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

Posted: Sat Aug 27, 2016 8:25 pm
by bobingabout
Okay, all of my mods have been released for Factorio 0.14.0.


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

Re: [0.14.x] Bob's Mods: General Discussion

Posted: Sat Aug 27, 2016 8:41 pm
by RikuSS4
I get this error with all the Bob's mods and Bob's revamp:
Error Util.cpp:57: Error in assignID, recipe with name 'sulfuric-acid' does not exist.
No error without the Revamp mod.

Re: [0.14.x] Bob's Mods: General Discussion

Posted: Sat Aug 27, 2016 9:12 pm
by Walayimuna
I am having the same problem, recipe with name 'sulfuric-acid' does not exist

Re: [0.14.x] Bob's Mods: General Discussion

Posted: Sat Aug 27, 2016 9:20 pm
by EinPinsel
I've looked trough all of my mod files - and the only error I'm getting is

---------------------------
Error
---------------------------
Error in assignID, recipe with name 'sulfuric-acid' does not exist.
---------------------------
OK
---------------------------

Which seems to be in RSO - or in the base game.

Re: [0.14.x] Bob's Mods: General Discussion

Posted: Sat Aug 27, 2016 9:24 pm
by Thomasnotused
It looks like the error is caused by bobrevamp which now deletes the base-game sulfuric acid recipe, which he seems to have done to 'force' you to use the recipe now included in bobplates.

So, for now, disable the bobrevamp mod and wait for an update.

EDIT: Alternatively, you can try deleting lines 69-72 (the 2nd if logic) in the data-updates.lua of bobrevamp. This seems to have solved the issue for me.

Re: [0.14.x] Bob's Mods: General Discussion

Posted: Sat Aug 27, 2016 9:39 pm
by Airat9000
SuicidalKid wrote:It looks like the error is caused by bobrevamp which now deletes the base-game sulfuric acid recipe, which he seems to have done to 'force' you to use the recipe now included in bobplates.

So, for now, disable the bobrevamp mod and wait for an update.

EDIT: Alternatively, you can try deleting lines 69-72 (the 2nd if logic) in the data-updates.lua of bobrevamp. This seems to have solved the issue for me.
example please

Re: [0.14.x] Bob's Mods: General Discussion

Posted: Sat Aug 27, 2016 9:44 pm
by Thomasnotused
Airat9000 wrote:example please
I'm not sure what you mean, like a screenshot of the stuff to delete?

Image

Re: [0.14.x] Bob's Mods: General Discussion

Posted: Sat Aug 27, 2016 9:44 pm
by bobingabout
The issue is part of the Revamp mod.

The base game recipe for sulfuric acid is deleted if alternate methods to produce sulfuric acid are detected.

This is NOT a problem if you are using only bob's mods, however, if you use any other mods that edit the base game sulfuric acid recipe, then there may be issues (Such as the reported crash)


Can you list any mods you are using when you get the error?

Also, I'll look into it in a short while.

Re: [0.14.x] Bob's Mods: General Discussion

Posted: Sat Aug 27, 2016 9:52 pm
by Airat9000
bobingabout wrote:The issue is part of the Revamp mod.

The base game recipe for sulfuric acid is deleted if alternate methods to produce sulfuric acid are detected.

This is NOT a problem if you are using only bob's mods, however, if you use any other mods that edit the base game sulfuric acid recipe, then there may be issues (Such as the reported crash)


Can you list any mods you are using when you get the error?

Also, I'll look into it in a short while.
angels mods
yuoki mods
natural-gas
and other

Re: [0.14.x] Bob's Mods: General Discussion

Posted: Sat Aug 27, 2016 9:55 pm
by Thomasnotused
bobingabout wrote:The issue is part of the Revamp mod.

The base game recipe for sulfuric acid is deleted if alternate methods to produce sulfuric acid are detected.

This is NOT a problem if you are using only bob's mods, however, if you use any other mods that edit the base game sulfuric acid recipe, then there may be issues (Such as the reported crash)

Can you list any mods you are using when you get the error?

Also, I'll look into it in a short while.
I've tested it on only bob's mods (all updated to 0.14) and I still receive the same crash. It might be helpful to note that I am using ALL of the mods on the dropbox, with the exception of the clock mod.

