is this intentional? Dealing with the seedlings was an interesting puzzle.
It was intentional, it confused a lot of people so I decided to remove them.

Of course I had to re-ballance all the recipes to make up for that loss.

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Posted: Fri May 05, 2017 5:34 pm
by arbarbonif
bobingabout wrote:It was intentional, it confused a lot of people so I decided to remove them.

Of course I had to re-ballance all the recipes to make up for that loss.
The irony is that vanilla has just added this mechanic to the base game with the uranium enrichment.

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Posted: Sun Jun 11, 2017 8:55 am
by moon69
British_Petroleum wrote:... Dealing with the seedlings was an interesting puzzle.
Agreed - please consider reverting this change (or perhaps as an option)?
Any confusion can be resolved with a simple google bob greenhouse setup to get cookie cutter examples of how to set it up.

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Posted: Sun Jun 11, 2017 10:46 pm
by iamwyza
How about there are 2 recipes. Level 1 without Fertalizer gives no seeds and X wood. Level 2 with fertalizer gives seeds and X2 wood. (or whatever the balance ends up being).

Then you can have the simple less efficient mechanic and a more complicated mechanic for later. (it isn't like that's an unprecedented approach even within this modpack, see copper+cobolt)

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Posted: Mon Jun 12, 2017 9:26 am
by bobingabout
I'd probably go with the Option setup.

Also, would it be a good or bad idea if chopping down trees could give seedlings?

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Posted: Mon Jun 12, 2017 8:22 pm
by arbarbonif
bobingabout wrote:I'd probably go with the Option setup.

Also, would it be a good or bad idea if chopping down trees could give seedlings?
I'd vote "bad". Cluttering up the inventory with something with only one use (though I suppose you could also burn them) would be a pain. Wood is at least used in several places and there are other mods that use it as well (charcoal burning and the like). It is far easier to get rid of when you don't want it, especially since you don't have any reason to stockpile seedlings.

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Posted: Tue Jun 13, 2017 6:22 am
by HOSH
bobingabout wrote:I'd probably go with the Option setup.

Also, would it be a good or bad idea if chopping down trees could give seedlings?
2nd the bad... Personally me and a friend would not like to have the mess of chopping a tree and getting a seedling it would just clutter the inventory. Yes we can use them, but far easier to create them then getting them mining.

If anything make the factory creating seedlings "Mini" Greenhouse like a 2X2 that requires wood and water to add a little complexity. Maybe even some sort of low grade fertilizer, mineral based not petroleum based.