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

Posted: Wed Jun 14, 2017 6:27 pm
by Klonan
orzelek wrote:Would you be willing to add logistics/construction robots battery capacity research?
Support for it was just added in 0.15.20 and it's effect name for tech would be

Code: Select all

worker-robot-battery
(I think - asked in release thread to confirm).
Feel free to use this mod as reference:

https://mods.factorio.com/mods/Klonan/R ... y_Research

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

Posted: Wed Jun 14, 2017 9:53 pm
by qwerter96
ukezi wrote:yeap tier 2 gets incresed from 1 tinned and one carbon to 2 of each. at tier 3 mostly plastic goes up the other stuff doesn't matter much any way. How About an additonal tier of electronic assembly between currently tier 1 and 2 with speed of 1.5 and basic electronic boards in the cost? an equivalent to assembler 2 is missing currently.
While on the topic of electronic assembly machines, have you considered adding raw wood -> wood/resin to them. I know they don't really fit thematically, but mechanically those ingredients are used in manufacturing boards and are typically made onsite with out of place regular assembly machines...

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

Posted: Thu Jun 15, 2017 12:57 am
by Recon777
qwerter96 wrote:
ukezi wrote:yeap tier 2 gets incresed from 1 tinned and one carbon to 2 of each. at tier 3 mostly plastic goes up the other stuff doesn't matter much any way. How About an additonal tier of electronic assembly between currently tier 1 and 2 with speed of 1.5 and basic electronic boards in the cost? an equivalent to assembler 2 is missing currently.
While on the topic of electronic assembly machines, have you considered adding raw wood -> wood/resin to them. I know they don't really fit thematically, but mechanically those ingredients are used in manufacturing boards and are typically made onsite with out of place regular assembly machines...
I have to agree that it's a bit awkward. It works either way, but aesthetically, it's much smoother to create a chip/board layout with all the same sized assemblers.

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

Posted: Thu Jun 15, 2017 4:59 am
by Aeternus
Or, optionally, instead of moving wood over via belt or requestor chest, you can turn wood (or heavy oil) into resin and send that instead. That way you don't process resin at the electronics facility, but keep that at the wood processing facility. Same goes for making boards.

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

Posted: Thu Jun 15, 2017 5:14 am
by Recon777
Aeternus wrote:Or, optionally, instead of moving wood over via belt or requestor chest, you can turn wood (or heavy oil) into resin and send that instead. That way you don't process resin at the electronics facility, but keep that at the wood processing facility. Same goes for making boards.
Except you need both resin and wood (boards) in your electronics line. So it becomes a choice of belting in more items or just processing the logs locally.

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

Posted: Sat Jun 17, 2017 12:13 am
by buggy123
Would it be reasonably possible to have custom inserters show their pickup/drop location before you place them? It'd help a lot, I couldn't count how many times i've placed a inserter and had to pick it up again because i misjudged or mirrored the pickup/drop location.

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

Posted: Sat Jun 17, 2017 7:29 pm
by bobingabout
buggy123 wrote:Would it be reasonably possible to have custom inserters show their pickup/drop location before you place them? It'd help a lot, I couldn't count how many times i've placed a inserter and had to pick it up again because i misjudged or mirrored the pickup/drop location.
Unfortunately not. The game does not provide an interface to change the "in hand" specifications. The best I can do with the "pre-place" configuration is to change the inserter to what your configuration says on the tick immediately following the one where you've placed it.

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

Posted: Sun Jun 18, 2017 8:33 am
by adamcirillo
assembly machine 3 needs the tier 3 circuit yet assembly machine four needs the tier 2 is something wrong with the recipe? or would that be a mod conflict?

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

Posted: Sun Jun 18, 2017 1:00 pm
by bobingabout
adamcirillo wrote:assembly machine 3 needs the tier 3 circuit yet assembly machine four needs the tier 2 is something wrong with the recipe? or would that be a mod conflict?
Assembly 3 needs "Electronic circuit board" (base game's advanced circuit) the same as Assembly 4. if this is not the case, I'd go with a mod conflict.

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

Posted: Sun Jun 18, 2017 7:39 pm
by adamcirillo
it seems aai industry is causing the problem

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

Posted: Mon Jun 19, 2017 9:20 am
by Corvenus
Not sure if its a bug or or working as intended but there doesn't seem to be an accumulator mk2 there are mark2 and 3 of the fast, slow and high capacity versions but none for the base accumulator

we are running a few mods as well as all of yours but nothing that as far as I know affects this in any way but can provide a full list if this would help

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

Posted: Mon Jun 19, 2017 10:35 am
by bobingabout
That sounds right. The original "Basic Accumulator" as it used to be called, is the gateway technology. From that point it then forks into the specialised versions, Fast, High capacity and Slow. Slow will guarantee you have power all night long, High capacity is your main power reserve banks, and Fast is best used to fast charge, fast discharge in certain buffer scenarios.

