I added some equipment grid options to trains and tanks, but set it up so you can't use armor modules in it, but I haven't made any new equipment for them yet.
Any sugestions on what I should do for vehicle equipment?
if any other changes need to be made, let me know.
If there are any bugs, let me know.
I'll leave it there for today.
Change log
Modules 0.14.2:
* Reworked migration scripts.
bobrevamp 0.14.2:
* Added productivity filters for new oil processing with Sulphur.
Inserters 0.14.3:
* Minor fix for multiplayer
Inserters 0.14.2:
* Rewrote the on_tick function (again) to hopefully solve a crash on dedicated servers.
* Added in function calls to allow other mods to draw the GUI. Aimed for my Logistics mod.
Logistics 0.14.5:
* Added calls to Inserters functions to incorporate the GUI into the mini GUI if inserters mod is installed.
vehicle equipment 0.14.2:
* Added solar panel equipment locale entries.
* Created plasma explosion entity.
Clock 0.14.1:
* Only update connected players.
Library 0.14.3:
* Fixed a minor bug preventing replace_ingredient_crude from working.
Modules 0.14.1:
* Added Check for and add a limitation_message_key tag if it doesn't exist when adding a module
Logistics 0.14.4:
* Added circuit connector sprite to MK2 chests
* Added padding to the Inserter menu GUI button, it should no longer apear half off the top of the screen.
* Fixed the checkbox style too. (Though the bugged one was using some game default graphics, and it did look nice)
* Added armored train set MK2 with a 10x8 grid.
Logistics 0.14.3:
* Changed armoured-cargo-wagon max_speed to 1.2 (base game locomotive max speed)
* Changed construction robot items to goes-to-main-inventory
* Added Character inventory slots bonus local entry.
* Changed the way the inserters GUI is displayed.
inserters 0.14.1:
* Optimise on_tick routine.
Vehicle Equipment 0.14.1:
* Fixed vehicle-solar-panel-3 to use Aluminium instead of Titanium
* Fixed Vehicle Plasma turret 4 to use Titanium instead of Steel
Warfare 0.14.2:
* removed shield input flow limit override.
* fixed equipment default_request_amount spelling mistake
* fixed personal-laser-defense-equipment technology order tags
* Personal laser defense 6 now requires Nitinol.
VehicleEquipment 0.14.0:
* Added equipment for Battery, Shield, Fusion Reactor, Fusion Cell, Solar Panel, Laser defence, big turret 1 to 6.
* Also added Roboport and speed equipment.
Library 0.14.2:
* Removed broken log calls from category functions.
Logistics 0.14.1:
* Renamed all train items, entities and recipes to include a bob- prefix, making them unique.
* Added vehicle grid group
Warfare 0.14.1:
* Renamed tank-2 and tank-3 items, entities, recipes and technology to include a bob- prefix, making them unique.
* Added vehicle grid group
* Car also gets a grid (Turned on by default, disable-able in config mod)
Techsave 0.14.1:
* Added a check to catch if research goes above 100%.
Library 0.14.1:
* Added a check to see if a resource_category or crafting_category tag exists before trying to iterate through it
Revamp 0.14.1:
* Sulfuric acid recipe is no longer deleted, but instead disabled and not researchable. This may result in factories already using the recipe to continue using it, but unable to be set on a new factory.
Modules 0.14.0:
* updated limitation_message_key typo fixed in factorio 0.13
Enemies 0.14.0:
* Fix giant worm corpse animation
Warfare 0.14.0
* fixed reinforced gate graphics again
* 0.14 armor fixes
* Added grids to tanks (no equipment yet)
Ores 0.14.0:
* Added Waters to remote.call("bobores", "Regenerate")
* Fixed gem chances on unsorted gems ore.
Electronics 0.14.0:
* Added new icon for Advanced Electronics 3 research
* New icons by Aonova
Power 0.14.0:
* Changed boiler MK3 power to 780kW
Plates 0.14.0:
* Changed the cobalt-oxide from copper recipe to include random amounts
* Slightly altered the random amounts of lead in the silver from lead oxide recipe.
* Added Sulfur -> Sulfur Dioxide recipe, as an alternate route to the base game's sulfuric acid recipe.
* reballanced Sulfur Dioxide -> Sulfur and sulfur dioxide -> sulfuric acid recipes.
* Added new icon for Advanced Electronics 3 research
* Some new icons by Aonova
Library 0.14.0:
* bobmods.lib.recipe.replace_ingredient and replace_ingredient_crude returns true if it performs a replace, or false if it doesn't
* bobmods.lib.item.basic_item now rounds amount down if type = item, in case of changing from fluid
* fixed a validity check on bobmods.lib.resource.add_result
* Fixed an issue with bobmods.lib.item.add
Revamp 0.14.0:
* If Chlorine exists, plastic recipe requires Chlorine instead of coal.
* If Sulfur dioxide with recipe chain sulfur -> sulfur dioxide -> sulfuric acid exists, delete base game sulfuric acid recipe.
* Removed sulfur recipe from sulfur processing, and added alternate recipes to get sulfur from oil processing
Assembly 0.14.0:
* Added fast replace group for Oil Refinery.
