Page 33 of 44

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

Posted: Sat May 12, 2018 9:18 pm
by admalledd
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?

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

Posted: Sat May 12, 2018 9:39 pm
by gnemonix
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.

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

Posted: Sun May 13, 2018 6:41 am
by Danacus
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!

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

Posted: Sun May 13, 2018 8:26 am
by Dvx
Any plans for the Thorium ore yet? Because I have a lot of it in my map. Like insanely a lot.

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

Posted: Sun May 13, 2018 8:45 am
by steinio
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.

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

Posted: Mon May 14, 2018 10:05 pm
by bobingabout
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.

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

Posted: Fri May 18, 2018 5:55 pm
by gaelyte
Why isn't there any recipe that need 6 or more items, even with the bob's assembling machines mod ?

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

Posted: Fri May 18, 2018 7:27 pm
by Maglay
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.

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

Posted: Fri May 18, 2018 7:59 pm
by mexmer
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)

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

Posted: Fri May 18, 2018 8:08 pm
by bobingabout
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!

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

Posted: Fri May 18, 2018 11:11 pm
by gaelyte
Didn't see it.
And I noticed that exoskeleton MK II and III are missing a capital

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

Posted: Mon May 21, 2018 12:56 pm
by CMH
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 ;)

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

Posted: Thu May 24, 2018 10:21 pm
by MadClown01
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.

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

Posted: Fri May 25, 2018 12:33 am
by Termak
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.

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

Posted: Fri May 25, 2018 8:14 am
by bobingabout
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

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

Posted: Thu May 31, 2018 3:45 pm
by lamenters
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?

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

Posted: Fri Jun 01, 2018 1:01 am
by Light
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.

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

Posted: Fri Jun 01, 2018 8:49 am
by bobingabout
I'll look into it... sometime.

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

Posted: Sat Jun 09, 2018 12:57 pm
by pezzawinkle
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

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

Posted: Sun Jun 10, 2018 2:24 pm
by bobingabout
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.