[1.1] bugs and balance issues.
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[1.1] bugs and balance issues.
Version 1.1 of bob's mods are out!
As usual, post any issues here.
As usual, post any issues here.
Re: [1.1] bugs and balance issues.
I believe this has been the case for a long time, but please adopt the vanilla renaming of Effectivity modules into Efficiency modules. Then, technology and item would have the same name, rather than what it is now in 1.1.1:
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Re: [1.1] bugs and balance issues.
Well I don't know if this is the place to ask for help, but I have a little problem. I'm playing a full Bob gameplay on Marathon and 4x Cost. The thing is that the Greenhouse doesn't work as I think it should. The recipe for seeding is 1 Wood -> 1 Seeding and 10 Seeding -> 1 Wood. So instead of obtaining more wood I'm getting less.
Is this intended or is it a bug?
Is this intended or is it a bug?
Re: [1.1] bugs and balance issues.
With Bob's mods alone, the recipes are:BohemianCorporal wrote: βSat Nov 28, 2020 7:25 pmWell I don't know if this is the place to ask for help, but I have a little problem. I'm playing a full Bob gameplay on Marathon and 4x Cost. The thing is that the Greenhouse doesn't work as I think it should. The recipe for seeding is 1 Wood -> 1 Seeding and 10 Seeding -> 1 Wood. So instead of obtaining more wood I'm getting less.
1 wood β 5 seedling
20 water + 10 seedling β 15 wood
20 water + 10 seedling + 5 fertilizer β 30 wood
What you see is the result of "Bigger Stacks Plus++" messing with the recipes. I reported this to the other mod:
https://mods.factorio.com/mod/BiggerSta ... a6451dd40e
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Re: [1.1] bugs and balance issues.
Wow, i thought it was a Bob's bug but I was wrong. Thank you very much for reporting this, I was about to delete my save and start over.valneq wrote: βSat Nov 28, 2020 8:21 pmWith Bob's mods alone, the recipes are:BohemianCorporal wrote: βSat Nov 28, 2020 7:25 pmWell I don't know if this is the place to ask for help, but I have a little problem. I'm playing a full Bob gameplay on Marathon and 4x Cost. The thing is that the Greenhouse doesn't work as I think it should. The recipe for seeding is 1 Wood -> 1 Seeding and 10 Seeding -> 1 Wood. So instead of obtaining more wood I'm getting less.
1 wood β 5 seedling
20 water + 10 seedling β 15 wood
20 water + 10 seedling + 5 fertilizer β 30 wood
What you see is the result of "Bigger Stacks Plus++" messing with the recipes. I reported this to the other mod:
https://mods.factorio.com/mod/BiggerSta ... a6451dd40e
Re: [1.1] bugs and balance issues.
I think I found a small oversight.
I've tried playing with research cost multiplier, set it to 4X. I found that while all tech now cost 4X their normal amount of beakers, the "Automation" tech is still 10 beakers.
I suppose this is a deliberate feature, since it is the only tech you need to handcraft. And I agree with this feature. I do prefer that the first automation tech is indeed exempt from the cost multiplier.
However, when playing with bob's mods burner steam phase turned on. "Automation" is no longer the first tech, instead , "Basic Automation" is.
And I found that "Basic Automation" is effected by the 4X multiplication, but "Automation" is still 10 beakers.
This kind of defeats the point of this feature. I suggest switching this around when the burner and steam phase used.
I've tried playing with research cost multiplier, set it to 4X. I found that while all tech now cost 4X their normal amount of beakers, the "Automation" tech is still 10 beakers.
I suppose this is a deliberate feature, since it is the only tech you need to handcraft. And I agree with this feature. I do prefer that the first automation tech is indeed exempt from the cost multiplier.
However, when playing with bob's mods burner steam phase turned on. "Automation" is no longer the first tech, instead , "Basic Automation" is.
And I found that "Basic Automation" is effected by the 4X multiplication, but "Automation" is still 10 beakers.
This kind of defeats the point of this feature. I suggest switching this around when the burner and steam phase used.
Power to the MAS.
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Re: [1.1] bugs and balance issues.
I was unaware that was even a thing. I'll look into it.SevenMass wrote: βSat Dec 05, 2020 2:51 pmI think I found a small oversight.
I've tried playing with research cost multiplier, set it to 4X. I found that while all tech now cost 4X their normal amount of beakers, the "Automation" tech is still 10 beakers.
