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

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

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

Post by bobingabout »

I am aware that 0.16 has been released. I am working on updates.

Plan.
A 3 phase update plan, as with 0.15.
Phase 1: Make the game load while they're installed. No mods will be released until this phase is complete. I do not want to be doing things like releasing the library, to find it only works with the first few mods, then have to update it again for a small change. I've already revisited it twice while going through mods.
Phase 2: Updates and new content. It is likely there are changes that makes things not make sense, these will be addressed. This phase also includes small things from my list like the Nuclear ammo being changed to fit my new ammo style, Inserter pre-place menu being migrated from Logistics to Inserters mod, and work on the new Classes, Multiple bodies and Skill tree mod.
Phase 3: Bugfixes. I'll likely let some of these slip through the earlier phases, and will need to be patched as they're discovered. At this phase I'll have stopped working on revamps and new content, and be working only on things that aren't working as intended.

Progress report.
Phase 3: Adding new content.



Anyway, here's a place when you can talk about the new versions!




Change log below. I will format it properly later.

Library 0.16.0:
Added icon_size tags to ore-functions.
Added category resource to autoplace functions

what happened to the log for 0.16.1?

library 0.16.2:
updating ore autoplace settings
changed default of state_mult from 1 to 100

library 0.16.3:
Changes to autoplace broke infinite ores.
Changed gas bottle stack size to 10

Library 0.16.4:
tablemerge now functions as intended

Library 0.16.5:
Added bobmods.lib.belt_speed_ips(). Send it desired Items per second and it will return the tiles per tick value used by the game LUA.
EG: speed = bobmods.lib.belt_speed_ips(60) will create a tiles per tick belt speed that can transport 60 items per second.

Library 0.16.6:
Added bobmods.lib.recipe.set_ingredient(recipe, item). use case is the same as add, but instead of adding an item, it edits the count of an existing item.
Added bobmods.lib.recipe.set_result(recipe, item). Use case same as above, but also allows for complex counts with min, max and probability.
Fixed error reporting error that caused an error in add_new_science_pack and add_science_pack


Ores 0.16.0:
Added icon_size to all items.

Ores 0.16.1:
Fixed Unsorted gem ores recipe. Added icon_size tag.

Ores 0.16.2:
Adjusted water spawn rate and stats.
Fixed an error in infinite ore setting.
updated state_mult counts
changed enhance stone default to false
Added railworld and rich resource preset adjustments


Plates 0.16.0:
Added icon_size all over the place.
Battery built time is now 5 seconds.

plates 0.16.1:
changed empty gas bottle, and fuel canister to stack size 10
Made gasses use gas pipe graphics instead of fluid.
Added fuel value of 4MJ to liquid fuel. (for future use)
Added fuel value of 4.6MJ to Petroleum Gas. Also made it use gas pipe graphics.
Added fuel value of 3MJ to Light oil.
Added fuel value of 2MJ to Heavy oil.
Rebalanced Petroleum Gas to Hydrogen cracking recipe
Rebalanced Heavy oil from Coal cracking recipe
Rebalanced fuel block from hydrogen recipe.
Increased electrolyser power consumption to 2.5x
Decreased collision box of Electrolyser so it is possible to walk between it and other entities.

Plates 0.16.2:
Adjusted fuel value of hydrogen (Give opinion of if I should just outright remove it)
Added new tag emissions_multiplier to all gas venting recipes.
Added new tag emissions_multiplier to all fuel value fluids
Added new tag fuel_emissions_multiplier to fuel items
Added cobalt steel gear wheels and bearings

Plates 0.16.3:
Added productivity filter for cobalt gears and bearings
Fixed lithium Ion and silver zinc battery energy_required costs.

Plates 0.16.4:
Updated the Logistic tab icon to use new robot graphics
Removed electrum
Added Pure water recipe colours for the chemical plant.

Plates 0.16.5:
Removed redundant migration scripts that could potentially cause issues.
Added crude oil fuel value of 3.8MJ, and emissions multiplier of 5. (dirty fuel!)


