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

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

Moderator: bobingabout

admalledd
Burner Inserter
Burner Inserter
Posts: 8
Joined: Thu Oct 06, 2016 4:05 am
Contact:

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

Post by admalledd » Sat May 12, 2018 9:18 pm

Seems to be an issue with nanobots 2.0.6?

https://mods.factorio.com/mod/Nanobots/ ... 0009b0112f

disabling nanobots "fixes" this allowing me to load, reverting it also seems to work?

gnemonix
Burner Inserter
Burner Inserter
Posts: 12
Joined: Sun Apr 27, 2014 10:06 pm
Contact:

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

Post by gnemonix » Sat May 12, 2018 9:39 pm

The recent releases of Nanobots (2.0.3 to 2.0.6) are somehow causing bobpower to crash. Nexela is lost as to how has made a fix.

However the cause is because there is an inconsistency in boblibrary API calls as I mentioned here:

Either make the same changes until bobbingabout can make an official update or revert back to Nanobots 2.0.3 to keep playing with both mods.
Last edited by gnemonix on Mon May 14, 2018 2:24 am, edited 1 time in total.

Danacus
Burner Inserter
Burner Inserter
Posts: 17
Joined: Sun Sep 18, 2016 5:25 pm
Contact:

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

Post by Danacus » Sun May 13, 2018 6:41 am

admalledd wrote:Seems to be an issue with nanobots 2.0.6?

https://mods.factorio.com/mod/Nanobots/ ... 0009b0112f

disabling nanobots "fixes" this allowing me to load, reverting it also seems to work?
gnemonix wrote:The recent releases of Nanobots (2.0.3 to 2.0.6) are somehow causing bobpower to crash. Nexela is lost as to how.

However the cause is because there is an inconsistency in boblibrary API calls as I mentioned here:

Either make the same changes until bobbingabout can make an official update or revert back to Nanobots 2.0.3 to keep playing with both mods.
Thanks guys! I'll revert nanobots.

Edit: seems like Nexela managed to fix it!

Dvx
Burner Inserter
Burner Inserter
Posts: 5
Joined: Mon Jun 27, 2016 3:35 pm
Contact:

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

Post by Dvx » Sun May 13, 2018 8:26 am

Any plans for the Thorium ore yet? Because I have a lot of it in my map. Like insanely a lot.

User avatar
steinio
Smart Inserter
Smart Inserter
Posts: 2281
Joined: Sat Mar 12, 2016 4:19 pm
Contact:

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

Post by steinio » Sun May 13, 2018 8:45 am

Dvx wrote:Any plans for the Thorium ore yet? Because I have a lot of it in my map. Like insanely a lot.
Try MadClown's Nuclear mod.
Image
Transport Belt Repair Man
My little mods: Link | My favourite mods: Bob's Mods | Angel's Mods | Yuoki Railway Core | EvoGUI | Logistic Train Network
Factorio Cheat Sheet by Denis Zholob

View unread Posts

User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 6868
Joined: Fri May 09, 2014 1:01 pm
Contact:

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

Post by bobingabout » Mon May 14, 2018 10:05 pm

First update for... a month?

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


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.

gaelyte
Long Handed Inserter
Long Handed Inserter
Posts: 51
Joined: Thu Mar 29, 2018 6:44 pm
Contact:

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

Post by gaelyte » Fri May 18, 2018 5:55 pm

Why isn't there any recipe that need 6 or more items, even with the bob's assembling machines mod ?

Maglay
Inserter
Inserter
Posts: 29
Joined: Tue Dec 06, 2016 7:52 am
Contact:

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

Post by Maglay » Fri May 18, 2018 7:27 pm

bobingabout wrote:First update for... a month?

Power 0.16.5:
...
Replaced electrum with gold in solar panels MK3
...
Hi, is there a reason for this change? Electrum has now no use at all.

User avatar
mexmer
Filter Inserter
Filter Inserter
Posts: 831
Joined: Wed Aug 03, 2016 2:00 pm
Contact:

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

Post by mexmer » Fri May 18, 2018 7:59 pm

Maglay wrote:
bobingabout wrote:First update for... a month?

Power 0.16.5:
...
Replaced electrum with gold in solar panels MK3
...
Hi, is there a reason for this change? Electrum has now no use at all.
electrum is planed to be removed, see discusion some time back. since it had no use (except one or two items)

User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 6868
Joined: Fri May 09, 2014 1:01 pm
Contact:

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

Post by bobingabout » Fri May 18, 2018 8:08 pm

Electrum will be removed in a future update.

As for recipies with more than 6 ingredients... there are a few all over the place, but for an easy example, Merged modules in the modules mod. Raw Productivity MK8 costs as many as 11 or 12 ingredients!
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

gaelyte
Long Handed Inserter
Long Handed Inserter
Posts: 51
Joined: Thu Mar 29, 2018 6:44 pm
Contact:

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

Post by gaelyte » Fri May 18, 2018 11:11 pm

Didn't see it.
And I noticed that exoskeleton MK II and III are missing a capital

CMH
Fast Inserter
Fast Inserter
Posts: 152
Joined: Mon May 02, 2016 3:02 am
Contact:

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

Post by CMH » Mon May 21, 2018 12:56 pm

Doing a playthrough right now, and I noticed that satellites require silver-zinc battery, not accumulator mk3.