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

Posted: Mon Jun 19, 2017 10:44 am
by Corvenus
thanks for confirming, guess i should have checked sooner so we didn't have such a large number of the basic ones build as we were expecting to just upgrade them like everything else seems to

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

Posted: Mon Jun 19, 2017 4:18 pm
by hackers238
EDIT: Bob posted the answer to this here, thanks! viewtopic.php?f=51&t=49945#p290093

Hello! Absolutely love these mods, I'm currently doing my first run with Bobs + Angels on Peaceful. Everything was going great, but I can't research the rocket silo and I've researched everything else it says I need. Sorry to post this here, I'm not sure what mod(s) are causing it. Here's the complete list (Bobs + Angels, no updates needed):
  • angelsbioprocessing 0.4.0
    angelscomponents 0.2.0
    angelsinfiniteores 0.6.11
    angelslogistics 0.2.0
    angelspetrochem 0.5.9
    angelsrefining 0.7.14
    angelssmelting 0.3.3
    base 0.15.21
    bobassembly 0.15.6
    bobelectronics 0.15.2
    bobenemies 0.15.2
    bobgreenhouse 0.15.2
    bobinserters 0.15.1
    boblibrary 0.15.8
    boblogistics 0.15.6
    bobmining 0.15.2
    bobmodules 0.15.3
    bobores 0.15.6
    bobplates 0.15.11
    bobpower 0.15.3
    bobrevamp 0.15.4
    bobtech 0.15.3
    bobvehicleequipment 0.15.2
    bobwarfare 0.15.3
    clock 0.15.0
Anyone else having this issue? I'm not beneath just running some command to "cheat" and allow the rocket silo at this point...

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

Posted: Wed Jun 21, 2017 2:34 am
by TheSAguy
This is probably a dumb question, but how do I barrel and empty Heavy and Light oil?
I have researched Fluid Handling and have a Compressor, but I don't see the recipe using the Compressor or Chemical Plant.

EDIT:
I just Enabled all research and still don't see it.
Thanks.

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

Posted: Wed Jun 21, 2017 7:24 am
by orzelek
You need to use pump not compressor.

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

Posted: Wed Jun 21, 2017 3:02 pm
by TheSAguy
orzelek wrote:You need to use pump not compressor.
Duh, I was looking at the pump, but there were two and I missed the other one.
Got it now.
Thanks!!

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

Posted: Thu Jun 22, 2017 10:14 pm
by TzwenxD
hey there!
first of all, thanks for your mods,they are part of my new addiction for factorio :)

Im currently playing a bobs/angels + (pretty much abplus from arumba/steejo) game and did just settings in the starting options.
I noticed that, in the tech tree, there is no connection from angels petrochem plastic, to bobs Advanced circuits. this was pretty confusing because the vanilla plastic research just unlocks bobs plastic pipes and synthetic wood. helmod helped me out

i'm not sure if this could be managed in the mod setting/ lua options, and its kind of a minor aesthetical thing, but i still wanted to tell you about it.

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

Posted: Fri Jun 23, 2017 8:04 am
by bobingabout
TzwenxD wrote:hey there!
first of all, thanks for your mods,they are part of my new addiction for factorio :)

Im currently playing a bobs/angels + (pretty much abplus from arumba/steejo) game and did just settings in the starting options.
I noticed that, in the tech tree, there is no connection from angels petrochem plastic, to bobs Advanced circuits. this was pretty confusing because the vanilla plastic research just unlocks bobs plastic pipes and synthetic wood. helmod helped me out

i'm not sure if this could be managed in the mod setting/ lua options, and its kind of a minor aesthetical thing, but i still wanted to tell you about it.
I'm not trying to pass off the work to angel here but... I am going to do that.
Basically, Angels mod actively edits things in my mod, in same cases completely rewriting the tech tree, so I'm afraid this is probably one of those things that falls into that category.

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

Posted: Tue Jun 27, 2017 1:16 am
by MisterFister
Hello there, new to Factorio modding, experienced with modding other games.

Where do I go for some fort of "table of contents" with an actual useful description of what each individual mod does and how it affects gameplay? So far all I'm keenly understanding is that it introduces new types of ore into the game, but no solid idea of the other stuff or how the new ores would affect gameplay.

I get that there's a centralized library that is used by other modlets in the same suite, but no itemized description of what each modlet does in isolation from the others so that I can consider installing some without installing the whole thing.

All I can find now is a version history with update notes and base-game version migrations, which is useful, but not the info I'm seeking at this point.

Thanks!