[0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates

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

Moderator: bobingabout

Which of the new v0.7 additions do you like the best?

Advanced Electronics 3 with CPUs
55
24%
The Nitrogen/Ceramic chain
39
17%
The new Pumps and barrel/bottle recipes
25
11%
The new types of pipes
25
11%
Factory reballancing
31
14%
The new Electrolyser graphics!
51
23%
 
Total votes : 226

[0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates

Postby bobingabout » Sat Jun 07, 2014 12:44 am

The idea of this mod is to be a foundation for my later mods, but also is to provide a system of aquiring the DyTech and F-Mod new metals without using the relatively unrealistic "Smelting with lava" method in DyTech, bringing most of the methods closer to reality. (F-mod did a fairly good job, but I went down my own path anyway)

The best place to get the required ores is from bobores mod.
http://www.factorioforums.com/forum/vie ... =14&t=3797
Also, to automate all the new materials, Bob's assembly machines is required.
http://www.factorioforums.com/forum/vie ... 14&p=33934


Downloads:
V0.12.x
Latest: V0.12.12 - 26th June 2016
Dropbox Latest
Archive

As of 0.12.8, the Library Mod is required.


Pipes Information
These were moved into the Logistics mod for version 0.12.0.
There are 3 chains of pipe, each chain has a size, small (half capacity), normal or large (double capacity), and several tiers for each chain.

Capacity of the pipes actually effects the flow speed. note that the storage tanks are basically just a big pipe with a high storace capacity, you'll notice that fluids take a while to flow through a chain of storage tanks, the same effect can be seen with larger pipes, each pipe section will take longer to fill, before "spilling" into the next pipe, so bigger pipes cause the flow to be slower. in kind, smaller pipes make fluids flow faster.

Therefore, the faster flowing fluids (like gasses) work best in the large pipes, and viscous slower moving fluids (like heavy oil, and tungstic acid) work best in the small pipes.

Small pipes are: Copper, Bronze, Brass. These work for a faster flow.
Normal pipes are: Iron(original), Steel, Titanium, Tungsten. This is the only group with a T4 pipe in it.
Large pipes are: Concrete, Plastic, Ceramic.

T1 is as the normal pipe, 50 health, underground pipe length is 10.
T2 pipes have 100 health, and underground length of 15
T3 pipes have 150 health, and an underground length of 20
T4 (Tungsten) pipes have 200 health and an underground length of 30.



changelog
v0.12.11:
* Polishing wheel synthetic wood recipe set to 2 seconds.
* Electrolysis reballance (water electrolysis and salt water electrolysis recipe)
* Fixed power consumption of Electrolyser MK1 to 180kW from 144kW, bringing it to 225kJ per time 1 recipe. (MK2 is 200, MK3 180, MK4 160)
* Added Sulfur Dioxide venting
* Changed Nickel processing recipe to give Sulfur Dioxide instead of Sulfuric Acid (same as lead oxide)
* Added barrelled water and lithia water, with fill and empty recipe (Ready to remove the from ground recipe in favor of mining splotches)
* Fixed broken migration script including electronics stuff that has been removed from the mod.
* Removed productivity limitation addition of sort gem ore recipe, the recipe isn't in this mod.
* Solid Fuel from hydrogen now requires a peice of coal too. (to eliminate the perpetual motion machine. Think of it as using hydrogen to upgrade coal to fuel blocks.)
* Adjusted Alien acid fluid colour slightly.


v0.12.10:
*Changed colour of Alien Acid fluid slightly to better match the icon colour.


v0.12.9:
* Added Alien Alloys and fluids made using coloured Alien Artifacts.
* Updated machine category to use functions. now requires library mod 0.12.2.


v0.12.8:
* Functions update, Now requires library mod.
* Changed ore names that use realworld names to include what elemental ore it is in brackets.
* Config mod update.


v0.12.7
* Fixed a critical bug with the productivity intermediate limitations functions that prevented loading
* Deleted redundant chemical plant graphics.


v0.12.6
* added silver-nitrate, silver-oxide and silver-zinc-battery
* added productivity limitations
* added silver-from-lead locale entry
* Added battery overide config option that changes the battery technology prerequisite and recipe ingredients.
* Added ores config options
* Changed chemical plant MK2 to MK4 to use a tinted image mask instead of unique graphics.


