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Re: [0.13.x] Bob's Mods: General Discussion

Posted: Tue Aug 30, 2016 4:34 am
by kinnom
Zuleah wrote:
kinnom wrote:
bobingabout wrote:There's a 0.14 version of factorio? I didn't even know!

I'm guessing that's what Airat's bugs are related to?
yes
didn't you even watch the FFF?
I don't know if it was your intention but that wording is a bit rude kinnom....
not really meant to be rude, more shocked

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Tue Aug 30, 2016 7:44 am
by bobingabout
kinnom wrote:
Zuleah wrote:
kinnom wrote:
bobingabout wrote:There's a 0.14 version of factorio? I didn't even know!

I'm guessing that's what Airat's bugs are related to?
yes
didn't you even watch the FFF?
I don't know if it was your intention but that wording is a bit rude kinnom....
not really meant to be rude, more shocked
I didn't really take it as being rude, though I can understand how some people can interoperate it that way.

I don't always read the FFFs, and this past month I've kind of been distant from Factorio, you know, just taking some time off from it.

So when they slip a major update through like that at short notice, it tends to go un-noticed.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Tue Aug 30, 2016 1:02 pm
by geeeeert
Dear Bobingabout,

First I want to say I really enjoy your mods.
However when I want to create a railroad I miss the curved railtrack.
In the attached png you can see it's not at the crafting page, but also not on Bob's logistic.
I have Bob's logistic 0.13.10 and updated all the mods.

Is this a bug or am I really blind?

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Tue Aug 30, 2016 1:19 pm
by Nexela

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Tue Aug 30, 2016 1:37 pm
by geeeeert

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Tue Aug 30, 2016 3:29 pm
by bobingabout
Long story short, it was removed from the base game in favour of the new smart rail system. Place a single straight piece, then hold Shift (I think) while pointing to that piece, and left click.
The game should now draw a ghost of the rail to wherever you point the cursor, then simply click again and the rail is placed.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Thu Sep 01, 2016 8:04 am
by Necrosapien1
Since the new update I can not get any mods to work. Can someone tell me what to do? Please?

Image

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Thu Sep 01, 2016 10:47 am
by doxsroxs
Nexela wrote:https://mods.factorio.com/mods/GotLag/Flare%20Stack

This has solved all of my sodium hydroxide problems :)
Thats a great looking mod, and I honestly prefer something that is atleast plausible, like an incinerator instead of a void chest since it ruins immersion.

Also, Bob, please look into some way of using unwanted byproducts that get produced in absolutely huge quantities.
Stockpiling or using void chests/other ways of dumping material is not a solution, its a workaround for a broken system imho.

Long term there has to be a way to balance the factory.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Thu Sep 01, 2016 10:57 am
by doxsroxs
Perhaps some sodium hydroxide uses: (taken straight from wikipedia)
Poor quality crude oil can be treated with sodium hydroxide to remove sulfurous impurities in a process known as caustic washing. As above, sodium hydroxide reacts with weak acids such as hydrogen sulfide and mercaptans to yield non-volatile sodium salts, which can be removed. The waste which is formed is toxic and difficult to deal with, and the process is banned in many countries because of this. In 2006, Trafigura used the process and then dumped the waste in Africa.

Chemical pulping (for fiber boards?)
Sodium hydroxide is also widely used in pulping of wood for making paper or regenerated fibers. Along with sodium sulfide, sodium hydroxide is a key component of the white liquor solution used to separate lignin from cellulose fibers in the kraft process. It also plays a key role in several later stages of the process of bleaching the brown pulp resulting from the pulping process. These stages include oxygen delignification, oxidative extraction, and simple extraction, all of which require a strong alkaline environment with a pH > 10.5 at the end of the stages.

I would recommend this as an addon, possibly for higher yeild when compared to current recepies?

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Thu Sep 01, 2016 11:29 am
by bobingabout
Necrosapien1 wrote:Since the new update I can not get any mods to work. Can someone tell me what to do? Please?

http://image.prntscr.com/image/586c4d42 ... 73955f.png
It looks like you've updated to the 0.14 version of the mods. I think there's an issue with the mod portal system where it will update to the latest version, even if your version of factorio can't support it. So you'll have to manually download the latest version for 0.13, or update your factorio to 0.14.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Fri Sep 02, 2016 7:11 am
by binbinhfr
Hi bob,

there was a recent change in the API, where crafting and mining category can now be nil (but not empty anymore) to prevent any crafting.
My Drones mod was/is using this and had to do this change. viewtopic.php?f=11&t=31588

But then a player reported a problem with your bob library making an error. viewtopic.php?f=93&t=25026&p=201946#p201918

Infact, there is just a need of a check of crafting_categories existence in category-functions.lua :

Code: Select all

function bobmods.lib.machine.has_category(machine, category_in)
  local hasit = false
  if machine then
>>>	if machine.crafting_categories then
		for i, category in pairs(machine.crafting_categories) do
		  if category == category_in then
			hasit = true
		  end
		end
>>>	end
  else
    log(machine .. " does not exist.")
  end
  return hasit
end
could you add this and release an update ?