I suppose this is a deliberate feature, since it is the only tech you need to handcraft. And I agree with this feature. I do prefer that the first automation tech is indeed exempt from the cost multiplier.
However, when playing with bob's mods burner steam phase turned on. "Automation" is no longer the first tech, instead , "Basic Automation" is.
And I found that "Basic Automation" is effected by the 4X multiplication, but "Automation" is still 10 beakers.
This kind of defeats the point of this feature. I suggest switching this around when the burner and steam phase used.
Re: [1.1] bugs and balance issues.
Copper tungsten and tungsten carbide are both made from powdered tungsten instead of tungsten plates, so it seems really strange that blue alien alloy uses plates.
Last edited by Mecejide on Sun Dec 13, 2020 2:48 am, edited 1 time in total.
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Re: [1.1] bugs and balance issues.
I guess that's a point.
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Re: [1.1] bugs and balance issues.
Adjustable inserters don't seem to flip correctly, neither picup/dropoff orientation nor near-inserters:
Note that fixed-orientation items (e.g because of pipe inputs) give a "this blueprint cannot be flipped" message.
Note that fixed-orientation items (e.g because of pipe inputs) give a "this blueprint cannot be flipped" message.
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Re: [1.1] bugs and balance issues.
I'd say this should be a base game bug to be honest.Black_Noise wrote: βWed Dec 16, 2020 3:13 pmAdjustable inserters don't seem to flip correctly, neither picup/dropoff orientation nor near-inserters:
Note that fixed-orientation items (e.g because of pipe inputs) give a "this blueprint cannot be flipped" message.
Blueprint flipping is a brand new feature, it makes sense that the developers might forget a few things here and there.
when you set a custom vector(Pickup and drop locations) to an inserter in runtime, that custom vector is saved as part of the blueprint.
When you place that blueprint, my mod does nothing, the entire thing is controlled by the game engines blueprinting system.
Therefore, the game engine needs to be able to handle flipping custom vectors to match the new blueprint orientation.
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Re: [1.1] bugs and balance issues.
Thanks, I'll try opening a bug report there then.
EDIT: thanks to the devs the issue appears to be fixed for 1.1.7
EDIT: thanks to the devs the issue appears to be fixed for 1.1.7
Re: [1.1] bugs and balance issues.
Hello, I'm having an issue with Bob's Mining on the new version. I have a Bob+Angel's world that I've been playing for about 20 hours now, but the last time I started it up, it said that all techs for higher tiers of drills were removed from the game, and all of my Electric Mining Drill 2's got removed from my map. The steel axe techs from Bob's Mining are still present, only the higher drill tiers are gone. Is there anything I can do to get them back?
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Re: [1.1] bugs and balance issues.
Not sure. Check mod settings (from main game menu. settings -> mod settings), check in startup options, to make sure that the drills are turned on.Zylax wrote: βSat Dec 26, 2020 6:40 pmHello, I'm having an issue with Bob's Mining on the new version. I have a Bob+Angel's world that I've been playing for about 20 hours now, but the last time I started it up, it said that all techs for higher tiers of drills were removed from the game, and all of my Electric Mining Drill 2's got removed from my map. The steel axe techs from Bob's Mining are still present, only the higher drill tiers are gone. Is there anything I can do to get them back?
if they are turned on... or the setting is missing, ask angel, he over-rides some of my things.
Re: [1.1] bugs and balance issues.
Steam just "force" updated me from 1.0 to 1.1.19. Getting the following mod incompatibilities message:
Error loading mods
Failed to load mods: Error while running setup for entity prototype "pump" (pump): next_upgrade target (bob-pump-2) must have the same fast_replaceable_group (pipe != pump).
Mods to be disabled:
β’ 5dim_transport (1.1.2)
β’ boblogistics (1.1.2)
Is this a known issue or can someone suggest a solution? Disabling these 2 mods somehow also shrinks my inventory capacity considerably.
Error loading mods
Failed to load mods: Error while running setup for entity prototype "pump" (pump): next_upgrade target (bob-pump-2) must have the same fast_replaceable_group (pipe != pump).
Mods to be disabled:
β’ 5dim_transport (1.1.2)
β’ boblogistics (1.1.2)
Is this a known issue or can someone suggest a solution? Disabling these 2 mods somehow also shrinks my inventory capacity considerably.
