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

Posted: Sun Sep 11, 2016 10:30 am
by pieppiep
elementgermanium wrote:Where is a wiki or other source of information for bob's mods? I want to know the recipes/ores/etc.
It's not really a wiki, and I'm not sure how up-to-date this is with newer changes, but you can use this http://factorio.rotol.me/pack/bobmods-f13/factoratio/

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

Posted: Sun Sep 11, 2016 5:23 pm
by bobingabout
binbinhfr wrote:
bobingabout wrote:I'll just delete these machine log lines...
Yes that's the good solution. thx bob.
Library 0.14.2:
* Removed broken log calls from category functions.

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

Posted: Thu Sep 22, 2016 9:53 am
by Darloth
Just wanted to mention how happy I am with the new Electronics graphics.

I really like them, thanks whoever it was that did those!

I realize this may be old news as I haven't tried the mod in quite a while, but anyway, nicely done!

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

Posted: Thu Sep 22, 2016 10:44 am
by bobingabout
Darloth wrote:thanks whoever it was that did those!
This guy: viewtopic.php?f=51&t=28456
It started as a mod, I integrated some of the graphics.

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

Posted: Fri Sep 23, 2016 5:20 am
by Lalkin
So I just tried updating Bob's Research progress Save and it says it requires Factorio < 14.8. I can't find changelogs anywhere. What is the issue? Should I downgrade Factorio?

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

Posted: Fri Sep 23, 2016 5:24 am
by pieppiep
Factorio now has a build in research progress saver

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

Posted: Fri Sep 23, 2016 7:43 am
by bobingabout
As stated in the previous post, The functionality of bobtechsave/Bob's Research progress saver was integrated into the base game. To prevent conflicts between the two systems, I did a small update that changed ONLY what version of Factorio it was allowed to run on, to limit it to before the function was integrated... This does however mean that any incomplete technology research that was "saved" by my mod is lost. If you really do want my techsave mod in your game, simply continue to use v0.14.1, but the general user won't need it, so it's best to have it disabled. This method disables it automatically for them.

Re: [0.13.x] Bob's Mods: character-inventory-slots-bonus

Posted: Sun Sep 25, 2016 9:03 pm
by HeilTec
Bug report: Character inventory slots research. All levels

Unknown key:"modifier-description.character-inventory-slots-bonus"

used mods
ss+(2016-09-25+at+10.35.00).jpg
ss+(2016-09-25+at+10.35.00).jpg (33.32 KiB) Viewed 6931 times

Re: [0.13.x] Bob's Mods: character-inventory-slots-bonus

Posted: Sun Sep 25, 2016 10:57 pm
by bobingabout
HeilTec wrote:Bug report: Character inventory slots research. All levels

Unknown key:"modifier-description.character-inventory-slots-bonus"
I can't remember right now which mod I added that in... but I'll take a look at adding the locale entry for that.

Re: [0.13.x] Bob's Mods: character-inventory-slots-bonus

Posted: Mon Sep 26, 2016 1:11 am
by HeilTec
bobingabout wrote: Unknown key:"modifier-description.character-inventory-slots-bonus"

I can't remember right now which mod I added that in... but I'll take a look at adding the locale entry for that.
I can understand that with so many parts included in the pack. :shock:
I just thought I'd give you a heads up. :ugeek: We're having a good time with it all. :D

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

Posted: Mon Sep 26, 2016 6:15 pm
by Masterfox
Just in case you had no time to look it up yet, I think it was Bobs tech which added all this utilities researches.

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

Posted: Mon Sep 26, 2016 7:13 pm
by Kupferdrache
I updated from 0.12.x and added Angels ores, but something went wrong, I get a error about a problem with asigning a ID. here is the log entry:
latest log
May this log help you to help me to track the problem down.

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

Posted: Mon Sep 26, 2016 7:28 pm
by Nexela
Petrochem from angels is probably the culprit Angel overrides a lot of stuff.

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

Posted: Mon Sep 26, 2016 9:28 pm
by bobingabout
That is a lot of mods.

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

Posted: Mon Sep 26, 2016 10:20 pm
by Kupferdrache
Yeah, angels petro, disables oil-rocessing 3 but must be another mod, that requests it anyway, may have to look into all files, who askes for it, and write a compat patch.

Edit, I fixed one or two0 things manual before reloading. So I am not sure which things I chaged, if you see a higher version on a file than in the mod portal, that is defitifly patched by me.

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

Posted: Tue Sep 27, 2016 11:57 am
by Kupferdrache
I could track it down to Dytech, there seem to be some more issues. But I can't relicate it without Bob's and Angels mods active, I keep you informed.

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

Posted: Tue Sep 27, 2016 2:18 pm
by DOSorDIE
Hi BOB!
My last Bob Game ends with 1 MK4 Machine per Item with Modules and many Beacons and my base was smaller as 1 Roboport can handle.
So i want something more challenge and make now a new MOD Pack for me.

I want only MK1 Machines and no Modules.
Now i have only these Mods:

bobconfig_0.14.0.zip
bobelectronics_0.14.0.zip
bobgreenhouse_0.14.0.zip
bobinserters_0.14.0.zip
boblibrary_0.14.2.zip
bobores_0.14.0.zip
bobplates_0.14.0.zip

and the follow problem.
I cant deaktivate the GEMS and the better Pumps!
I have disabled all in the config but its still there.
How i can fix this?
Pumps.jpg
Pumps.jpg (81.95 KiB) Viewed 6750 times
I deativate tungsten & Co but its still there ... but i think this is because the pumps need it.
But that is not so a big problem for me.

I hope you can help me.
Thanks!
DOSorDIE

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

Posted: Tue Sep 27, 2016 3:08 pm
by bobingabout
I guess I need to add more configuration options. It's something I could look into for 0.15 when configuration becomes easier.
What you're trying to do isn't part of the current mod ability. Although most things outside of bobplates will be able to reconfigure to not need gems, or tungsten, or other materials, they currently can't be disabled.
As for those pumps, that's something else I need to look at. I plan to remove them completely from the bobplates mod and have them as their own fluid packing mod.

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

Posted: Tue Sep 27, 2016 3:17 pm
by DOSorDIE
bobingabout wrote:I guess I need to add more configuration options. It's something I could look into for 0.15 when configuration becomes easier.
What you're trying to do isn't part of the current mod ability. Although most things outside of bobplates will be able to reconfigure to not need gems, or tungsten, or other materials, they currently can't be disabled.
As for those pumps, that's something else I need to look at. I plan to remove them completely from the bobplates mod and have them as their own fluid packing mod.
Thx for you fast answer.
Hmm ... but how i can "disable" it manually or make it invisible?
Or is it to complicated to do it?

EDIT:
For your update you should ingegrade some Materials like Aluminium, Tungsten & Co to build a rocket.
Now the need only for MK2 and better machines. So I need a few hundreds of it ... not more.
Thats a waste of you great work not to use it for something.

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

Posted: Tue Sep 27, 2016 4:59 pm
by bobingabout
There is a mod that adds this sort of thing, but it's not written by me. check out this one viewtopic.php?f=51&t=26053
I do plan to eventually get around to doing that sort of thing myself, but it's just one of those things where I need time to write it, and my time is limited.