Logistics 0.14.0:
* Added exception for if player is holding a blueprint or blueprint book.
* Added grids to tanks (no equipment yet)
* Reworked migration scripts.
bobrevamp 0.14.2:
* Added productivity filters for new oil processing with Sulphur.
Inserters 0.14.3:
* Minor fix for multiplayer
Inserters 0.14.2:
* Rewrote the on_tick function (again) to hopefully solve a crash on dedicated servers.
* Added in function calls to allow other mods to draw the GUI. Aimed for my Logistics mod.
Logistics 0.14.5:
* Added calls to Inserters functions to incorporate the GUI into the mini GUI if inserters mod is installed.
vehicle equipment 0.14.2:
* Added solar panel equipment locale entries.
* Created plasma explosion entity.
Clock 0.14.1:
* Only update connected players.
Library 0.14.3:
* Fixed a minor bug preventing replace_ingredient_crude from working.
Modules 0.14.1:
* Added Check for and add a limitation_message_key tag if it doesn't exist when adding a module
Logistics 0.14.4:
* Added circuit connector sprite to MK2 chests
* Added padding to the Inserter menu GUI button, it should no longer apear half off the top of the screen.
* Fixed the checkbox style too. (Though the bugged one was using some game default graphics, and it did look nice)
* Added armored train set MK2 with a 10x8 grid.
Logistics 0.14.3:
* Changed armoured-cargo-wagon max_speed to 1.2 (base game locomotive max speed)
* Changed construction robot items to goes-to-main-inventory
* Added Character inventory slots bonus local entry.
* Changed the way the inserters GUI is displayed.
inserters 0.14.1:
* Optimise on_tick routine.
Vehicle Equipment 0.14.1:
* Fixed vehicle-solar-panel-3 to use Aluminium instead of Titanium
* Fixed Vehicle Plasma turret 4 to use Titanium instead of Steel
Warfare 0.14.2:
* removed shield input flow limit override.
* fixed equipment default_request_amount spelling mistake
* fixed personal-laser-defense-equipment technology order tags
* Personal laser defense 6 now requires Nitinol.
VehicleEquipment 0.14.0:
* Added equipment for Battery, Shield, Fusion Reactor, Fusion Cell, Solar Panel, Laser defence, big turret 1 to 6.
* Also added Roboport and speed equipment.
Library 0.14.2:
* Removed broken log calls from category functions.
Logistics 0.14.1:
* Renamed all train items, entities and recipes to include a bob- prefix, making them unique.
* Added vehicle grid group
Warfare 0.14.1:
* Renamed tank-2 and tank-3 items, entities, recipes and technology to include a bob- prefix, making them unique.
* Added vehicle grid group
* Car also gets a grid (Turned on by default, disable-able in config mod)
Techsave 0.14.1:
* Added a check to catch if research goes above 100%.
Library 0.14.1:
* Added a check to see if a resource_category or crafting_category tag exists before trying to iterate through it
Revamp 0.14.1:
* Sulfuric acid recipe is no longer deleted, but instead disabled and not researchable. This may result in factories already using the recipe to continue using it, but unable to be set on a new factory.
Modules 0.14.0:
* updated limitation_message_key typo fixed in factorio 0.13
Enemies 0.14.0:
* Fix giant worm corpse animation
Warfare 0.14.0
* fixed reinforced gate graphics again
* 0.14 armor fixes
* Added grids to tanks (no equipment yet)
Ores 0.14.0:
* Added Waters to remote.call("bobores", "Regenerate")
* Fixed gem chances on unsorted gems ore.
Electronics 0.14.0:
* Added new icon for Advanced Electronics 3 research
* New icons by Aonova
Power 0.14.0:
* Changed boiler MK3 power to 780kW
Plates 0.14.0:
* Changed the cobalt-oxide from copper recipe to include random amounts
* Slightly altered the random amounts of lead in the silver from lead oxide recipe.
* Added Sulfur -> Sulfur Dioxide recipe, as an alternate route to the base game's sulfuric acid recipe.
* reballanced Sulfur Dioxide -> Sulfur and sulfur dioxide -> sulfuric acid recipes.
* Added new icon for Advanced Electronics 3 research
* Some new icons by Aonova
Library 0.14.0:
* bobmods.lib.recipe.replace_ingredient and replace_ingredient_crude returns true if it performs a replace, or false if it doesn't
* bobmods.lib.item.basic_item now rounds amount down if type = item, in case of changing from fluid
* fixed a validity check on bobmods.lib.resource.add_result
* Fixed an issue with bobmods.lib.item.add
Revamp 0.14.0:
* If Chlorine exists, plastic recipe requires Chlorine instead of coal.
* If Sulfur dioxide with recipe chain sulfur -> sulfur dioxide -> sulfuric acid exists, delete base game sulfuric acid recipe.
* Removed sulfur recipe from sulfur processing, and added alternate recipes to get sulfur from oil processing
Assembly 0.14.0:
* Added fast replace group for Oil Refinery.
Logistics 0.14.0:
* Added exception for if player is holding a blueprint or blueprint book.
* Added grids to tanks (no equipment yet)