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

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

Moderator: bobingabout

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

Re: [0.15.x] Bob's Mods: General Discussion

Post by bobingabout »

nagapito wrote:No more coloured alien science packs?
They're part of the Tech mod, you know, the one that I haven't released yet.
There's also revamp to update too.

Don't worry, I haven't forgotten about them, the code for warfare still looks for them.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

nagapito
Filter Inserter
Filter Inserter
Posts: 361
Joined: Fri Jul 29, 2016 12:18 am
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by nagapito »

bobingabout wrote:
nagapito wrote:No more coloured alien science packs?
They're part of the Tech mod, you know, the one that I haven't released yet.
There's also revamp to update too.

Don't worry, I haven't forgotten about them, the code for warfare still looks for them.
Ohh, I thought it was on warfare... Ups...

Allow me to redeem myself:
fusion-reactor-equipment2.png
fusion-reactor-equipment2.png (15.88 KiB) Viewed 5845 times
fusion-reactor-equipment2-icon.png
fusion-reactor-equipment2-icon.png (1.46 KiB) Viewed 5845 times
fusion-reactor-equipment3.png
fusion-reactor-equipment3.png (15.87 KiB) Viewed 5845 times
fusion-reactor-equipment3-icon.png
fusion-reactor-equipment3-icon.png (1.45 KiB) Viewed 5845 times
fusion-reactor-equipment4.png
fusion-reactor-equipment4.png (15.89 KiB) Viewed 5845 times
fusion-reactor-equipment4-icon.png
fusion-reactor-equipment4-icon.png (1.46 KiB) Viewed 5845 times
The less contrasting colours might seem to light and not so easy to notice but... they actually become easily noticeable and dont look better since they arent so hard on the eyes.

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

Re: [0.15.x] Bob's Mods: General Discussion

Post by bobingabout »

I'll consider any new icons for second pass...

speaking of which, Revamp is updated, first pass updating is officially over!
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

nikecow
Manual Inserter
Manual Inserter
Posts: 2
Joined: Tue May 02, 2017 6:57 pm
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by nikecow »

bobingabout wrote:I'll consider any new icons for second pass...

speaking of which, Revamp is updated, first pass updating is officially over!
Awesome, thanks for that!

So only Bobtech, Bobtechsave and Bobconfig are left right?

Aetherblades
Manual Inserter
Manual Inserter
Posts: 2
Joined: Wed Apr 26, 2017 5:41 pm
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by Aetherblades »

nagapito wrote:
Aetherblades wrote:Hey Bob,

Just so you know, I think today's patches may have made it impossible to play the game in multiplayer. We made sure the game itself was the same, and we share the mods we use with a zip, but we kept getting the error below:

*snip*

That's what I get joining him, when he tries to join me he gets a bit more info saying that the same issue is found with Bobsores.
If mod settings are different, it also shows this error.
With todays patch, all settings were reseted by the game, to fix a bug where invalid values were being saved, so its probably that.
How would one go about making sure of this? Like I said, we share the mods by zip, so the settings should be the same. Also, we were trying to continue a previous save, safe for the fact that we added the newly released vehicles mod bob released yesterday.

nagapito
Filter Inserter
Filter Inserter
Posts: 361
Joined: Fri Jul 29, 2016 12:18 am
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by nagapito »

Aetherblades wrote:
nagapito wrote:
Aetherblades wrote:Hey Bob,

Just so you know, I think today's patches may have made it impossible to play the game in multiplayer. We made sure the game itself was the same, and we share the mods we use with a zip, but we kept getting the error below:

*snip*

That's what I get joining him, when he tries to join me he gets a bit more info saying that the same issue is found with Bobsores.
If mod settings are different, it also shows this error.
With todays patch, all settings were reseted by the game, to fix a bug where invalid values were being saved, so its probably that.
How would one go about making sure of this? Like I said, we share the mods by zip, so the settings should be the same. Also, we were trying to continue a previous save, safe for the fact that we added the newly released vehicles mod bob released yesterday.
Settings now are saved on the client and on the game save file. The zip only brings the defaults for the case when the client does not have yet the settings stored.
A fix in 0.15.7 forced all setings stored on the client to be reset

From 0.15.7 changelog:
Fixed mod settings corruption when removing mods that contained mod settings. Note: this will reset all mod settings.
I am not saying this is the cause of the error but it has a very high chance of being.
Also, check this bug report, viewtopic.php?f=7&t=46364

nagapito
Filter Inserter
Filter Inserter
Posts: 361
Joined: Fri Jul 29, 2016 12:18 am
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by nagapito »

nikecow wrote:
bobingabout wrote:I'll consider any new icons for second pass...

speaking of which, Revamp is updated, first pass updating is officially over!
Awesome, thanks for that!