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Re: [1.1] bugs and balance issues.
Yeah... In base (vanilla), pumps have the fast replace group "pipe", as do storage tanks. Because of this, I use that group for those.quinoje wrote: βWed Jan 27, 2021 10:25 pmSteam just "force" updated me from 1.0 to 1.1.19. Getting the following mod incompatibilities message:
Error loading mods
Failed to load mods: Error while running setup for entity prototype "pump" (pump): next_upgrade target (bob-pump-2) must have the same fast_replaceable_group (pipe != pump).
Mods to be disabled:
β’ 5dim_transport (1.1.2)
β’ boblogistics (1.1.2)
Is this a known issue or can someone suggest a solution? Disabling these 2 mods somehow also shrinks my inventory capacity considerably.2021-01-27_15-47-58.jpg
I also set "next_upgrade" to allow the upgrade planner to upgrade items, like pumps.
Some mods like 5dim change the group, which breaks my mod.
The short answer is that these two mods are not compatible. I don't know why simply updating the game (and mods) would break things though, unless it's something 5dim only recently started doing.
Re: [1.1] bugs and balance issues.
Hard to tell who's mod changed last, but not sure how else to run. Tried going back to factorio 1.0 and that caused a slew of new issues because I've upgraded all my mods and most of them are incompatible with 1.0. Does anyone have a suggestion as to what I can do to either go backwards or make things compatible? I've also posted a bug report on 5dim's github but I'm thinking something changed in 1.1.19 that is specifically rejecting an incompatibility that was allowed before.
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Re: [1.1] bugs and balance issues.
Hi Bob, love the mods. I recently upgraded a save from 1.0 to 1.1, and was wondering if it's normal to not be able to see the pure water recipe in the crafting tab. From what I remember from my last game in 0.17, the pure water recipes should be right next to the electrolysis recipes, but I can't find them at all.
FNEI shows me the pure water recipe, and if I hook up a distillery to water, it automatically produces pure water, but the recipe doesn't exist for rate calculation purposes.
Any idea what is going on? I have attached some debugging images.
FNEI shows me the pure water recipe, and if I hook up a distillery to water, it automatically produces pure water, but the recipe doesn't exist for rate calculation purposes.
Any idea what is going on? I have attached some debugging images.
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Re: [1.1] bugs and balance issues.
I'm actually not sure why they're not showing up.gmeforever wrote: βMon Feb 01, 2021 3:14 amHi Bob, love the mods. I recently upgraded a save from 1.0 to 1.1, and was wondering if it's normal to not be able to see the pure water recipe in the crafting tab. From what I remember from my last game in 0.17, the pure water recipes should be right next to the electrolysis recipes, but I can't find them at all.
FNEI shows me the pure water recipe, and if I hook up a distillery to water, it automatically produces pure water, but the recipe doesn't exist for rate calculation purposes.
Any idea what is going on? I have attached some debugging images.
I looked, and you're right, they're not there.
I looked at the code, and they're not set to be hidden, so they really should be showing up, but they're not.
hmmm.
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Re: [1.1] bugs and balance issues.
I just played through my first Bob's, with the only Angel's mod being the infinite resources. Excellent, as I'm sure you've heard many times.
I found that I was piling up massive amounts of some of the gems and not enough of the others via the infinite gems. I was thinking that an interesting way to deal with giant piles of rubies other than shooting them would be to grind them into silicon powder. In fact, all of the gems could have some equivalent endpoint: diamonds -> carbon, for example, or topaz -> 50/50 aluminium and silicon, etc. Alternatively, some very expensive alien artifacts could be made from excess gems, giving that an infinite source without farming the aliens.
Is this something you might add as way of balancing the excess waste products? If not, I'll consider making a small mod of my own which adds it as an option.
I found that I was piling up massive amounts of some of the gems and not enough of the others via the infinite gems. I was thinking that an interesting way to deal with giant piles of rubies other than shooting them would be to grind them into silicon powder. In fact, all of the gems could have some equivalent endpoint: diamonds -> carbon, for example, or topaz -> 50/50 aluminium and silicon, etc. Alternatively, some very expensive alien artifacts could be made from excess gems, giving that an infinite source without farming the aliens.
Is this something you might add as way of balancing the excess waste products? If not, I'll consider making a small mod of my own which adds it as an option.