Thx.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Fri Sep 02, 2016 11:10 am
by bobingabout
Is this a 0.13 change too, or just a 0.14 change?

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Fri Sep 02, 2016 11:32 am
by binbinhfr
bobingabout wrote:Is this a 0.13 change too, or just a 0.14 change?
it's a 0.14 change, but it won't hurt if you add this test in 0.13 either...
it's just that now categories can be non-defined, so it's better if you test existence of the array before reading the array.
please let me know when you update, so that I can delete the temporary patch I added to my Drones mod, that makes it work differently than how it should.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Sat Sep 03, 2016 12:30 am
by OzHawkeye
I don't know if I've made a post like this before, I think I might have, but anyway.

I'm returning to Factorio after a break, and loading up a new Bob's Mods game - and I just have to say, thank you Bob!

These mods take an already fantastic game and just make it even better in every respect. THANK YOU BOB! :-)

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Sun Sep 04, 2016 8:40 pm
by sumofallwars
Hey bob, Having a blast with the mod already 12 hours in and just got to oil.

Having a problem getting barrels to fill with an assembly machine. After researching barreling, bob's fluids tool tip does not show inside the tier 2 assembly machine. It shows just fine in when pressing 'e' but nothing when trying to select the recipe inside the machine.

I tried upgrading to .14 and upgrading all of my mods as well but that seems to have had no effect.

Here is a list of the mods I am using, but i am fairly certain it is bob's Metals,chemicals and intermediates mod, that is the culprit.

Aircraft 1.07
Big_Brother 0.3.2
Electric furnaces 2.0.0
Equalizer_CHests 1.2.1
EvoGui 0.4.107
Explosive Termites 1.1.8
FARL 0.5.3.7
FLOW Control 2.1.0
Fluid Void 1.0.3
Foreman 0.2.5
Orbital Ion Cannon 1.4.3
Satelite uplink station 1.0.1
Void CHest instant 1.0.1
ware housing 0.0.10
Air-Filtering 0.4.0
Auto fill 1.4.3
Base 13.20
Bobconfig 0.13.1
Bob electroings 0.13.1
bob electroings_GFTtweak 0.13.0
Bob Enmies 0.13.1
Bob greenhouse 0.13.2
Bob inserters 0.13.3
bob library 0.13.1
bob logistics 0.13.1
bob mining 0.13.1
bob modules 0.13.0
bobores 0.13.0
bob plates 0.13.2
bob power 0.13.1
bob revamp 0.13.0
bob tech 0.13.0
bob tech save 0.13.0
bob warfare0.13.4
mocombat 0.60
mo trains 0.2.1
rso-mod 2.0.16


Any suggestions would be appreciated, I am kind of reluctant to give up my 12+ hrs of work on this map. Thanks!

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Sun Sep 04, 2016 8:59 pm
by bobingabout
sumofallwars wrote:Having a problem getting barrels to fill with an assembly machine. After researching barreling, bob's fluids tool tip does not show inside the tier 2 assembly machine. It shows just fine in when pressing 'e' but nothing when trying to select the recipe inside the machine.
Because it's not a recipe for the Assembling machine, it's a recipe for the water pump.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Sun Sep 04, 2016 10:57 pm
by sumofallwars
I feel dumb, I had been trying to figure this out for hours! Water pump might not be the best name though.

Thanks for the help!

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Sun Sep 04, 2016 11:52 pm
by bobingabout
sumofallwars wrote:I feel dumb, I had been trying to figure this out for hours! Water pump might not be the best name though.

Thanks for the help!
Internally, it is named "water-bore", because the original intention for the entity was to mine for fluids. but yes, it needs a new name. like "Barrelling pump"?

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Thu Sep 08, 2016 7:19 pm
by Chrysom
Hi,

I have really been enjoying this mod but I have run into a wall. I cannot for the life of me figure out how to make Lithium Cobalt Oxide for the LI Batteries. The recipe does not show up in any of my chemical or metal combining furnaces. I have fully researched batteries and advanced materials processing. Any help or a way to add this recipe so I can make LI batteries would be very much appreciated.


Thanks

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Thu Sep 08, 2016 7:33 pm
by Nexela
I believe it is called Advanced Copper processing with cobalt oxide (or something like that) and shows up after researching cobalt processing

It should show up if you search for copper in the crafting menu Also it requires electric version of i think the chemical furnace