So only Bobtech, Bobtechsave and Bobconfig are left right?
Only bob tech. Techsaving is implemented in vanilla since 0.14, and bob config was replaced with the new 0.15 settings system so, no need for them

nikecow
Manual Inserter
Manual Inserter
Posts: 2
Joined: Tue May 02, 2017 6:57 pm
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by nikecow »

nagapito wrote:
nikecow wrote:
bobingabout wrote:I'll consider any new icons for second pass...

speaking of which, Revamp is updated, first pass updating is officially over!
Awesome, thanks for that!

So only Bobtech, Bobtechsave and Bobconfig are left right?
Only bob tech. Techsaving is implemented in vanilla since 0.14, and bob config was replaced with the new 0.15 settings system so, no need for them
Ah I see. I haven't played since 0.13 soooo :D

orzelek
Smart Inserter
Smart Inserter
Posts: 3911
Joined: Fri Apr 03, 2015 10:20 am
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by orzelek »

I'm planning to rebalance RSO configruation for bob's ores - can you give me some hints about expected rarity of ores and maybe relative richness compared to vanilla?
I'll grab the starting area flag from current configuration in vanilla.

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

Re: [0.15.x] Bob's Mods: General Discussion

Post by bobingabout »

nagapito wrote:Settings now are saved on the client and on the game save file. The zip only brings the defaults for the case when the client does not have yet the settings stored.
A fix in 0.15.7 forced all setings stored on the client to be reset
Except, all my settings are "onstartup" settings, which requires the game to be rebooted when you change anything.
I'm not sure how client sync works in this situation, or even when loading the game. there is however a button when you try to load the game that says to sync settings to save state, you should probably send all clients a copy of the save game and do that.

Alternatively, the mod's current settings are actually stored in mod-settings.json in the game's root directory(I use the site downloaded version of the game, that's where it puts it for me, steam MIGHT put it somewhere else like in your my documents directory or something), you could send the clients a copy of that file, along with the entire mods directory zipped up.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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

Re: [0.15.x] Bob's Mods: General Discussion

Post by bobingabout »

orzelek wrote:I'm planning to rebalance RSO configruation for bob's ores - can you give me some hints about expected rarity of ores and maybe relative richness compared to vanilla?
I'll grab the starting area flag from current configuration in vanilla.
I'm still in first pass phase of updating (Make things work) so I haven't reballanced anything else myself yet.

Basically though.... Tin, Lead and Quartz need to be in the starting area. it would be useful if the fluid resources were too.

As for the others.... go to bobores/prototypes and open each file in there (Except Gems because that's not an ore file, and Fluids because it uses a different structure, just treat both of them like oil) and look at the autoplace section. Everything you need to know should be in that. (It's simplified as it runs through one of my scripts, so has about 4 tags total.) starting_area = true, richness = 1.2, size = 1 would be the ones you're interested in.

The size tag is basically the one that determines how large the field should be. 1 is like stone, 1.5 is like iron. Richness is the quantity multiplier, I think 1.2 is like iron.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

Originallogin
Burner Inserter
Burner Inserter
Posts: 6
Joined: Sat May 06, 2017 6:34 pm
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by Originallogin »

I have a problem. Mods: base, boblibrary, bobores, bobplates does not work options-mods-bobores. If I turn off the bobplates then options bobores works.
Sorry for bad English
Attachments
modoptions
modoptions
20170506214048_1.jpg (437.01 KiB) Viewed 5592 times
Map gen
Map gen
20170506214101_1.jpg (448.05 KiB) Viewed 5592 times

nagapito
Filter Inserter
Filter Inserter
Posts: 361
Joined: Fri Jul 29, 2016 12:18 am
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by nagapito »

Originallogin wrote:I have a problem. Mods: base, boblibrary, bobores, bobplates does not work options-mods-bobores. If I turn off the bobplates then options bobores works.
Sorry for bad English
If I understood you correctly and also understand how the options are working, bob's mods will force the ores to be enable if there is a mod that requires them.
So, if you have bobplates, even if you disable the ores, they will still be activated by bobplates.

