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

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

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

Post by bobingabout » Fri Sep 14, 2018 5:06 pm

RocketManChronicles wrote:
Fri Sep 14, 2018 5:01 pm
Anyway, I do not remember seeing any tidbit in-game informing me of the energy of the liquids; have I missed that? ...And I probably should change my power plant over from using Light Oil->Liquid Fuel->Enriched Fuel Block to just using Liquid Fuel!
no, you didn't miss it, it isn't in the game. though, hopefully if my fluid-fuel patch gets pulled into 0.17, it will be.
and I just realised I have no screenshots showing that, so I'll just share this instead.
https://www.dropbox.com/s/btwniwjxz4hkc ... 2.png?dl=0
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Re: [0.16.x] Bob's Mods: General Discussion

Post by RocketManChronicles » Fri Sep 14, 2018 5:17 pm

Steam Power?!?! Whoa!

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

Post by bobingabout » Fri Sep 14, 2018 7:17 pm

I took another few screenshots, and put them together so you can see what I did.

https://www.dropbox.com/s/nekef72hjtsfy ... 2.png?dl=0

Cross your fingers that it gets merged into 0.17.
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Re: [0.16.x] Bob's Mods: General Discussion

Post by RocketManChronicles » Fri Sep 14, 2018 7:42 pm

I really like the idea. A totally true Steampunk setup. Fingers are crossed! :)

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

Post by bobingabout » Fri Sep 14, 2018 7:54 pm

To be clear, this is all source editing, I'm not actually going to make all of these in my own mods, I just did it in my testing mod to prove that it is possible if anyone else wants to mod them in.

The only one I plan to make myself is an oil burning boiler, but if I'm implementing a whole new feature to make that possible, I might as well go the extra half mile and make it compatible with all the dynamic energy_source entities I can, and steam power too, right?


anyway:

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)


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!)


Power 0.16.8:
Added crude oil fuel value of 3.8MJ, and emissions multiplier of 5. (dirty fuel!)
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Re: [0.16.x] Bob's Mods: General Discussion

Post by ukezi » Fri Sep 21, 2018 10:01 am

could you include the turn speed of inserters in the tool tip?

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

Post by bobingabout » Fri Sep 21, 2018 11:48 am

ukezi wrote:
Fri Sep 21, 2018 10:01 am
could you include the turn speed of inserters in the tool tip?
I've not really thought about it before. There's no really any native support for adding customised tooltips, line breaks don't even work, but it may be possible to add some numbers to descriptions.

Unfortunately, I'm fairly sure I tried something similar with underground belts to display their range, and failed, and the process for this would likely be the same, so I doubt I'd be able to do it.
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Re: [0.16.x] Bob's Mods: General Discussion

Post by RexBuck » Sun Sep 30, 2018 12:11 pm

Premature exploding artillery shells
Any solution to this problem?

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

Post by bobingabout » Sun Sep 30, 2018 5:00 pm

RexBuck wrote:
Sun Sep 30, 2018 12:11 pm
Premature exploding artillery shells
Any solution to this problem?
I didn't know it was a problem.
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Re: [0.16.x] Bob's Mods: General Discussion

Post by kevmo314 » Thu Oct 04, 2018 4:41 am

I can't seem to find the MK3 steam engine in the latest version, which makes it impossible to build any of the nuclear turbines. I'm running 0.16.8 Bob's Power and 0.16 Factorio. Did something happen to it?

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

Post by bobingabout » Thu Oct 04, 2018 7:47 am

kevmo314 wrote:
Thu Oct 04, 2018 4:41 am
I can't seem to find the MK3 steam engine in the latest version, which makes it impossible to build any of the nuclear turbines. I'm running 0.16.8 Bob's Power and 0.16 Factorio. Did something happen to it?
I just looked at the code. steam engine 3 is unlocked by technology steam power 2. it costs a steam engine 2 to build, and the prerequisite is steam power 1.
I don't see why I shouldn't be available, I did test all this before I released the update.
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Re: [0.16.x] Bob's Mods: General Discussion

Post by RocketManChronicles » Thu Oct 04, 2018 12:33 pm

bobingabout wrote:
Thu Oct 04, 2018 7:47 am
kevmo314 wrote:
Thu Oct 04, 2018 4:41 am
I can't seem to find the MK3 steam engine in the latest version, which makes it impossible to build any of the nuclear turbines. I'm running 0.16.8 Bob's Power and 0.16 Factorio. Did something happen to it?
I just looked at the code. steam engine 3 is unlocked by technology steam power 2. it costs a steam engine 2 to build, and the prerequisite is steam power 1.
I don't see why I shouldn't be available, I did test all this before I released the update.
It's there in my game. Have they researched all of the required technologies?

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

Post by kevmo314 » Sat Oct 06, 2018 4:08 am

RocketManChronicles wrote:
Thu Oct 04, 2018 12:33 pm
bobingabout wrote:
Thu Oct 04, 2018 7:47 am
kevmo314 wrote:
Thu Oct 04, 2018 4:41 am
I can't seem to find the MK3 steam engine in the latest version, which makes it impossible to build any of the nuclear turbines. I'm running 0.16.8 Bob's Power and 0.16 Factorio. Did something happen to it?
I just looked at the code. steam engine 3 is unlocked by technology steam power 2. it costs a steam engine 2 to build, and the prerequisite is steam power 1.
I don't see why I shouldn't be available, I did test all this before I released the update.
It's there in my game. Have they researched all of the required technologies?
Ah, it looks like for some reason our steam power tech got reset, not sure if due to an update or what, but yeah looks like that's what happened. Thanks!

