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

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

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

Post by bobingabout »

faraddox wrote:Tried to generate new ores with commands
/c remote.call("bobores", "Regenerate")
/c game.regenerate_entity(<orename>)
and got this. Started to play with standart ore generation (only set more oil frequency). Added bob's mods in middle-game.
Screenshot
that definitely does not look right. unfortunately that's not what it looks like if you have it from the start... perhaps it's an error with regenerate_entity?
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Re: [0.13.x] Bob's Mods: General Discussion

Post by bobingabout »

Logistics 0.13.2:
* Fixed robot power consumptions.
* Fixed roboport (and offshoots) power consumptions.
* LZE no longer has a charge port.
* Changed Filter and Fast inserter speeds and energy consumptions to match new base game values.

Warfare and perhaps others coming soon.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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

Post by Firestronk »

bobingabout wrote:Logistics 0.13.2:
* Fixed robot power consumptions.
* Fixed roboport (and offshoots) power consumptions.
* LZE no longer has a charge port.
* Changed Filter and Fast inserter speeds and energy consumptions to match new base game values.

Warfare and perhaps others coming soon.
You are amazing bob

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

Post by Arch666Angel »

Encountered a bug while playtesting your mods and my own (and RSO). Was afk when the game threw the error, had a radar running. My guess it is something missing in the enemies mod. Tested it also with just your mods and RSO, revealing a bigger chunk of the map and then let it run on higher speed for a couple of minutes.

Edit: Did you change the spawners somehow? Probably their entity names?
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Re: [0.13.x] Bob's Mods: General Discussion

Post by bobingabout »

Warfare 0.13.3:
* I missed energy shield MK2. Fixed.
* Fixed gate graphics.
* Swapped acid and poison ammo recipes. Acid now uses sulfuric-acid and Poison now uses Coal
* Added combat robot recipe overhaul. additional items controlled by logistic robot settings in config.

Updated warfare.

I've not encountered any errors similar to that myself. And no, I didn't change spawners at all, the rename was purely a locale change.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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

Post by oniakki »

Arch666Angel wrote:Encountered a bug while playtesting your mods and my own (and RSO). Was afk when the game threw the error, had a radar running. My guess it is something missing in the enemies mod. Tested it also with just your mods and RSO, revealing a bigger chunk of the map and then let it run on higher speed for a couple of minutes.

Edit: Did you change the spawners somehow? Probably their entity names?
I'm getting the "No entity prototypes are available for this building." error as well, however, I don't believe it's part of Bob's mods. If I reduce my mod-set down to just RSO-mod, I still get the notice error.

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

Post by Arch666Angel »

bobingabout wrote:Warfare 0.13.3:
* I missed energy shield MK2. Fixed.
* Fixed gate graphics.
* Swapped acid and poison ammo recipes. Acid now uses sulfuric-acid and Poison now uses Coal
* Added combat robot recipe overhaul. additional items controlled by logistic robot settings in config.

Updated warfare.

I've not encountered any errors similar to that myself. And no, I didn't change spawners at all, the rename was purely a locale change.
As others report, seems to be an RSO bug.

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

Post by HEDINT »

In the pump is the choice of the recipe for assembly
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Re: [0.13.x] Bob's Mods: General Discussion

Post by bobingabout »

HEDINT wrote:In the pump is the choice of the recipe for assembly
There are no recipes by default until you research Barrerling.
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I also have a Patreon.

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

Post by ranger203 »

bobingabout,
Do you have a paypal link that I can donate a few bucks to for this mod. This mod has added hours of extra enjoyable game play and I want to give some money to your cause!

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

Post by Franz_Iosif »

Where is God Modules? Why it deleted? Give them back, please, and let them work in beacons.

P.S.:Thanks for your grat mods, I always played with them.

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

Post by hoho »

They aren't deleted. They are just disabled by default.

To re-enable, extract the bobconfig mod and change it's settings there.

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

Post by wartank »

I pretty sure I did something wrong, but I'm unsure what:

Image

Error is given during the startup of Factorio. tried with 0.13.0, 0.13.1 and 0.13.2. All the same result.

edit
It was a conflict with another mod, resolved it

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

Post by bobingabout »

Franz_Iosif wrote:Where is God Modules? Why it deleted? Give them back, please, and let them work in beacons.