For example, bobplates requires zinc, so it forces it to be enabled but bob plates does not require cobalt ore, so this one respects what you configure on the settings.

coolidge
Burner Inserter
Burner Inserter
Posts: 12
Joined: Fri Jul 11, 2014 12:16 am
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by coolidge »

Small bug:

Boilers are not set up to fast replace with upgraded version any more

Thanks

Originallogin
Burner Inserter
Burner Inserter
Posts: 6
Joined: Sat May 06, 2017 6:34 pm
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by Originallogin »

nagapito wrote:
Originallogin wrote:I have a problem. Mods: base, boblibrary, bobores, bobplates does not work options-mods-bobores. If I turn off the bobplates then options bobores works.
Sorry for bad English
If I understood you correctly and also understand how the options are working, bob's mods will force the ores to be enable if there is a mod that requires them.
So, if you have bobplates, even if you disable the ores, they will still be activated by bobplates.

For example, bobplates requires zinc, so it forces it to be enabled but bob plates does not require cobalt ore, so this one respects what you configure on the settings.
But gemstones and ground water dont need(gems from other ores enable and work)
upd. I found the answer bobplate->data.lua set false

Code: Select all

if bobmods.ores then
  bobmods.ores.bauxite.enabled = true
  bobmods.ores.gold.enabled = true
  bobmods.ores.lead.enabled = true
  bobmods.ores.quartz.enabled = true
  bobmods.ores.rutile.enabled = true
  bobmods.ores.silver.enabled = true
  bobmods.ores.tin.enabled = true
  bobmods.ores.tungsten.enabled = true
  bobmods.ores.zinc.enabled = true
  bobmods.ores.nickel.enabled = true
  bobmods.ores.gems.enabled = true
  bobmods.ores.water.enabled = true
  bobmods.ores.lithia_water.enabled = true
end

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

Re: [0.15.x] Bob's Mods: General Discussion

Post by bobingabout »

Originallogin wrote:But gemstones and ground water dont need(gems from other ores enable and work)
[/code]
you do need ground water, it's the only way to get Lithium.
I should probably add an exception to gems to check if gems from other ores is enabled before activating the gem ore.

Also, if you set any of those tags to false, it will always force the ores to never spawn, ignoring the settings. it would be better to delete that entire block if you want to use the ores settings options.
I should actually just add an option, turned on by default, to force enable required ores.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

orzelek
Smart Inserter
Smart Inserter
Posts: 3911
Joined: Fri Apr 03, 2015 10:20 am
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by orzelek »

I have noticed that you didn't multiply lithia water nor ground water values to match current vanilla 10x factor.
And they are also missing the new infinite_depletion_amount tag unless it's added later on.
Is that by design?

Originallogin
Burner Inserter
Burner Inserter
Posts: 6
Joined: Sat May 06, 2017 6:34 pm
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by Originallogin »

bobingabout wrote: Also, if you set any of those tags to false, it will always force the ores to never spawn, ignoring the settings. it would be better to delete that entire block if you want to use the ores settings options.
I should actually just add an option, turned on by default, to force enable required ores.
I did not play factorio (and your mods) with .12. I thought it was just water =)

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

Re: [0.15.x] Bob's Mods: General Discussion

Post by bobingabout »

orzelek wrote:I have noticed that you didn't multiply lithia water nor ground water values to match current vanilla 10x factor.
And they are also missing the new infinite_depletion_amount tag unless it's added later on.
Is that by design?
I updated the library today to add that tag, but thanks for pointing out the values, I'll need to update those.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

Air
Inserter
Inserter
Posts: 24
Joined: Mon Mar 27, 2017 5:59 pm
Contact:

Re: [0.15.x] Bob's Mods: General Discussion

Post by Air »

bobingabout wrote:
NameLips wrote:I built my standard greenhouse layout today... and noticed something odd. Greenhouses don't produce seedlings anymore, just wood. Is that intentional?
Because I noticed it was confusing people. I receaved a fair few help requests from people who couldn't figure out that they needed to take them out and put them back in again.
But... but... that's what was fun about them, that's their unique thing.

Post Reply

Return to “Bob's mods”