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Re: [0.12.x][v0.12.11] Bob's Metals, Chemicals and Intermediates

Posted: Sat Jun 25, 2016 10:30 pm
by bobingabout
TheSAguy wrote:I can't figure out how your productivity-limitations function works :)
you mean these 2 in the library mod?
function bobmods.lib.add_productivity_limitation(intermediate)
function bobmods.lib.add_productivity_limitations(intermediates)

Are you trying to use them yourself in your own mod?

Basically, what they do, when run, is search for all modules that include both the limitation= tag, and productivity= tag in the effect table.
if both these conditions are met, it will attempt to add the items

add_productivity_limitation will take a single recipe name, and add it to the limitation list.
add_productivity_limitations takes a table of recipe names, and does the same for each.

EG:
bobmods.lib.add_productivity_limitation("gunmetal-alloy") would add gunmetal's recipe to the list.
bobmods.lib.add_productivity_limitations({"gunmetal-alloy", "bob-lead-plate"}) would add the gunmetal recipe and the lead plate from lead oxide and carbon recipe to the limitation list.


It's best to use them in the data-updates phase, or even the data-final-fixes phase to make sure the recipe is actually loaded before you try to add it to the list.

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

Posted: Thu Jun 30, 2016 3:22 pm
by biliskner25
Hey bob, I liked the barrelling and pumps from this mod but didnt really want to mess around with the multiple ores so I added this mod without the ores. Thought you might like to know that without bobores the migration scripts fail , i cant recall all of them but bobplates_0.12.0 failed at alloy-processing-2 or 3. Also seems to add recipes that can't be built, such as the ones that use tungsten and nitinol

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

Posted: Thu Jun 30, 2016 4:38 pm
by bobingabout
Thanks for the report. Actually, that bug isn't related to not having ores at all, it's due to certain items being moved to a different mod, and me not updating the migration scripts to match the changes.

Also, you might be pleased to hear that, when I have time, which is not during the current 0.13 update madness climate, I plan to split the barreling system to it's own mod too.

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

Posted: Fri Jul 01, 2016 11:09 am
by biliskner25
Cheers! I'd send you my self fix but i kinda butchered it to remove everything ore/MCI related leaving only water pumps and barrels
I also butchered your god modules to make them less "cheaty" and cause i liked the combine recipes that the merged modules had :D

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

Posted: Sun Jul 03, 2016 8:26 pm
by steinio
Hello Bob,

if i load a game what had no contact with your mods i get this error:
Bobs metals.png
Bobs metals.png (30.38 KiB) Viewed 4951 times
If you need more, just ask.

Greetings steinio

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

Posted: Sun Jul 03, 2016 10:43 pm
by bobingabout
Actually, I knew about that error already, but since that is the only error in the mod, I've delayed releasing a fix in case anything else cropped up.

The mod should still be playable even with that error.

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

Posted: Mon Jul 04, 2016 1:15 am
by iamwyza
For the gas venting pump. Can you make it attachable for logistics conditions?

Right now I'll stick a small pump on a tank then attach a venting pump and set the small pump to turn on when the gas is > 2450 (for things that are infinite like oxygen and nitrogen). It'd be nice if we could skip the small pump and just be able to attach the wire directly to the vent.

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

Posted: Mon Jul 04, 2016 7:49 am
by bobingabout
iamwyza wrote:For the gas venting pump. Can you make it attachable for logistics conditions?
Maybe.

The venting pump is a furnace, which is a form of assembling machine. but I'll give it a go.

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

Posted: Mon Jul 04, 2016 4:46 pm
by ukezi
you can use a small pump before the vent to have that functionality.
@bob maybe that's the way, a ghost pump? is that possible?

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

Posted: Thu Jul 14, 2016 11:40 am
by PiggyWhiskey
I ran into an interesting issue today.
I'm playing with:
Assembly
Logistics
Mining
Modules
Power
Warfare
Adjustable Inserters
Config
Library
Research Progress

Basically Factorio plus Upgrades

And the Water Pumps aren't in any of them.
So I added Bob's Plates and now there are recipes for all the ores/alloys without the ores actually existing in the maps.

I think that the Water Pumps should be in Bob's Assembly to allow access to it with all subsets of mods.

Actually just found that the Water Recipe doesn't exist any more?
Is that intentional?

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

Posted: Thu Jul 14, 2016 12:40 pm
by bobingabout
PiggyWhiskey wrote:I ran into an interesting issue today.

...

I think that the Water Pumps should be in Bob's Assembly to allow access to it with all subsets of mods.

Actually just found that the Water Recipe doesn't exist any more?
Is that intentional?
Basically... Yes.
The water recipes were replaced with a Ground water (similar to oil) and Lithia water (same deal) in bobores, which are minable either with pumpjacks, or the new water mining pumpjacks (which are only added under certain conditions, such as if there is some water for them to mine).

