[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
59
25%
The Nitrogen/Ceramic chain
40
17%
The new Pumps and barrel/bottle recipes
25
11%
The new types of pipes
25
11%
Factory reballancing
32
14%
The new Electrolyser graphics!
53
23%
 
Total votes: 234

ohmusama
Inserter
Inserter
Posts: 29
Joined: Sat Jan 14, 2017 2:05 am
Contact:

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

Post by ohmusama »

Oh I don't disagree, its just I'm trying to maximize beacons (At least what I can power with MK4 poles, which isn't 3 rows by 1 range annoyingly), so having a larger setup means less beacons.

Also, I found a bug in the game (not your mod specifically), but if you get a factory going at > 20000% speed, and you use say, 6+ express inserters to empty the factory, it starts makes free resources, even if the factory stops getting inputs, the inserters still grab output oddly enough.

ukezi
Filter Inserter
Filter Inserter
Posts: 387
Joined: Sat Jul 02, 2016 11:02 pm
Contact:

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

Post by ukezi »

thats is because if you do more than one caft/tick (>60/s) the game creates quasi a buffer that get emptied when the crafting stops.

ohmusama
Inserter
Inserter
Posts: 29
Joined: Sat Jan 14, 2017 2:05 am
Contact:

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

Post by ohmusama »

ukezi wrote:thats is because if you do more than one caft/tick (>60/s) the game creates quasi a buffer that get emptied when the crafting stops.
thanks good to know. I will try not to abuse it too much ;)

User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

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

Post by bobingabout »

If you do that with mining drills, it can get interesting, if you use productivity modules with speed modules to mine fast enough that both are producing more than one item per tick... remove the productivity modules after it's been running for a while, and it still pours out lots of ore from the productivity line.

one of the annoying things with this though is that it appears that you don't get anything from productivity if there's nothing coming out of the main production cycle, so when the drill stops, you get nothing.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

aklesey1
Smart Inserter
Smart Inserter
Posts: 1862
Joined: Sun May 18, 2014 3:45 pm
Contact:

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

Post by aklesey1 »

One little question about batteries production
Vanilla battery mades in 5 seconds
But Li-ion battery and Silver-Zinc mades in 0.5? where is logic :!: :?: ? I can stamp batteries with mad speed only manage to give resources for them
Nickname on ModPortal - Naron79

User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

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

Post by bobingabout »

Either I forgot the tag... or they changed the base game battery to have the tag after I added mine, and haven't updated.

I should probably have a topic somewhere for people to post these little things so they're all in one place.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

ukezi
Filter Inserter
Filter Inserter
Posts: 387
Joined: Sat Jul 02, 2016 11:02 pm
Contact:

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

Post by ukezi »

year like gun turret MK2 has halve build time.

aklesey1
Smart Inserter
Smart Inserter
Posts: 1862
Joined: Sun May 18, 2014 3:45 pm
Contact:

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

Post by aklesey1 »

bobingabout wrote:Either I forgot the tag... or they changed the base game battery to have the tag after I added mine, and haven't updated.

I should probably have a topic somewhere for people to post these little things so they're all in one place.
Will u fix crafting time for batteries in ur next update?
Nickname on ModPortal - Naron79

User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

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

Post by bobingabout »

aklesey1 wrote:
bobingabout wrote:Either I forgot the tag... or they changed the base game battery to have the tag after I added mine, and haven't updated.

I should probably have a topic somewhere for people to post these little things so they're all in one place.
Will u fix crafting time for batteries in ur next update?
Probably.

I'll be pretty much starting over with the mod, not because I want to change anything, but because I have to with so many wide spread basegame changes. Might as well double check everything while I'm going through it.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

aklesey1
Smart Inserter
Smart Inserter
Posts: 1862
Joined: Sun May 18, 2014 3:45 pm
Contact:

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

Post by aklesey1 »

I'm sorry but crafting time for lithium ion and silver zinc batteries still not fixed yet - must be 5 seconds but not 0.5 seconds? because vanilla batteries crafting time is 5 seconds :!:
Nickname on ModPortal - Naron79

User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

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

Post by bobingabout »

I knew I probably missed some of these. I've made a note that it needs changing.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

Mella
Fast Inserter
Fast Inserter
Posts: 138
Joined: Tue Nov 08, 2016 6:58 pm
Contact:

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

Post by Mella »

Can bobplates be used in vanilla mode? Without all bob's resources? Some of your mods have straight linking to bobplates

User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

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

Post by bobingabout »

Mella wrote:Can bobplates be used in vanilla mode? Without all bob's resources? Some of your mods have straight linking to bobplates
we're going back to 0.12 are we?