v0.12.5
* Changed technology "robotics" prerequisites from "advanced-electronics-2" to "advanced-electronics"
* Completed technology-updates file to use functions.
* 7 Lead ore, 3 Carbon, and 1 Zinc plate will result in 7 to 10 Lead plates, and 1 to 3 units of Silver ore (fake Silver-zinc Alloy)
* Uses the new bobores layout to turn on the "Needed" ores (The ones that were on by default before)


v0.12.4
* Added "crafting-machine" catagory to all machines with "crafting" catagory in the updates phase, Since it is used for a few things.


v0.12.3
* Electronics seperation -> Basic electronics in here with new Electronics only in the Electronics mod.
* added advanced-processing-unit made with 2x processing-unit, 20x advanced-circuit 2x sulfuric-acid
* removed pipe to ground fast replace overide
* Renamed void pump to gas venting pump, with vent gas research. Remove fluids from list.


v0.12.2
* Void recipes are automatic, made them hidden.
* Removed residule pipe graphics.
* Electrolyser MK4 added.
* Reballanced Electrolysers stats. Note: Some have 1 less module slots, you may lose a module in the last slot on update.
* Changed advanced copper processing icon to indicate that you also get cobalt oxide.


v0.12.1
* Added automatic Science Pack 4 usage where apropriate instead of Alien Science Pack if available.
* Added Inventory size config option. Default size is double of normal, as it was in Tech mod.


v0.12.0
* Updated to work with V0.12.x of factorio.
* Added void pump. This is a pump that destroys certain gasses. It's furnace type so auto-configures the recipe.


v0.7.11
* Increased Synthetic Wood recipe results to 2.
* Reworked, fixed and Streamlined the Migrations directory.
* Change a few chemical recipes to be slower, but process more materials per batch.
* Lowered time cost of Liquid Fuel recipe


v0.7.10
* Fixed new cheaper steel config
* Updated russian locale


V0.7.9
* Added Cobalt Steel to Cobalt research.
* Added new Tungsten Alloys research, and moved Copper Tungsten and Tungsten Carbide to it
* Added Silicon Carbide and Grinding stone to Grinding research
* Added Polishing compound and Polishing wheel to Polishing research
* Added Ruby, Saphire, Emerald, Amethyst, Topaz and Diamond ore, and unsorted gemstone ore to raw gemstones recipes
* Added Raw Gemstones to Cut Gemstones recipes and Gemstones 1 research
* Added Cut Gemstones to Polished Gemstones recipes and Gemstones 2 research.


v0.7.8
* Changed recipe definition orders to keep compatabillity with old layout in Factorio v0.11.16.


v0.7.7
* New German Locale Translated by Talon
* New DyTech Core research compatability


v0.7.6
* Fixed a missing unlock for synthetic wooden board.


v0.7.5
* Solder now requires solder plate, made in a mixing furnace
* F-Mod overides for duplicate items Solder plate and Sodium Hydroxide added.
* Liquid Fuel Canister and Ferric Chloride Canister now only carry 5 fluid instead of 25.
* Adjusted numbers of Petroleum Gas Cracking to Hydrogen recipe
* Adjusted costs of Fuel blocks from Hydrogen
* Added Multi-purpose furnace MK2
* Added Synthetic wood for Electronic boards


v0.7.4
* Change Electric chemical furnace to not be able to mix metals, and reduced speed to 2, same as the normal and mixing counterparts.
* Added Stone (Concrete) Pipe as a T1 large pipe.
* Swapped stats of Steel pipe with Plastic pipe, and Titanium pipe with Ceramic pipe to make the chains make more sense
* Added 2 new intermediate catagories: Fluids, which contains all the fluid (and gas) recipes, and Resources, which contains all resource/material type intermediates, such as metal plates
* Changed the "Gas" type fluids to have the same flow as water, I wasn't happy with the ripple effect caused by what the devs describe as "the simulation becomes unstable".