Is this intentional? Original satellite uses accumulators, plus by using accumulator mk4 you now have a reason to produce cobalt for the rocket.

Another ore not represented is nickel, but TBH nickel production is pretty simple, so it's quite boring and it's absence isn't really missed. (in saying so though, it's current usage is fine, and a limited production is still required for other things).

However with cobalt, there's a copper production line that has cobalt as a by-product. This makes it interesting, and having so little use for cobalt honestly makes me a little sad : Would be fixed by requiring accumulator mk-3s for satellite, which will require accumulator mk-2s, which require lithium cobalt oxide.

Plus now makes making satellites that much more interesting.

On another note, the only other thing that requires cobalt are miners. I say lets make cobalt a little more represented hey?

p.s. I might start a new thread to argue this point ;)

User avatar
MadClown01
Fast Inserter
Fast Inserter
Posts: 161
Joined: Fri Dec 22, 2017 12:38 am
Contact:

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

Post by MadClown01 » Thu May 24, 2018 10:21 pm

CMH wrote:On another note, the only other thing that requires cobalt are miners. I say lets make cobalt a little more represented hey?
Tier (3?) belts now require cobalt steel bearings with the right boblogistics settings.

Termak
Fast Inserter
Fast Inserter
Posts: 190
Joined: Mon Mar 27, 2017 10:47 pm
Contact:

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

Post by Termak » Fri May 25, 2018 12:33 am

MadClown01 wrote:
CMH wrote:On another note, the only other thing that requires cobalt are miners. I say lets make cobalt a little more represented hey?
Tier (3?) belts now require cobalt steel bearings with the right boblogistics settings.
Also tier3 inserters, and together this means the pink logistics science pack also needs lots cobaltsteel.

User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 6868
Joined: Fri May 09, 2014 1:01 pm
Contact:

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

Post by bobingabout » Fri May 25, 2018 8:14 am

And the only reason this isn't the default is because of the Drama those "Experimental" versions caused.
but it will be the default for 0.17
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

lamenters
Inserter
Inserter
Posts: 24
Joined: Wed Mar 30, 2016 9:08 am
Contact:

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

Post by lamenters » Thu May 31, 2018 3:45 pm

steinio wrote:
Dvx wrote:Any plans for the Thorium ore yet? Because I have a lot of it in my map. Like insanely a lot.
Try MadClown's Nuclear mod.
I did but for some reason I cannot mine Thorium.

I have the miners, they are on the thorium, they are full of sulfuric acid but...!

...no output. Nothing happens, they just sit there. Anyone have any ideas?

User avatar
Light
Filter Inserter
Filter Inserter
Posts: 678
Joined: Mon Oct 10, 2016 6:19 pm
Contact:

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

Post by Light » Fri Jun 01, 2018 1:01 am

Are enriched solid fuel cubes supposed to cost no solid fuel at all? I've been burning through solid fuel which costs 50 light oil for hours, until I saw enriched requires just 30 light oil that's converted into liquid fuel. A major 75MJ jump in power for nearly half of light oil and nothing else.

I suspected it was an oversight given how broken it becomes when you know that. I've since modified my recipe but I had to bring it up.

I've also wondered if liquid fuel is meant to be a 1:1 easy recipe or if that's lacking something from an oversight as well. It's extremely potent flamethrower fuel that takes zero effort to make at no cost to the player, making its use as ammunition the obvious choice. It's either lacking a more costly ratio or a catalyst to convert it at a slower pace without it being free OP fuel on the fly.

Liquid fuel has been something I've overlooked until today. But unlike modules, these can be properly balanced. Please give it some further thought.

User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 6868
Joined: Fri May 09, 2014 1:01 pm
Contact:

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

Post by bobingabout » Fri Jun 01, 2018 8:49 am

I'll look into it... sometime.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

User avatar
pezzawinkle
Long Handed Inserter
Long Handed Inserter
Posts: 63
Joined: Thu Jan 12, 2017 1:28 am
Contact:

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

Post by pezzawinkle » Sat Jun 09, 2018 12:57 pm

Out of curiosity... any plans on making the overdrive components (Vehicle overdrive motor, and Vehicle overdrive engine) to increase max speed, or is acceleration enough.
I have had a look at the API (thinking of getting into modding, mainly compat fixes and balancing to start with) and noticed the max speed bonus was only applicable to "fuel".

Im dreaming of MK3 trains going even faster

User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 6868
Joined: Fri May 09, 2014 1:01 pm
Contact:

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

Post by bobingabout » Sun Jun 10, 2018 2:24 pm

pezzawinkle wrote:Out of curiosity... any plans on making the overdrive components (Vehicle overdrive motor, and Vehicle overdrive engine) to increase max speed, or is acceleration enough.
I have had a look at the API (thinking of getting into modding, mainly compat fixes and balancing to start with) and noticed the max speed bonus was only applicable to "fuel".

Im dreaming of MK3 trains going even faster
unfortunately there is no interface to do that. I did make a big fuss about it when the abillity to add it was introduced back in 0.14, but nothing happened, and I've not looked into it since (though have been looking to see if the hook was added occasionally)
to note, on tanks that don't have a max speed, and their top speed is dependant entirely on throttle vs resistance, more power = higher max speed.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

Post Reply

Return to “Bob's mods”

Who is online

Users browsing this forum: No registered users