Although it is possible to play bobplates without bobores, it's pointless, because bobplates doesn't consider the possibility that bobores doesn't exist.
(That is one thing I should try and fix, it's just A LOT of work. Not only do I need to check to make sure the ores exist, but then I'd also need to check if other resources exist, I'd end up having to structure the internals of the mod so they load in a specific order.)

in 0.12, some of my mods straight up do require the plates mod because they require some of the chemicals in there.
in 0.15, nothing REQUIRES the plates mod, if you don't include it, alternative materials are used, such as Sulfuric acid instead of Nitric acid.

Also keep in mind the "Optional dependency", the game will display it in red in the list if it isn't included, but if it has a ? next to it, you don't actually need it to make things work.

unless of course I've missed something.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

aklesey1
Smart Inserter
Smart Inserter
Posts: 1862
Joined: Sun May 18, 2014 3:45 pm
Contact:

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

Post by aklesey1 »

Factorio 0.16.35
Bobplates 0.16.2
Bug with crafting time for lithium-ion and silver-zinc batteries is back - 0.5 time but not 5

Just looked into recopes

Code: Select all

{
    type = "recipe",
    name = "lithium-ion-battery",
    category = "crafting",
    energy_required = 5,
    normal = 
    {
      enabled = false,
      ingredients =
      {
        {"lithium-perchlorate", 2},
        {"lithium-cobalt-oxide", 1},
        {"carbon", 1},
        {"plastic-bar", 1},
      },
      result = "lithium-ion-battery",
    },
    expensive = 
    {
      enabled = false,
      ingredients =
      {
        {"lithium-perchlorate", 4},
        {"lithium-cobalt-oxide", 1},
        {"carbon", 1},
        {"plastic-bar", 2},
      },
      result = "lithium-ion-battery",
    },
  },

Code: Select all

{
    type = "recipe",
    name = "silver-zinc-battery",
    category = "crafting",
    energy_required = 5,
    normal = 
    {
      enabled = false,
      ingredients =
      {
        {"sodium-hydroxide", 2},
        {"silver-oxide", 1},
        {"zinc-plate", 1},
        {"plastic-bar", 1},
      },
      result = "silver-zinc-battery",
    },
    expensive = 
    {
      enabled = false,
      ingredients =
      {
        {"sodium-hydroxide", 4},
        {"silver-oxide", 1},
        {"zinc-plate", 1},
        {"plastic-bar", 2},
      },
      result = "silver-zinc-battery",
    },
  },
Time is written correctly, these 2 batteries affected only by bob plates, what can be wrong?
I'm using last versiuon

There are recipe for polising wheel with 2 seconds for crafting and all right
Nickname on ModPortal - Naron79

User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

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

Post by bobingabout »

aklesey1 wrote:Factorio 0.16.35
Bobplates 0.16.2
Bug with crafting time for lithium-ion and silver-zinc batteries is back - 0.5 time but not 5

Just looked into recopes

Code: Select all

{
    type = "recipe",
    name = "lithium-ion-battery",
    category = "crafting",
    energy_required = 5,
    normal = 
    {
      enabled = false,
      ingredients =
      {
        {"lithium-perchlorate", 2},
        {"lithium-cobalt-oxide", 1},
        {"carbon", 1},
        {"plastic-bar", 1},
      },
      result = "lithium-ion-battery",
    },
    expensive = 
    {
      enabled = false,
      ingredients =
      {
        {"lithium-perchlorate", 4},
        {"lithium-cobalt-oxide", 1},
        {"carbon", 1},
        {"plastic-bar", 2},
      },
      result = "lithium-ion-battery",
    },
  },