v0.7.3
* Fixed recipe subgroup for Silicon powder and Fuel block from Hydrogen
* Fixed migration multiplayer compatability


v0.7.2
* Fixed a missing locale entry for Bob's Intermediate Products item group
* Added solid-fuel-from-hydrogen recipe, and removed hydrogen bottle fuel value.
* Replaced the Liquid Fuel Canister recipe with empty canister, and liquid fuel bottle recipe
* Also added Ferric Chloride canister.


v0.7.1
* Factorio v0.11 compatability


v0.7.0
* Added Lead based solder recipe.
* Solder Recipes unlocked via Electronics research.
* Added fast replacable for Electrolysers
* Added overide for base game plate stack sizes.
* Added Nitrogen chain and research.
* Added Cermics research, Silicon powder, Silicon nitride, Ceramic pipes, and Ceramic bearings.
* Added Lithium chain and research.
* Added Cobalt chain and resarch.
* Reballanced factory energy consumptions (Higher levels use more power, but still less per build cycle).
* Added mk4 chemical plant at old mk3 speed, rescaled mk3 to between 2 and the new 4.
* Added new Chemical plant graphics! (Recolours for MK2 to MK4).
* Titanium Bearings, Nitinol Bearings and Ceramic Bearings now require Lubricant to make.
* Added Copper, Steel, Bronze, Plastic, Brass, Titanium, Ceramic and Tungsten pipes.
* Added gas bottling research, facility and recipies for Hydrogen, Oxygen, Nitrogen, Chlorine, Hydrogen chloride and Petroleum gas.
* Added barrelling research, facility and recipies for Heavy oil, Light oil, Sulfuric Acid, Lubricant and a duplicate Crude oil for the new facility.
* Added Electrolyser graphics by Yuoki Tani!
* Gas type fluids now have a higher flow value, including Petroleum Gas.
* Reduced the flow value slightly on heavy oil and crude oil. (it's thick and viscous, it moves slowly)


See readme for the rest of the changelog.


Items sort by: Ore, Resorces, Chemical, Metal, Alloy, Electronic Part, Electronic Board, Gear, Bearing.
Recipes sorts by: Fluid Chemical, Fluid Electrolysis, Assembly machine(or by hand), Chemical plant, Furnace, Chemical furnace, Electroliser, Mixing furnace... Electronic Part, Electronic Board, Gear, Bearing.


Screenshots from my game using bobplates v0.5.2:
Image
These are the Electrolysers, I am currently producing too much oxygen, so replacing some of those Water Electrolysis stages with Salt Water Electrolysis stages might be a good idea. So far we're producing Sodium Hydroxide as an unwanted byproduct. This is a useful resource that would be used in the Aluminium chain.
Image
The new gasses then go into the next part of the chain, to produce Hydrogen Chloride for the Tungsten process, while the oxygen goes to produce Nickel, and Zinc is tacked on the end because it uses the Sulfuric Acid byproduct, but that is also plumbed into the oil chain.
Image
Then the Hydrogen Chloride is connected to my Tungsten chain to produce Tungstic Acid with a Calcium Chloride byproduct, then Tungsten Oxide, and finally Tungsten Powder. the Calcium Chloride byproduct would be used in the Titanium chain.
Image
And then we go up to my Alloying chain. on the left we're using Tungsten Powder to produce Copper-Tungsten plates from Copper and Tungsten Powder and Tungsten plates from Nickel and Powdered Tungsten. we're also producing Brass, Bronze, Electrum, and Gold. The gold here requires Chlorine to smelt.
Not pictures is my production of Silver, Tin, which are both simply smelted, and Copper, Iron and Steel which are base game.


Readme wrote:This mod adds a method of turning the ores in bobores mod into plates ready for use, create intermediate products, plus buildings and chemcals to do the job.


Structures:
Electrolyser (Runs Electrolysis recepies)
Mixing furnace (Runs Smelting and Alloy recepies (Burner powered as of 0.5.4))
Chemical furnace (Runs Chemical Furnace recepies (Burner powered as of 0.5.4))
Electric Mixing furnace (Runs Smelting and Alloy recepies (Electric Furnace upgrade)) (Mixing Furnace MK2 before 0.5.4)
Electric Chemical furnace (Runs Smelting, Chemical Furnace and Alloy recepies (Electric Furnace upgrade)) (Chemical Furnace MK2 before 0.5.4)


