Feedback

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

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kirazy
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Re: Feedback

Post by kirazy »

Hey bob,

I was making the basic-tier loaders and while making the graphics noticed that your basic tier was just a straight desaturation of the existing transport belts.

I took the liberty of redoing those graphics so that the non-painted parts retain their color. :D

Download link with HR and standard graphics for the basic transport entities (not including loader graphics): http://www.mediafire.com/file/afnxbq5l9 ... 0Belts.zip

HD preview: https://i.imgur.com/5WTRpFd.png

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bobingabout
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Re: Feedback

Post by bobingabout »

Yeah, I did actually start by not only trying to cut out the colour parts (I think I used yellow as the origin) and desaturate and even darken them to make the "black belt", but, it didn't look right. when I undid my edits, I think I ended up just deleting the entire change, and by this point couldn't be bothered to start again, so just pressed the greyscale button and called it a day. It was close enough to what I was going for.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

IanRaven
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Re: Feedback

Post by IanRaven »

Could you add these flags to your belts?
data.raw["transport-belt"]["basic-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["fast-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["express-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["turbo-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["ultimate-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}

This avoids replacing a splitter or an underground belt by mistake when dragging a belt, but you can still quick replace them with a click.

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bobingabout
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Re: Feedback

Post by bobingabout »

IanRaven wrote:Could you add these flags to your belts?
data.raw["transport-belt"]["basic-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["fast-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["express-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["turbo-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["ultimate-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}

This avoids replacing a splitter or an underground belt by mistake when dragging a belt, but you can still quick replace them with a click.
shouldn't the original 3 have that already?
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Re: Feedback

Post by mrvn »

bobingabout wrote:
IanRaven wrote:Could you add these flags to your belts?
data.raw["transport-belt"]["basic-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["fast-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["express-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["turbo-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["ultimate-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}

This avoids replacing a splitter or an underground belt by mistake when dragging a belt, but you can still quick replace them with a click.
shouldn't the original 3 have that already?
Yes they should (imho). No they don't.

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bobingabout
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Re: Feedback

Post by bobingabout »

I added it to my to do list.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

IanRaven
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Re: Feedback

Post by IanRaven »

bobingabout wrote:I added it to my to do list.
Thanks, this is just a quality of life thing.
This is based on the mod Slower Quickreplace by ChCole
https://mods.factorio.com/mod/Slower_Quickreplace

buggy123
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Re: Feedback

Post by buggy123 »

Possible issue, ultimate inserters of all types have 40 health on the latest version. Seems like since the trend is better building = faster + more health + more power consumption, they should probably have more health than fast/stack inserters (which have 150/160 respectively).

Maybe it was a typo, and they were supposed to have 400 health?

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Re: Feedback

Post by kirazy »

bobingabout wrote:I added it to my to do list.
If you add it, include a setting to disable it, please. I loathe Slower QuickReplace. The intent was sound, but at least in my experience it removes quickreplace entirely, inasmuch as if you're standing still you can't drag belts over splitters/underground belts.

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Re: Feedback

Post by ukezi »

It's not the full functionality of the mod. only the quick replace group, so that belts no longer replace spliter an UGs.

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Re: Feedback

Post by jkgamer2000 »

Hi, Could you group your turrets in the bonuses window better?
Currently, there is a separate box for each turret, it just makes the window bigger than it needs to be (see picture). I think it should be one box for regular turrets and another one for sniper turrets.

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bobingabout
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Re: Feedback

Post by bobingabout »

jkgamer2000 wrote:Hi, Could you group your turrets in the bonuses window better?
Currently, there is a separate box for each turret, it just makes the window bigger than it needs to be (see picture). I think it should be one box for regular turrets and another one for sniper turrets.
No, because I can't control that, the game handles that part automatically.
The MK1, MK2, MK3, MK4 and MK5 gun turrets have their own box, probably because I have to add them all to the bonus technology independently, and the same for sniper turrets 1, 2 and 3.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Re: Feedback

Post by jkgamer2000 »

bobingabout wrote:
jkgamer2000 wrote:Hi, Could you group your turrets in the bonuses window better?
Currently, there is a separate box for each turret, it just makes the window bigger than it needs to be (see picture). I think it should be one box for regular turrets and another one for sniper turrets.
No, because I can't control that, the game handles that part automatically.
The MK1, MK2, MK3, MK4 and MK5 gun turrets have their own box, probably because I have to add them all to the bonus technology independently, and the same for sniper turrets 1, 2 and 3.
That's a shame. But this is luckily just a cosmetic issue.

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Re: Feedback

Post by Argensis »

Can the tanks from Bob's Warfare get the same immunity to trees as the vanilla tank? It feels like a weird backwards step when upgrading.

Code: Select all

data.raw.car["bob-tank-2"].immune_to_tree_impacts = true
data.raw.car["bob-tank-3"].immune_to_tree_impacts = true

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bobingabout
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Re: Feedback

Post by bobingabout »

Argensis wrote:Can the tanks from Bob's Warfare get the same immunity to trees as the vanilla tank? It feels like a weird backwards step when upgrading.

Code: Select all

data.raw.car["bob-tank-2"].immune_to_tree_impacts = true
data.raw.car["bob-tank-3"].immune_to_tree_impacts = true
I'll make a note of it.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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kirazy
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Re: Feedback

Post by kirazy »

A point about balance when you have the Transport Belt Overhaul enabled, the Tier 1 (yellow) belt research is only 20 Red science. There's pretty much no reason at all to make basic belts, even with the belt overhaul. Needs a rebalance imo.

The way it stands now:
Basic Logistics - 10 Red Science
Logistics - 20 Red Science (Pre-req: Basic Logistics)

Imo should add Green science + an additional pre-requisite. Give people some incentive to use basic belts.

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Re: Feedback

Post by kirazy »

Hey bob,

Image

Your underground belts have an offset selection box relative to vanilla underground belts.

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Re: Feedback

Post by jodokus31 »

kirazy wrote:A point about balance when you have the Transport Belt Overhaul enabled, the Tier 1 (yellow) belt research is only 20 Red science. There's pretty much no reason at all to make basic belts, even with the belt overhaul. Needs a rebalance imo.

The way it stands now:
Basic Logistics - 10 Red Science
Logistics - 20 Red Science (Pre-req: Basic Logistics)

Imo should add Green science + an additional pre-requisite. Give people some incentive to use basic belts.
One reason to use basic belts is, that they are cheap and don't need tin. This alone is an obstacle in early-early game, which varies with mod constellation and settings. F.e. With marathon settings and/or angels this phase can be longer :-)
But, I wouldn't mind, if the research is a bit more expensive like 40 reds.

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Re: Feedback

Post by Termak »

Basic belts are like 2-4 times cheaper + dont need tin, thats enough incentive at start , especially on marathon as the game is meant to be played :ugeek:
Theres many things which are easy and fast to research but not instantly usable in large quantities.

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Re: Feedback

Post by bobingabout »

the only reason basic splitters and UGs even exist is because a lot of people were asking for them, I was going to just skip it.

but yes, the main point on basic is the much cheaper cost to build with more readily available parts.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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