Re: [0.14.x] Bob's Mods: General Discussion

Posted: Sat Aug 27, 2016 9:56 pm
by Airat9000
bobingabout wrote:The issue is part of the Revamp mod.

The base game recipe for sulfuric acid is deleted if alternate methods to produce sulfuric acid are detected.

This is NOT a problem if you are using only bob's mods, however, if you use any other mods that edit the base game sulfuric acid recipe, then there may be issues (Such as the reported crash)


Can you list any mods you are using when you get the error?

Also, I'll look into it in a short while.

Re: [0.14.x] Bob's Mods: General Discussion

Posted: Sat Aug 27, 2016 10:35 pm
by bobingabout
Okay, that new bug you posted, I don't know what the issue is, that is editing a base game object that is unchanged as of 0.14.1.

Try disabling the other mods you're using, and see what happens, then turn them on one by one again untill it breaks, let me know which one is breaking it.

Re: [0.14.x] Bob's Mods: General Discussion

Posted: Sat Aug 27, 2016 10:45 pm
by bobingabout
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.

Re: [0.14.x] Bob's Mods: General Discussion

Posted: Sat Aug 27, 2016 11:15 pm
by Airat9000
bobingabout wrote: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.
it mods conflict bug in oldes post photo
viewtopic.php?f=97&t=31707

and mods
in acid bug message
https://www.dropbox.com/s/tjutjj7jpbv7ai7/mods.rar?dl=0

Re: [0.14.x] Bob's Mods: General Discussion

Posted: Sat Aug 27, 2016 11:18 pm
by Thomasnotused
Using the updated version (0.14.1 revamp) seems to have fixed the issue (at least for me, I see Airat9000 is still having issues) and I personally think the new way is a better approach.

Re: [0.14.x] Bob's Mods: General Discussion

Posted: Sat Aug 27, 2016 11:40 pm
by Airat9000
update in
bobrevamp_0.14.1

bug is lost! thanks!

Re: [0.14.x] Bob's Mods: General Discussion

Posted: Sun Aug 28, 2016 12:17 am
by bobingabout
Airat9000 wrote:it mods conflict bug in oldes post photo
viewtopic.php?f=97&t=31707
Okay, I can see why this causes a crash. He completely changes the structure of the ammo. (And then my code expects the original structure, and crashs)

I'm not sure what I can do about making my edit compatable with his mod. I'll look into it more, but this won't be a quick fix.

Re: [0.14.x] Bob's Mods: General Discussion

Posted: Sun Aug 28, 2016 12:20 am
by Airat9000
bobingabout wrote:
Airat9000 wrote:it mods conflict bug in oldes post photo
viewtopic.php?f=97&t=31707
Okay, I can see why this causes a crash. He completely changes the structure of the ammo. (And then my code expects the original structure, and crashs)

I'm not sure what I can do about making my edit compatable with his mod. I'll look into it more, but this won't be a quick fix.
but it feels good, I updated.

now bug

Re: [0.14.x] Bob's Mods: General Discussion

Posted: Sun Aug 28, 2016 12:28 am
by bobingabout
hmmm.... one of the old problems with using generic names (Some of my entities are prefixed with "bob-", but not all. cargo wagons are not).

Due to the changes in 0.14, I changed locomotives, cargo wagons, and tanks to conform to the new system. by the looks of things, bigbags mod did not, and it is causing issues.

Basically... boblogistics and bigbags try and add the same item: cargo wagon 2. I use the new method, he uses the old method, they don't work together.

Re: [0.14.x] Bob's Mods: General Discussion

Posted: Sun Aug 28, 2016 6:13 am
by Walayimuna
Hello, I'm sorry for posting this here, but I didn't know where was the correct location to post this sugestion.

Your recipe to gather gases from the atmosphere is similar to the composition on earth's atmosphere, ~78% nitrogen and ~21% oxygen.

But the fauna on the planet, the enemies seem to be, at least to me, giant insects.

Insects don't have lungs, my understanding is that in order for them to grow to that size it would require a atmosphere richer in oxygen, like earth was on pre-historic era.

Perhaps there could motivate a change on the recipe to gather gases from the atmosphere to provide more oxygen?

I apologize for my writing if there are any typos, english is not my native language.

Thank you