Research:
Alloy processing 1 (A1) -> Bronze plate + Mixing Furnace
Chemical Processing 1 (C1) -> Chemical Furnace + Salt + Carbon
Electrolysis 1 (E1) (Req steel processing) -> Electrolyser + Hydrogen

Chemical processing 2 (req E2+C1) -> Chemical plant + Hydrogen Chloride + Calcium Chloride
Electrolysis 2 (req E1+C1) -> Salt water Electrolysis + Storage Tank

Alloy processing 2 (req A1 + advanced material processing 2) -> Electric Mixing Furnace
Chemical Processing 3 (req C2 + advanced material processing 2) -> Electric Chemical Furnace + Chemical Plant 2
Electrolysis 3 (req E2) -> Electrolyser 2

Alloy processing 3 (req A2) -> Electric Multi-purpose Furnace
Chemical Processing 4 (req C3 + oil processing + advanced material processing 2) -> Chemical Plant 3
Electrolysis 4 (req E3) -> Electrolyser 3


petroleum gas cracking to hydrogen added to advanced oil processing


Lead processing (req E1+C1) -> Lead oxide + Lead plate (v0.5.2)
Aluminium processing (Req E2) -> Alumina + Aluminium plate
Gold processing (req E2) -> Gold plate (v0.5.1)
Silicon Processing (req C2) -> Silicon plate
Titanium Processing (req C2) -> Titanium plate (C2 since v0.5.4, C3 before then)
Tungsten Processing (Req C2) -> Tungstic Acid + Tungsten Oxide + Powdered Tungsten + Copper-Tungsten plate + Tungsten plate (C2 since v0.5.4, C3 before then)
Nickel Processing (Req E1) -> Nickel Plate (v0.5.2)
Invar Processing (Req A1 + Nickel) -> Invar Plate (v0.5.3)
Nitinol Processing (Req A1 + Nickel + Titanium) -> Nitinol Plate (v0.5.3)
Zinc Processing (Req E1 + Sulfur Processing) -> Zinc Plate + Brass plate + Gun-metal plate(v0.5.4, was part of E2 before)
Electrum processing (req A2 + Gold processing) -> Electrum plate (v0.5.4)


These are the assumed molecular compositions of the ores:
Tin Ore: Cassiterite SnO2 (Tin Oxide)
Zinc Ore: Smithsonite ZnCO3 (Zinc Carbonate)
Lead Ore: Galena PbS (Lead Sulfide)
Nickel Ore: Galena NiS (Nickel Sulfide)
Tungsten ore: Scheelite CaWO4 (Calcium Tungstate)
Aluminium ore: Bauxite/Gibbsite Al(OH3) (Aluminium Hydroxide)
Titanium Ore: Rutile TiO2 (Titanium Oxide)


Smelting:
Tin Ore -> Tin plate
Lead Ore -> Lead plate
Silver Ore -> Silver plate
Quartz -> Glass
Resin -> Rubber


Chemical Smelting:
Water -> Salt
Tungsten Oxide WO3 + Hydrogen -> Powdered Tungsten
Gold ore + Chlorine -> Gold plate (V0.5.1)
Lead Ore + 1.5x Oxygen -> Lead Oxide + Sulfur Dioxide (gas) (v0.5.2)
2x Lead Oxide + Carbon -> 2x Lead Plate (v0.5.2)


Chemical:
Hydrogen + Chlorine -> Hydrogen Chloride (HCl)
Stone + Hydrogen Chloride -> Calcium Chloride CaCl2 (Solid)
Sulfur Dioxide + 2x Hydrogen = Sulfur (+ water, but not given) (v0.5.2)
Sulfur Dioxide + Water = Sulfuric Acid (v0.5.2)
Iron ore + Hydrogen Chloride x6 -> 5x Ferric Chloride Solution
Light Oil x2 -> Liquid Fuel
Coal + water -> Heavy oil

Heavy Oil 2x -> Resin
Coal + Water x0.5 -> Carbon x2

Sodium Hydroxide + Bauxite -> Alumina Al2O3 (Corundum/Aluminium Oxide)

Tungsten Ore + Hydrogen Chloride -> Tungstic Acid (H2WO4) + Calcium Chloride
Tungstic Acid + Hydrogen -> Tungsten Oxide (WO3) (releases water, water not given due to abundance of water)