Assembly 0.16.0:
Added icon_size to all entities and items

assembly 0.16.1:
Increased electrolyser power consumption to 2.5x
Decreased collision box of chemical plant and Electrolyser so it is possible to walk between it and other entities.


Electronics 0.16.0:
Lots more icon_size tags gone in.


Greenhouse 0.16.0:
icon_size, tedius.


Mining 0.16.0:
Fixed circuit wire connections
Fixed all the icon_size
Fixed pumpjack graphic error (and added HD version while at it)


Modules 0.16.0:
Icon size tags all round!
Fixed lab graphics (and added HR version)


Tech 0.16.0:
All the icon_size fix!
The "Battery -> Electric engine unit -> Electric mining drill -> Battery" swap around on the High-tech, Production and 3rd science packs is always done, rather than being dependant on Lithium Ion Battery.
Science pack 3 recipe gives 2 packs now.

Tech 0.16.1:
changed Science pack gold item to require alien science to exist. (recipe already required it)
Added global bobmods.tech

Tech 0.16.2:
Replaced Express inserter as possibility for Logistics science pack with express filter inserter.

Tech 0.16.3:
Fixed Logistic science pack requiring wrong inserter.

Tech 0.16.4:
Change science pack colour order to yellow, red, blue, purple, green. (optional)

Tech 0.16.5:
Changed science pack colour change default to false
Updated the locale entries for science pack remaining amount.

Tech 0.16.6:
Replacing the science pack icons sets icon_size too


Power 0.16.0:
Updated Accumulator circuit network connections
Updated tags on Steam Generator/turbine
All the icon_size fixes.

Power 0.16.1:
Fixed boilers (and heat exchangers) from outputting water.

Power 0.16.2:
Added fast replace group to medium power poles.
Decreased collision box of substation so it is possible to walk between it and other entities.
Added fuel value of 4.6MJ to Petroleum Gas.
Added fuel value of 3MJ to Light oil.
Added fuel value of 2MJ to Heavy oil.
Added base_level = 1 to all boiler output fluid boxes.
Added fluid generators 40% efficient MK1 55% MK2 70% MK3 and 90% Hydrazine (Recommend version 0.16.26 for these)

Power 0.16.3:
Added new tag emissions_multiplier to all gas venting recipes.
Added new tag emissions_multiplier to all fuel value fluids
Added new tag fuel_emissions_multiplier to fuel items
Fix steam turbine construction times

Power 0.16.4:
Added extra checks before adding hydrazine generator.
Given fluid generators their own category (line on the recipe screen)
Added steam engine MK4, and scaled everything to match. (Steam engine tiers now match Boiler tiers)
Boiler and Steam engine research unified into Steam power research (you'll have to research it again)

Power 0.16.5:
Increased maximum fluid usage of Oil Generator to 4 per second
Fixed Steam power technology prerequisites
Changed the steam power research to start at science pack 1 and Steel processing
Boiler MK2 now costs 5 steel plates instead of a steel furnace.
Replaced electrum with gold in solar panels MK3
Fixed fluid-generator-updates crash error

Power 0.16.6:
Updated solar panel updates to use my library instead of table.insert to update recipes.
Added boiler and steam engine T5
Complete overhaul of Boiler, Steam engine, Heat exchanger and Steam turbines. See here for new stats
Substation 2 now costs Brass instead of Aluminium

Power 0.16.7:
Reworked all the steam power numbers again. See here for details

Power 0.16.8:
Added crude oil fuel value of 3.8MJ, and emissions multiplier of 5. (dirty fuel!)


Revamp 0.16.0:
Icon size fix.
Slight rebalance to oil recipes.
Added solid-fuel to enriched-fuel-from-hydrazine recipe

revamp 0.16.1:
nuclear fuel changes. acceleration multiplier 200%, top speed multiplier 125%, stack size 2.
Made gasses use gas pipe graphics instead of fluid.
Added fuel value of 380kJ to hydrazine. (for future use)
Added global bobmods.revamp

Revamp 0.16.2:
Added heat-shield-tile to productivity allow list.
Added fuel emissions multiplier to Hydrazine, rocket fuel and nuclear fuel.