P.S.:Thanks for your grat mods, I always played with them.
Download and extract config mod.
Open config.lua in your favorite text editor.
Scroll down to the modules section and find the following lines

Code: Select all

bobmods.config.modules.EnableGodModules = false
bobmods.config.modules.BeaconCanTransmitProductivity = false
Change both to true

Code: Select all

bobmods.config.modules.EnableGodModules = true
bobmods.config.modules.BeaconCanTransmitProductivity = true
Next time you load the game you will have god modules, and can use them in beacons.
wartank wrote:I pretty sure I did something wrong, but I'm unsure what:

Image

Error is given during the startup of Factorio. tried with 0.13.0, 0.13.1 and 0.13.2. All the same result.

edit
It was a conflict with another mod, resolved it
Did you change any configs?
What mods, and mod versions are installed?
I actually released a library fix recently, so the version of library you are using is important to know if I fixed the error already, or I broke something to cause the error.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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

Post by Pottsy »

I may have missed it, or it's related to a problem with another mod of mine perhaps?

But the new Water Pumpjack doesn't seem to be able to be placed on anything? Is there something additional that should have spawned, that hasn't? If thats the case how do I make it spawn in an already started game?

I do have the RSO mod enabled and it mentioned something about the Lith water not being spawned or something? Is this a related problem that i'm seeing and is this what you were all referring to?

Or this item used for something entirely new? I was basically looking for those Pumps that produce water with electricity (Which now seem to only be able to Barrel and Unbarrel liquids rather than directly produce any)

I have the latest updates across all the Bob's Mobs (Including the one Greenhouse mod). Current mods loaded (The one not highlighted are disabled due to compatibility)
Image

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

Post by bobingabout »

that pumpjack is supposed to go on Lithia water, yes.

You have to have the latest version of RSO for it to be compatable with Lithia water, I think.
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Re: [0.13.x] Bob's Mods: General Discussion

Post by Pottsy »

bobingabout wrote:that pumpjack is supposed to go on Lithia water, yes.

You have to have the latest version of RSO for it to be compatable with Lithia water, I think.
Ok thanks :)

Is there a way to reload the mod to make it spawn? (Without fking everything up of course lol).

And has the electric producing water been removed? As I spawned in a desert, with the default setting of "Ground Water" set to false, it severley cripples me so I had to temporarily turn it on.

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

Post by bobingabout »

With RSO? not that I know of. There are commands to regenerate ores, but as far as I know, they don't work with RSO installed. You'd probably be best asking on the RSO forum about that.

There is ground water too, changed the same with as Lithia water, but you're best off using the offshore pump with landscape water.
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I also have a Patreon.

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

Post by orzelek »

Pottsy wrote:
bobingabout wrote:that pumpjack is supposed to go on Lithia water, yes.

You have to have the latest version of RSO for it to be compatable with Lithia water, I think.
Ok thanks :)

Is there a way to reload the mod to make it spawn? (Without fking everything up of course lol).

And has the electric producing water been removed? As I spawned in a desert, with the default setting of "Ground Water" set to false, it severley cripples me so I had to temporarily turn it on.
Since you added it to already running game with changed resource types there is no way. You need to go out and search for it in unexplored areas since it can spawn there as normal.
You could regen everything but that would respawn enemies and change location of everything due to new resource type being present.

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

Post by wartank »

wartank wrote:I pretty sure I did something wrong, but I'm unsure what:

Image

Error is given during the startup of Factorio. tried with 0.13.0, 0.13.1 and 0.13.2. All the same result.

edit
It was a conflict with another mod, resolved it
Did you change any configs?
What mods, and mod versions are installed?
I actually released a library fix recently, so the version of library you are using is important to know if I fixed the error already, or I broke something to cause the error.[/quote]


I didn't change any of your code. Pulled the latest version from your dropbox ealier today. The problem came from the Natural evolution mod (not yours). I was running a outdated version of that mod. Updating it to the newest version posted on the mods.factorio resolved the problem. I got confused as the error message was pointing to one of your mods. Sorry for the confusion.

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