Electrolysis:
Water -> Hydrogen + Oxygen (Oxygen added in v0.5.2)
Salt + Water -> Sodium Hydroxide (solid) + Chlorine (gas) + Hydrogen (gas)

Alumina + Carbon -> Aluminium plate
Calcium Chloride + Carbon + Rutile -> Titanium plate.
Zinc Ore + Sulfuric Acid -> Zinc plate.
Calcium Chloride + Carbon + Quartz -> Silicon plate.
Nickel Ore + Water + 1.5x Oxygen -> Nickel plate + Sulfuric Acid


Alloys:
Copper + Tin -> Bronze
Copper + Zinc -> Brass
Silver + Gold -> Electrum
Nickel + Powdered Tungsten -> Tungsten (V0.5.2)
Copper + Powdered Tungsten -> Copper-Tungsten
Tungsten Oxide + Carbon(coal) -> Tungsten Carbide (V0.5.1)
Powered Tungsten + Carbon(coal) -> Tungsten Carbide (V0.5.1) (takes twice as long to smelt as the other recipe)
Copper + Tin + Zinc -> Gunmetal (v0.5.2)
Nickel + Titanium -> Nitinol (v0.5.3)
Nickel + Iron -> Invar (v0.5.3)


Gears:
Steel Gear wheel = Steel Plate
Brass gear wheel = Brass Plate
Tungsten Gear Wheel = Tungsten Plate
Titanium Gear Wheel = Titanium Plate
Nitinol Gear wheel = Nitinol plate


Bearings:
Steel bearing ball x12 = Steel Plate
Titanium bearing ball x12 = Titanium Plate
Nitinol bearing ball x12 = Nitinol plate

Steel bearing x2 = Steel Plate + 16x Steel bearing ball
Titanium bearing x2 = Titanium Plate + 16x Titanium bearing ball
Nitinol bearing x2 = Nitinol plate + 16x Nitinol bearing ball


Parts:
Wooden Board x2 = Wood
Phenolic Board x2 = Wood + Resin
Fibreglass Board x2 = Glass + Plastic

copper wire x2 = copper plate
tinned copper wire x3 = 3x copper wire + tin plate
electric cable x2 = 2x tinned copper wire + rubber

solder x12 = 9x tin plate + silver plate + copper plate + resin (flux)


Circuit boards:
Basic circuit board = wooden board + 3x copper wire
circuit board = Phenolic board + copper plate + tin plate + Ferric Chloride Solution x0.5
superior circuit board = Fibreglass Board + copper plate + gold plate + Ferric Chloride Solution x0.5


Electronic components:
Basic Electronic Components x5 = tinned copper wire + carbon
Electronic Components x5 = plastic + tinned copper wire + silicon wafer x2
Intergrated Electronics x5 = Silicon wafer x4 + plastic + tinned copper wire + sulfuric Acid x0.5


Electronic Circuits:
Basic Electronic Circuit Board = Basic circuit board + Basic Electronic Components x5
Electronic Circuit Board = circuit board + Basic Electronic Components x4 + electronic components x4 + solder
Electronic Processing Board = Superior circuit board + Basic electronic components x2 + electronic components x4 + intergrated electronics x2 + solder
Last edited by bobingabout on Fri Aug 15, 2014 2:23 am, edited 21 times in total.
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Re: Bob's Metals and Chemicals mod (plan)

Postby darius456 » Sat Jun 07, 2014 7:09 am

Wrong place, move it to "Work In Progress Mods".
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Re: [0.10.0] Bob's Metals and Chemicals mod

Postby bobingabout » Sat Jun 07, 2014 5:54 pm

Well, I can't move it, so I finished this one off (since it was nearly completed anyway) and released it. Still likely a few things I missed.
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Re: [0.10.0] Bob's Metals and Chemicals mod

Postby InertiaXr » Sun Jun 08, 2014 7:30 pm

I got a few questions about this:

Does this make it easier to turn the new ores from bobores (which I already am running) into plates than using the lava heaters and blast furnaces etc?