Revamp 0.16.3:
changed rocket-silo to have +1 slots on data-updates instead of forcing 5 (So that defaults to 4 with no other mods)


Vehicle equipment 0.16.0:
Added basic cargo wagon grid to Artillery Wagon. (Lets see if it actually works)
So many icon_size lines.
perimeter changed to radius on plasma weapon.

Vehicle equipment 0.16.1:
Increase plasma cannon range to 54, 56, 58, 60, 62, 64 for the 6 tiers.
Increase projectile speed from 0.3 to 1.
Also added direction_deviation = 0 and range_deviation = 0 to plasma cannon
Changed fluid wagon grid type to not include "cargo-wagon", excluding roboports from being used.
Upgraded artillery cannon grid to armored type, and removed cargo-wagon, excluding roboports from being usable.
Added armoured type grids to bob-artillery-wagon-2 and 3

Vehicleequipment 0.16.2:
Added clamp_position = true to plasma artillery. This should fix the min_range issue.


Logistics 0.16.0:
Fixed circuit wire connections
Icon_size fix
Added buffer 2 logistic chest
underground belt fix
Removed inserter pre-place GUI stuff
updated storage tank graphics

Logistics 0.16.1:
Fixed fluid wagons for 0.16.7.
also divided wind resistance by 5 to equate to the new base game values.

Logistics 0.16.2:
Fixed inserter wire connections
Added resistances to logistic robots
Added fusion powered versions of MK4 robots

Logistics 0.16.3:
removed GUI locale entries
Changed fast replace group of green and purple underground belts and splitters to "transport-belt" to match new base game.

Logistics 0.16.4:
Fix that Robotics 3 and Advanced Robots 2 required a Production science pack instead of Logistic.
Fix that roboport was still unlockable by construction/logistic robotics when recipe was overwritten for modular.
Fixed that Logistics 4 had production science pack instead of science pack 3
Fixed LZE circuit network connection.
Fixed Valve circuit network connection.
Fluid wagons now cost only 1 fluid storage tank each.
Removed fluid wagon x3 capacity multipliers, to bring them in line with base game (1 = 25k, 2 = 37.5k, 3 = 50k, A1 = 25k, A2 = 37.5k)
All fluid wagon weights changed to bring them in line with base game (1 = 1000, 2 = 1500, 3 = 2000, A1 = 2000, A2 = 2500)
Armored cargo wagon 2 weight increased to 2500 (was 2000, same as A1, when it can carry more cargo, so should have the +500 like 1 to 2, and 2 to 3)
Construction Robot Technology now unlocks only Storage chest
Logistic Robot Technology now unlocks Passive provider and requester chests.
Logistic system technology now unlocks active provider and buffer chests.
Balanced robot costs when flying robot frames are turned off.

Logistics 0.16.5:
added missing piercing damage resistance to fluid wagons
changed logistic roboport flag to goes-to-main-inventory
increased cost of Logistics 4 and 5
Added infinite research to robot carry capacity.
Added Brass chest (64 slots) and Titanium chest (80 slots)
updated graphics and added dynamic recipe of Logistic chests MK2 to use brass chest
Added Logistic chests MK3.

Logistics 0.16.6:
Removed redundant technologies: More inserters and Near inserters (and their icons)
Added Production/Blue science pack to inserter-stack-size-bonus-3 (Depending if bobtech is installed)
Added Hi-tech science pack to inserter-stack-size-bonus-4
Added infinite researches for inserter and stack inserter stack size increase. (+1 for inserter and +3 for stack inserter per level)

Logistics 0.16.7:
Increased request slots of MK3 buffer and requester chests to 24.
Added an option to disable roboports, making it so you have to use the modular parts. (disables base game recipe, but not entity/item.)
Updated valve locale entry to be something more compatible.
Recoloured Titanium chest (and as a result MK3 Logistic chests) to make it more obvious