Code: Select all

{
    type = "recipe",
    name = "silver-zinc-battery",
    category = "crafting",
    energy_required = 5,
    normal = 
    {
      enabled = false,
      ingredients =
      {
        {"sodium-hydroxide", 2},
        {"silver-oxide", 1},
        {"zinc-plate", 1},
        {"plastic-bar", 1},
      },
      result = "silver-zinc-battery",
    },
    expensive = 
    {
      enabled = false,
      ingredients =
      {
        {"sodium-hydroxide", 4},
        {"silver-oxide", 1},
        {"zinc-plate", 1},
        {"plastic-bar", 2},
      },
      result = "silver-zinc-battery",
    },
  },
Time is written correctly, these 2 batteries affected only by bob plates, what can be wrong?
I'm using last versiuon

There are recipe for polising wheel with 2 seconds for crafting and all right
It's a known issue I've fixed, but not yet released.
Crafting time needs to be specified within the difficulty for it to work.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

aklesey1
Smart Inserter
Smart Inserter
Posts: 1862
Joined: Sun May 18, 2014 3:45 pm
Contact:

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

Post by aklesey1 »

Found error in recipe https://yadi.sk/d/TW1WxrFW3Z6MGN
Water and petroleum gas must be multiplied on 10 -so not 5 water and 5 petroleum gas - but 50 water and 50 petroleum gas

Here's correct recipe

Code: Select all

{
    type = "recipe",
    name = "petroleum-gas-cracking",
    category = "chemistry",
    enabled = "false",
    energy_required = 2.5,
    ingredients =
    {
      {type = "fluid", name = "water", amount = 50},
      {type = "fluid", name = "petroleum-gas", amount = 50},
    },
    results =
    {
      {type = "fluid", name = "hydrogen", amount = 250}
    },
    subgroup = "bob-fluid",
    icon = "__bobplates__/graphics/icons/petrolium-gas-cracking.png",
    icon_size = 32,
    order = "b[fluid-chemistry]-b[hydrogen]",
    crafting_machine_tint =
    {
      primary = {r = 0.0, g = 0.34, b = 0.5, a = 0.000},
      secondary = {r = 0.3, g = 0.1, b = 0.3, a = 0.000},
      tertiary = {r = 0.7, g = 0.7, b = 0.7, a = 0.000},
    },
  },
Error in this recipe after updating bob's plates - 5 petroleum gas + 5 water
I wrote about this error why it is necessary to repeat it again, after all just put the multiplier to 10 for liquids and gases
Last edited by aklesey1 on Wed Sep 26, 2018 4:47 pm, edited 1 time in total.
Nickname on ModPortal - Naron79

User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

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

Post by bobingabout »

I made a note, I'll look at it at some point.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

Pekkape
Burner Inserter
Burner Inserter
Posts: 8
Joined: Mon Jul 09, 2018 6:10 pm
Contact:

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

Post by Pekkape »

Hello Bob

(Just made a post about this at the mods page but I thought I drop a note here as well)

I just installed loads of mods so it might not be this one that is the problem but the error message points to this mod and the error shows up while I load my savefile, in the end of it. I also tried a previous version but I get the exact same error.

Error while applying migration: Bob's Metals, Chemicals and Intermediates: bobplates_base_o.13.lua

__bobplates__/migration/bobplates_base_0.13.0.lua:8: attempts to index field 'sulfur-2' (a nil value)

When I unchecked this mod, all loaded just fine.

//Pekka

User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

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

Post by bobingabout »

sulfur-2 is the recipe to transform sulfur dioxide back into sulfur. in this mod alone, it isn't really needed, but when you add bobrevamp it is essential because it's the only way to get sulfur.

if it doesn't exist, that means another mod has removed it.

the specific migration file causing the error doesn't actually need to exist any more, because the function it's doing is automatically done by the game now, so in theory you could delete it from the zip file and everything should still work fine.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

Pekkape
Burner Inserter
Burner Inserter
Posts: 8
Joined: Mon Jul 09, 2018 6:10 pm
Contact:

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

Post by Pekkape »

Thanks Bob

I deleted the whole Migration folder and it seems to work great now. :)

//Pekka

Post Reply

Return to “Bob's mods”