Can I add this into a previous save game and it will add in the new structures and technologies with no problems?
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Re: [0.10.0] Bob's Metals and Chemicals mod

Postby bobingabout » Mon Jun 09, 2014 12:50 am

Easier depends on how hard you find the lava to do. Some materials like Silver are very easy to make, because you just smelt it. Others like Aluminium, Titanium and Tungsten are probably harder to make, because it has quite an involved process. However, of the DyTech ores, Tungsten is the only one in my mod that is quite involved, so overall, I'd say less involved than the lava method. Mine comes more complex when you take Aluminium and Titanium into consideration. Aluminium being an F-Mod ore, and Titanium being an unimplemented ore in F-Mod.

Also, unlike DyTech where everything pretty much researchs itself as you play using the Dynamic system, my mod requires you to research things in the labs, which might slow you down a little.


As for adding to a new savegame... it does seem to work fine, but I can't guarantee it.

I will be adding a 0.5.1 release soon (not quite ready yet) which will change Gold from being stright up smeltable to requiring research and one of my new buildings, so keep that in mind if you get to use gold in my mod.
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Re: [0.10.0] Bob's Metals and Chemicals mod

Postby bobingabout » Mon Jun 09, 2014 7:34 pm

V0.5.1 is up, first post edited to show changes.


I have a question for opinions for V0.5.2.

I want to re-work the recipe for the MK2 Mixing and Chemical Furnaces. They're supposed to be upgrades to the current Electric Furnace, but the Mixing furnace only requires the Electric furnace as an ingredient, the chemical furnace can do the job of all 3, and faster, yet only costs the electric furnace and pipes.

I was originally thinking, just make it cost more, throw in some bricks, and steel, and stuff... then I remembered I have all new metals, the purpose of the mod, which can all be made in the lower end mixing and chemical furnaces


So, what do you think they should cost to build?
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Re: [0.10.0] Bob's Metals and Chemicals mod

Postby Airat9000 » Sat Jun 14, 2014 2:41 am

i am installed mod

bug
max (very high and table of contents) in settings new game
generated
normal
coal stone and ore cooper

more map
tin ore

small (not in next to the player map)
gold tungsten zinc and Quartz Rutile silver Bauxite

thanks in fix
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Re: [0.10.0] Bob's Metals and Chemicals mod

Postby bobingabout » Sun Jun 15, 2014 9:16 pm

I have posted some screenshots of my V0.5.2 WIP release in the first post. This will serve as an example of the mod when I do release V0.5.2.
Some things such as the Oxygen and Nickel parts don't make much sense if you're looking at V0.5.1.

Airat9000 wrote:i am installed mod

bug
max (very high and table of contents) in settings new game
generated
normal
coal stone and ore cooper

more map
tin ore

small (not in next to the player map)
gold tungsten zinc and Quartz Rutile silver Bauxite

thanks in fix


You apear to be talking about bobores, this topic is about bobplates.
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Re: [0.10.0] Bob's Metals and Chemicals mod

Postby Airat9000 » Sun Jun 15, 2014 9:33 pm

:D sorry :)
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Re: [0.10.0] Bob's Metals and Chemicals mod

Postby bobingabout » Sat Jun 21, 2014 2:40 pm

Version 0.5.2 is finally uploaded. I've been tweaking it less and less recently, so I decided it was ready to release.
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Re: [0.10.0] Bob's Metals and Chemicals mod

Postby Airat9000 » Thu Jul 03, 2014 8:11 pm

:D real hard mode! good!!
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Re: [0.10.0] Bob's Metals and Chemicals mod

Postby 1M_Industries » Fri Jul 04, 2014 12:51 am

I cannot get this mod to work on Factorio 0.10.2. Is this intended? Bob's ores works on 0.10.2, so I assume this should too? Or do I assume wrong?
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Re: [0.10.0] Bob's Metals and Chemicals mod

Postby bobingabout » Fri Jul 04, 2014 9:18 am

1M_Industries wrote:I cannot get this mod to work on Factorio 0.10.2. Is this intended? Bob's ores works on 0.10.2, so I assume this should too? Or do I assume wrong?


Is there an error message?
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Re: [0.10.0] Bob's Metals and Chemicals mod

Postby 1M_Industries » Fri Jul 04, 2014 3:22 pm

bobingabout wrote:
1M_Industries wrote:I cannot get this mod to work on Factorio 0.10.2. Is this intended? Bob's ores works on 0.10.2, so I assume this should too? Or do I assume wrong?