Logistics 0.16.8:
Added HR green/purple (ug)belt/splitter graphics.
Added Basic transport Belt (belt only)
Added Turbo inserters as Tier 4.
Added Fast filter inserter
Reworked all inserter graphics to colour code by tier
Science pack 2(green) costs Basic transport belt(grey) instead of standard(yellow)
Added option for belts to cost previous tier.
Added option for inserters to cost previous tier.
Re-added a cut down inserters pre-place menu with long inserters option only.
Reworked all the belt and related entity recipes.
Reworked all the inserter recipes.
Tier 1 - Standard (no prefix) - Yellow - Costs Iron.
Tier 2 - Fast - Red - Costs Steel
Tier 3 - Express - Blue - Costs Brass and Aluminium
Tier 4 - Turbo - Green - Costs Titanium
Tier 5 - Ultimate - Purple - Costs Nitinol

Logistics 0.16.9:
All "new" inserters are known internally by their colour
All "old" inserters still exist and have an item to build them (to not break old worlds, and maintain blueprints to work) but when removed give their equivalent new type item.
Added yellow filter inserter on Electronics
Added Red stack and stack filter inserters
Added checks to use Cobalt steel gears and bearings if they exist.
All existing "old" items and recipes are migrated to their new equivalent.
Added a script to auto-migrate old inserter entities to their new equivalent on blueprint place.

Logistics 0.16.10:
Added an icon overlay for inserters to more easily identify filter
Added an option to make the change to inserters optional (you may need to check express filter inserter recipe, it seems the old version was missing gear wheels)
Changed back to using base game items and recipes so that other mods that use these items still work.
Moved basic inserter to standard logistics tab.
Removed bearings cost from red inserters to allow them to be crafted in an assembling machine 2
Added Long range hotkey (SHIFT + L) changes both the pickup and drop tile distance to toggle long handed inserter mode.

Logistics 0.16.11:
Fixed .png.png issue with express inserters graphics.

Logistics 0.16.12:
Fixed scripting error if inserter overhaul was turned off.

Logistics 0.16.13:
Changed the cost of yellow belts down to 2 plates 2 gears.
Yellow belt and related entities take tin plate instead of iron.

Logistics 0.16.14:
Lab now costs basic belt instead of yellow.
Removed "not-on-map" flag from train entities.
Added filter to storage chest
cleaned up logistics crafting tabs.

Logistics 0.16.15:
Fixed that fast stack and fast stack filter inserters would deconstruct into express versions
removed steel bearings from red belts and related entities.
Added Zombiee's high res pipe graphics with permission.
Changed all pipe sizes to 1.
Adjusted Roboport (and related items) MK2 recipes to not use steel
cleaned up some roboport related tab ordering.

Logistics 0.16.16:
Removed pipe size (english) locale entries.
Added a check to not apply the inserter long-handed over-ride if the entity is revived.
Swapped green and purple colours around.
Removed the option for final tier belts (they're always on now)
Added belt overhaul option (it only overhauls belt speeds, and adds black underground and splitter)
Added underground distance overhaul option and values options to set belt and pipe underground distances.

Logistics 0.16.17:
Fixed a sprite name error for black underground belts.

Logistics 0.16.18:
Fixed basic splitter funky animation.
Fixed the functions for pipe distance, and added similar functions for belt speed and distance.
Distances and speeds are now fully tweaked in the data phase.
Updated Transport belt overhaul. turning it off now sets things back to how they were in 0.16.7

Logistics 0.16.19:
Deleted a problem migration script.
Cleaned up the description of some settings.
fixed offset green inserter base
Fixed green and purple belt cover alignment
Add coloured bot graphics by zombiee

Logistics 0.16.20:
Fixed Green and Purple underground belt cover graphic allignment for real.
Added an option to make the belt speed change as part of belt overhaul optional.