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

Post by Recon777 » Wed Oct 10, 2018 11:42 pm

So... Sodium Hydroxide.

Am I missing something? Because we're absolutely drowning in it. Millions of it.

The uses for the stuff seem to be rather low quantity compared to how much is produced. We have a fairly large but not 'mega' base, and a very significant portion of the logistics storage warehouses are filled with sodium hydroxide.

Is this perhaps out of balance in the game?

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

Post by bobingabout » Thu Oct 11, 2018 8:20 am

Recon777 wrote:
Wed Oct 10, 2018 11:42 pm
So... Sodium Hydroxide.

Am I missing something? Because we're absolutely drowning in it. Millions of it.

The uses for the stuff seem to be rather low quantity compared to how much is produced. We have a fairly large but not 'mega' base, and a very significant portion of the logistics storage warehouses are filled with sodium hydroxide.

Is this perhaps out of balance in the game?
It's a byproduct of producing Chlorine, or depending on perspective, Chlorine is a byproduct of producing Sodium Hydroxide. Do you really need that much chlorine?
The quantity of SHO has already been reduced to a quarter of it's original value for the amount of Chlorine and Hydrogen being produced, and it's main use is in aluminium processing. Maybe you're just not using as much aluminium as it's balanced for?

I don't know, it is actually a common issue, but that's also part of the puzzle. It's why you also have the balancing act with two gasses from Electrolysis, Salt water Electrolysis and Air splitting (for Nitrogen), it's part of the puzzle.
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Re: [0.16.x] Bob's Mods: General Discussion

Post by Recon777 » Thu Oct 11, 2018 11:30 pm

Well, you go through a lot of chlorine for plastic, which is pretty much essential in huge quantities. Also, for silicon wafers, which are a staple of anything electronic. This would probably be where the bulk of our surplus sodium hydroxide is coming from. Quite a bit of Titanium as well, which requires calcium chloride.

As for aluminum, it's really not needed in huge quantities as far as I know yet.

Some all-time production numbers:

Transistors 6.8M (6.7M consumed)
Silicon Wafers 4.4M (4.3M consumed)
Plastic 3.1M (2.7M consumed)
Sodium Hydroxide 2.0M (409K consumed)
Calciuim Chloride 2.3M (2.2M consumed)
Integrated Circuits 1.7M (1.6M consumed)
Titanium Plate 1.3M (1.3M consumed)
Gold Plate 882K (870K consumed)
Alumina 223K (218K consumed)
Aluminum Plate 208K (87K consumed)

So yeah, not using much Aluminum at all, really. But using heaps of sodium hydroxide producing things.

Thoughts?

[edit]

So I guess my question to you is what aluminum is meant to be used for in large quantities. It seems to be used in various tier 2 and 3 machines, which are built in limited quantities while expanding your overall production base. But it is not a material that is used in very many "common" items that I can tell. FNEI says it is used in:

Assembling Machine 4
Logistics Expander 2 (not a common item)
Power Armor 3 (built once)
Pump 2 (useless item since all the pumps go the same speed in practice)
Pumpjack 3 (only so many oil spots)
Robot charger 2 (and large)
Robochest 2
Roboport 2 (only so many roboports needed)
Oil generator 2
Flying robot frame 2 (only so many bots, though we have thousands)
low density structure (this could use a fair bit eventually if you're doing spacex)
--- Actually, LDS requires twice as much titanium as aluminum, which produces even more NaOH than it consumes.
Radar 3 only so much radar coverage needed
Rifle built once
Roboport antenna 2
Con bot tool 2
Logi bot tool 2
rocket body (no rocket turrets so this isn't even a common weapon -- actually this would be a welcome addition)
--- double the range of a sniper turret, slow firing, nice blast radius.
steam turbine (only so many needed for nukes)
vehicle solar 3 (only so many vehicles)
water pumpjack 3 (only so many water spots)

... that's it!

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

Post by bobingabout » Fri Oct 12, 2018 8:14 am

Recon777 wrote:
Thu Oct 11, 2018 11:30 pm
... that's it!
Spoilers are broken

Also, look at the Aluminium Oxide (what's it called, Corundum?) That is made from the Bauxite (Aluminium Ore) and Sodium Hydroxide, and is used for other things, such as Gem polishing.
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Re: [0.16.x] Bob's Mods: General Discussion

Post by Recon777 » Fri Oct 12, 2018 1:22 pm

No 'Corundum' in the game. What's this? But yes, alumina is also used for polishing gems. Though can we really use millions of NaOH for polishing gems? We may need thousands of turrets but not millions.

The only other use for NaOH I haven't mentioned is for the silver-zinc batteries, which are also used in the Mk5 laser turrets and in fact each one uses twelve so that's 24 NaOH each. Still not going to make a huge dent in it though. Possibly the higher tier accumulators? If one goes that route. We haven't needed accumulators at all yet because we've mostly been relying on the superior damage of the high-end gun and sniper turrets.

I'm mostly just really curious what everyone else is using to burn up your NaOH.

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

Post by Rue99 » Fri Oct 12, 2018 3:45 pm

FWIW Angels has plenty of NaOH sinks - I'm generally scrambling to make enough. You might like to give it a whirl.

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

Post by bobingabout » Fri Oct 12, 2018 7:16 pm

Recon777 wrote:
Fri Oct 12, 2018 1:22 pm
No 'Corundum' in the game. What's this? But yes, alumina is also used for polishing gems
Alumina then. I think it is also known as Corundum too, or Aluminium oxide. You know some gems are actually made of this stuff.
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