Is there an error message?

No, the game just stops loading after it hits your mod. The log file looks like this:
11:21:53 Info None: 2014:07:04; Factorio 0.10.2 (Build 10388, linux64)
11:21:54 Info Mods: Loading mod core 0.0.0
11:21:54 Info Mods: Loading mod base 0.10.2
11:21:54 Info Mods: Loading mod rail-layer 0.0.6
11:21:54 Info Mods: Loading mod Yuoki 0.2.1
11:21:55 Info Mods: Loading mod bobores 0.5.1
11:21:55 Info Mods: Loading mod bobplates 0.5.2
I have no idea what is going on, I even removed the 0.9.8 folder in case that was the issue.
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Re: [0.10.0] Bob's Metals and Chemicals mod

Postby bobingabout » Fri Jul 04, 2014 3:34 pm

not tried with rail layer or youki mods, disable or remove those and try again, see if that helps then let me know if it works.
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Re: [0.10.0] Bob's Metals and Chemicals mod

Postby 1M_Industries » Fri Jul 04, 2014 4:02 pm

12:01:59 Info None: 2014:07:04; Factorio 0.10.2 (Build 10388, linux64)
12:01:59 Info Mods: Loading mod core 0.0.0
12:01:59 Info Mods: Loading mod base 0.10.2
12:01:59 Info Mods: Loading mod bobores 0.5.1
12:02:00 Info Mods: Loading mod bobplates 0.5.2
It still conks out when it hits your mod.
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Re: [0.10.0] Bob's Metals and Chemicals mod

Postby bobingabout » Fri Jul 04, 2014 4:16 pm

I'm not sure what's going on, I'll have to take a look at it at some point over the weekend and see if I can figure it out.
I've also not tested it on Linux, since I don't use Linux.

It worked fine on previous versions of Factorio?

Have you tried loading factorio with bobplates disabled? it could just be hanging on the last mod in the list because of an error unrelated to my mod.
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Re: [0.10.0] Bob's Metals and Chemicals mod

Postby 1M_Industries » Fri Jul 04, 2014 4:59 pm

This is the first version of Factorio I have used, and it works fine with every other mod but this. I am going to try with just this mod and see if it works. EDIT: Just tried with just this mod and it did the same exact thing.
12:59:54 Info None: 2014:07:04; Factorio 0.10.2 (Build 10388, linux64)
12:59:56 Info Mods: Loading mod core 0.0.0
12:59:56 Info Mods: Loading mod base 0.10.2
12:59:56 Info Mods: Loading mod bobplates 0.5.2
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Re: [0.10.0] Bob's Metals and Chemicals mod

Postby bobingabout » Fri Jul 04, 2014 5:19 pm

1M_Industries wrote:This is the first version of Factorio I have used, and it works fine with every other mod but this. I am going to try with just this mod and see if it works. EDIT: Just tried with just this mod and it did the same exact thing.
12:59:54 Info None: 2014:07:04; Factorio 0.10.2 (Build 10388, linux64)
12:59:56 Info Mods: Loading mod core 0.0.0
12:59:56 Info Mods: Loading mod base 0.10.2
12:59:56 Info Mods: Loading mod bobplates 0.5.2


I don't know what to recomend, so, just disable it for now, I'll have to have a deeper look at it for you.
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Re: [0.10.0] Bob's Metals and Chemicals mod

Postby 1M_Industries » Fri Jul 04, 2014 5:20 pm

bobingabout wrote:
1M_Industries wrote:This is the first version of Factorio I have used, and it works fine with every other mod but this. I am going to try with just this mod and see if it works. EDIT: Just tried with just this mod and it did the same exact thing.
12:59:54 Info None: 2014:07:04; Factorio 0.10.2 (Build 10388, linux64)
12:59:56 Info Mods: Loading mod core 0.0.0
12:59:56 Info Mods: Loading mod base 0.10.2
12:59:56 Info Mods: Loading mod bobplates 0.5.2


I don't know what to recomend, so, just disable it for now, I'll have to have a deeper look at it for you.

Okay, thank you. This mod looks like a lot of fun, so I really want to use it.
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