Logistics 0.16.21:
removed high-tech-science-pack from logistic system 2.
Fixed storage tanks used 4 directions instead of 2.
Updated the logistic robot technology icons to use new robot graphics.
Updated the Logistic tab icon too.
Moved long handed technology to Logistics.
The long toggle can only be used if inserter overhaul is turned on.
The inserter configuration button only appears if the inserter overhaul is turned on.
added remote.call("boblogistics", "blacklist_inserter", inserter_name) to prevent inserter configuration from being able to configure this inserter
added remote.call("boblogistics", "blacklist_inserters", table_of_inserter_names) same as above for multiple entries at once.

Logistics 0.16.22:
Fixed crash when researching long inserters technology completes.

Logistics 0.16.23:
Ultimate inserters now have 200 health in non-overhaul mode.
All inserters have a health update in overhaul mode (in steps of +25 health per tier starting 100 for burner up to 225 for ultimate)
Fixed underground belt selection box offset.
Added fast replace restrictions to belts, so it shouldn't turn splitters into belts while moving.


Inserters 0.16.0:
replace colspan with column_count
removed style = "button_style" from the okay button (it's the default, but for some reason setting it manually caused an error)
Added pre-place button from Logistics mod.

Inserters 0.16.1:
Added missing function set_range
Corrected an offset constant reference to bobmods.inserters.offset

Inserters 0.16.2:
Added GUI locale entries from Logistics mod.
Added support for close button to close the GUI

Inserters 0.16.3:
Added an extra check to avoid possible crashes in on_gui_checked_state_changed event

Inserters 0.16.4:
Fixed Inserter pre-place GUI not using the right offset location if near isn't researched.

Inserters 0.16.5:
Changed the top-bar button to use the mod-gui standard.

Inserters 0.16.6
Changed hotkeys:
Pickup range (SHIFT + P) changes pickup tile range distance.
Drop range (SHIFT + O) changes drop tile range distance.
Drop offset (near) (SHIFT + N) changes drop tile offset distance.
Long range (SHIFT + L) changes both the pickup and drop tile distance to toggle long handed inserter mode.

Inserters 0.16.7:
Added a check to not apply an inserter over-ride if an entity is revived.

bobinserters 0.16.8:
Changed technology unlocks to the following:
Logistics -> Near/Long
Logistics 2 -> More
Logistics 3 -> Long2/More2
added remote.call("bobinserters", "blacklist_inserter", inserter_name) to prevent inserter configuration from being able to configure this inserter
added remote.call("bobinserters", "blacklist_inserters", table_of_inserter_names) same as above for multiple entries at once.


Enemies 0.16.0:
perimeter -> radius
+icon size


warfare 0.16.0:
perimeter -> radius
+icon size
updated tank graphics
updated radar graphics
Changed uranium bullet to be crafted the same as my enhanced bullets.

Warfare 0.16.1:
Removed production science pack from follower robot count 7+
Removed minimum range from artillery ammo
added direction_deviation = 0 and range_deviation = 0 to artillery ammo
Reduced artillery ammo stacksizes to 20
increase base game artillery shell stack size to 20
Increase artillery ammo damage from 400 to 1000 (and robots from 6 to 15)
Increased artillery ammo recipe costs.
Increased artillery turret ammo stack size from 15 to 50
Increase range of tank artillery weapon from 0 to 35 to 8 to 96
Reduced tank artillery firing speed
removed artillery speed upgrades, there's a basegame version now.

warfare 0.16.2:
Added Artillery wagon 2 and 3 (locale entry auto-translates to the base game artillery wagon of your own locale)
Added Artillery turret 2 and 3 (Same as above)
Decreased collision box of radar so it is possible to walk between it and other entities.
Increased range of radar long range scan by 1 per tier.

Warfare 0.16.3:
Added clamp_position = true to all artillery ammo. This should fix the min_range issue.
Also removed artillery projectile smoke from my artillery ammo, and added map reveal mechanics.

Warfare 0.16.4:
Added darkness_to_turn_on to night-vision. MK3 should come on as it starts to get dark for a never ending daytime feeling.
Added fuel value of 1.46MJ to glycerol. (for future use)
Added Uranium shotgun shells.