The recipes can be turned on again using config mod though.


As to your point about them not being in bobplates.... I agree. The plan, when I get around to it, is to seperate the pumps, and all the barrelling/bottling researches and recipes out to their own mod. This leaves the one gap of Compressed air being required for the nitrogen chain, which can be used on an assembling machine if the pumps aren't available. You still pretty much need bobores for bobplates to work though.

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

Posted: Thu Jul 14, 2016 11:59 pm
by Kryzeth
bobplates v0.13.2, data.lua, lines 79-82 states:

Code: Select all

if bobmods.plates.EnableGroundWater == false then
  bobmods.ores.water.enabled = true
  bobmods.ores.lithia_water.enabled = true
end
..isn't this backwards? Especially considering bobconfig states:

Code: Select all

-- If set to true, this will turn on the old recipes to get water and lithia water from nothing on the water pumps.
bobmods.config.plates.EnableGroundWater = false
I noticed this after starting a new game and seeing the water pump and lithia water being available, though I was sure that it was disabled.

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

Posted: Fri Jul 15, 2016 2:16 pm
by bobingabout
Kryzeth wrote:bobplates v0.13.2, data.lua, lines 79-82 states:

Code: Select all

if bobmods.plates.EnableGroundWater == false then
  bobmods.ores.water.enabled = true
  bobmods.ores.lithia_water.enabled = true
end
..isn't this backwards? Especially considering bobconfig states:

Code: Select all

-- If set to true, this will turn on the old recipes to get water and lithia water from nothing on the water pumps.
bobmods.config.plates.EnableGroundWater = false
I noticed this after starting a new game and seeing the water pump and lithia water being available, though I was sure that it was disabled.
The if block turns on the ores, aka the water splotches, if it detects that the recipes are disabled (which they are by defaults).
Turning ground water recipes on causes the plates mod to not turn on the ores, which can still be turned on anyway in the config mod.

I think the check for the recipes is in one of the other data files (the one that contains the recipes)

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

Posted: Fri Jul 15, 2016 7:57 pm
by Kryzeth
Ohhh, I see. That makes sense, thank you for clarifying!
That being said, is the pump still used at all? I crafted one when I got Water Bore 1 tech and it didn't have any recipes available. Or is it supposed to be like a pumpjack, and placed on top of the water splotches?

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

Posted: Fri Jul 15, 2016 8:50 pm
by orzelek
Kryzeth wrote:Ohhh, I see. That makes sense, thank you for clarifying!
That being said, is the pump still used at all? I crafted one when I got Water Bore 1 tech and it didn't have any recipes available. Or is it supposed to be like a pumpjack, and placed on top of the water splotches?
It will get barelling recipes I think when you research them.

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

Posted: Fri Jul 15, 2016 10:42 pm
by bobingabout
Yes, when you research barrelling, you will get all the barrelling (fill and empty) recipes.

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

Posted: Sun Jul 17, 2016 1:50 am
by crysanja
Not sure this is the correct topic =)

For the future i would like to see a furnace with speed 3 without using tungsten plate, just electrical furnaces are fine, no need for the chemical or mixers.
Tungsten requires level 4 research packs, which need very iron plate hungry blue transport belts.
However you are stuck "forever" with crafting speed 2 burners or electrics.

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

Posted: Sun Jul 17, 2016 1:43 pm
by bobingabout
crysanja wrote:Not sure this is the correct topic =)

For the future i would like to see a furnace with speed 3 without using tungsten plate, just electrical furnaces are fine, no need for the chemical or mixers.
Tungsten requires level 4 research packs, which need very iron plate hungry blue transport belts.
However you are stuck "forever" with crafting speed 2 burners or electrics.
Have you checked out the final 0.12 or 0.13 version of the assembling machines mod? (the final version was basically pre-0.13, all machines past the needed level were moved to the assembling machines mod)
Not only have the machines been moved over, but I also added in 2 tiers of regular furnace, so.... your request has been done already...

It does still however require Tungsten. if you look at the requirements of the electric furnace, it is green science level.
So... Electric 2 is Blue science level, and tungsten is a blue science material.
Electric 3 uses Science pack 4 (or alien) to research.

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

Posted: Sun Jul 17, 2016 2:22 pm
by crysanja
Oh you are right, i somehow confused it with tungsten alloy processing Oo - i could have had the better furnaces so long Oo

About the burners, there are only 4 in the current version.
The 2 from the base game, as well as a chemical and mixing furnace.

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

Posted: Sun Jul 17, 2016 2:46 pm
by bobingabout
I am aware that there are only four, and although I have no immediate plans to add any more, I do have a note in my long term plans to "add more burner powered things", furnaces would be one of them.