Warfare 0.16.5:
Bugfix, removed pushable flags from tanks

warfare 0.16.6:
Fixed an issue where infinite research for gun turrets has the bonus set too low.

Warfare 0.16.7:
Added immune_to_tree_impacts to Tank MK2 and 3.
Added water_connection_patch to reinforced concrete wall
Fixed wall and gate orders.


Clock 0.16.0:
it just works


Classes 0.16.1:
Converted some values to globals to make remote calls work. example function add_classes() in control.lua
Changed buttons to a standard style.
over-all code clean-ups
Fixed builder starting inventory.
Added a technology filter on class definitions as an unlocker. Works like prerequisites on technology (need them all to unlock)
Made all 4 current classes buildable on the "Bodies" research.
Added the whole "Select a Character" menu for the multiple bodies system.
all bodies you build will be associated to you as a player so you can switch between them.

Classes 0.16.2:
Fixed trying to switch bodies on different surfaces causes a crash.
Builder's build speed bonus up from 20% to 100% (Doesn't effect existing players)
Miner's mining speed bonus down from 400% to 100% (Does effect existing players)
Added descriptions to the class button locale entries.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Re: [0.16.x] Bob's Mods: General Discussion

Post by QuintupleDude »

changing factorio_version to 0.16 wont work as soon as you have circuit controlablle entities

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Re: [0.16.x] Bob's Mods: General Discussion

Post by bobingabout »

QuintupleDude wrote:changing factorio_version to 0.16 wont work as soon as you have circuit controlablle entities
Well, I'll take a look at things when I can.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Re: [0.16.x] Bob's Mods: General Discussion

Post by Ashprinny »

Bob; I miss you(r mods)

Seriously man; kudo's on getting started as soon as you do because I'm almost reluctant to start my journey through .16 without your and Angel's mods....the game feel so empty xD
Take your time though (as I'm sure you will) but know there's plenty of people out there who will do a small victory dance once they see your mods have been updated

Sincerely;
A fan who can't wait till he can Bobbinabout again ;)

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Re: [0.16.x] Bob's Mods: General Discussion

Post by bobingabout »

I'm taking a quick look at things... first goal is to make it actually work. biggest issue so far is that icon_size is now mandatory for ALL items/recipes/entities/technologies with an icon.... which is pretty much all of them, except for most recipes. Fortunately most technologies already had an icon size already set due to the malarkey in the previous version, but that still leaves me going though all files in all mods and looking to see if an icon tag exists, and if it does add an icon_size tag if it doesn't have one.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Re: [0.16.x] Bob's Mods: General Discussion

Post by npuldon »

sounds tedious and rough. Wish a function could be written to work that for you so that you didn't have to go one by one.

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Re: [0.16.x] Bob's Mods: General Discussion

Post by Dvx »

Not sure which editor you use to edit the mod files but some of them has a ability to find a keyword through all files with one search. So if the icon tag is certain text that is same everywhere you could find all the files where it exist quite fast with just this one search.

Maybe this helps :)

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Re: [0.16.x] Bob's Mods: General Discussion

Post by bobingabout »

Dvx wrote:Not sure which editor you use to edit the mod files but some of them has a ability to find a keyword through all files with one search. So if the icon tag is certain text that is same everywhere you could find all the files where it exist quite fast with just this one search.

Maybe this helps :)
I think I do have an editor that can do that. There is more to it than just adding a line for icon size though, the first one I tried to fix was a function in the library mod.
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I also have a Patreon.

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Re: [0.16.x] Bob's Mods: General Discussion

Post by Zymurge »

I was trying to hack it to work last night. After updating factorio version for each mod, I ran into what appears to be a deprecated function get_circuit_connection_sprite that was being called by many entities throughout Bobs. Some quick research showed that it was likely an optional thing so I methodically commented out all calls to it. That got me closer but now blocked on a new issue for Squeak Through before I can see the next broken area.

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Re: [0.16.x] Bob's Mods: General Discussion

Post by bobingabout »

Someone did mention this, first reply on this page actually.
I'll look into it when I get around to it.
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Re: [0.16.x] Bob's Mods: General Discussion

Post by mrvn »

I'm stuck with calls to get_circuit_connector_wire_shifting_for_connector().

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Re: [0.16.x] Bob's Mods: General Discussion

Post by orzelek »

If you can post partially finished set somewhere I can try and take a look at this.

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Re: [0.16.x] Bob's Mods: General Discussion

Post by mrvn »

A git repository on e.g. github.com would be fantastic so we could share the work of fixing things.

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Re: [0.16.x] Bob's Mods: General Discussion

Post by orzelek »

To get circuit connectors use base ones.
You need to

Code: Select all

require('circuit-connector-generated-definitions.lua')
and then you can use base game tables by taking them from appropriate base game entity.
There are few added entities in bob's mods that might be tad hard to match.

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Re: [0.16.x] Bob's Mods: General Discussion

Post by mrvn »

How about this one:

Error while loading entity prototype "logistic-chest-requester-2" (logistic-container): A requester-type chest with zero request slots makes no sense.

I'm trying to add something to "function bobmods.logistics.logistic_container(inputs)" but I can't figure out what to set for this.

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Re: [0.16.x] Bob's Mods: General Discussion

Post by orzelek »

mrvn wrote:How about this one:

Error while loading entity prototype "logistic-chest-requester-2" (logistic-container): A requester-type chest with zero request slots makes no sense.

I'm trying to add something to "function bobmods.logistics.logistic_container(inputs)" but I can't figure out what to set for this.
It's strange. I'm not sure what logistic chest requester did before - I see that base game ones have logistics_slot_count as attribute. It might not be allowed to be 0 now.

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Re: [0.16.x] Bob's Mods: General Discussion

Post by crysanja »

There is a bug with fast replacing bacon mk2 with mk3, now sure if mk1 is effected too.

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Re: [0.16.x] Bob's Mods: General Discussion

Post by mrvn »

orzelek wrote:
mrvn wrote:How about this one:

Error while loading entity prototype "logistic-chest-requester-2" (logistic-container): A requester-type chest with zero request slots makes no sense.

I'm trying to add something to "function bobmods.logistics.logistic_container(inputs)" but I can't figure out what to set for this.
It's strange. I'm not sure what logistic chest requester did before - I see that base game ones have logistics_slot_count as attribute. It might not be allowed to be 0 now.
Yes, logistic_slot_count is the right setting. inventory_size needs to be set too.

Looks like someone has gone through the c++ classes and removed default values (like icon_size = 32 for icons) and they are now required.

I wonder if it wouldn't make more sense to table.deepcopy() the requester chest and just modify the value that should be different. That way when some new setting gets added or parameter gets tweaked it still works. Would have prevented the problem with entities that use the base graphics like steam engines, too. Now I had to copy all the new animation data from base to bobpower by hand.

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Re: [0.16.x] Bob's Mods: General Discussion

Post by bobingabout »

I have considered using the table.deepcopy method(). For entities like the steam engine where the only thing that changes are the name, what item it gives when you mine it, and a few variables for power, it does make sense.

Other structures though, like the chemical plants where I need to restructure the graphics to add a mask layer, it makes less sense, as the largest blocks of text are the ones I'm replacing.
The method (Which I think can be seen in this chemical plants example) is where I take out the large blocks of text, like the graphics, and put them in a function, then use that to assign it to multiple tags, or if you look at the turrets in bobwarfare, have everything defined in functions, and just pass it variable.

Some kind of middle ground where I use functions and a deepcopy would likely be the "Best" choice.

As a point of reference, for the new types of player character for my classes mod, I actually did use the table.deepcopy() method.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Re: [0.16.x] Bob's Mods: General Discussion

Post by Nummy »

Is it a possibility to have mods ready in next week? I have 2 week vacation from 22nd and I would like to emerge into factorio again :D If no I will play normal factorio without mods, so I just need to know what kind of game to start :)

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