Page 1 of 6

[1.1] bugs and balance issues.

Posted: Wed Nov 25, 2020 5:16 pm
by bobingabout
Version 1.1 of bob's mods are out!

As usual, post any issues here.

Re: [1.1] bugs and balance issues.

Posted: Sat Nov 28, 2020 6:44 am
by valneq
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:
Bildschirmfoto von 2020-11-28 01-41-51.png
Bildschirmfoto von 2020-11-28 01-41-51.png (2.13 MiB) Viewed 10928 times

Re: [1.1] bugs and balance issues.

Posted: Sat Nov 28, 2020 7:25 pm
by BohemianCorporal
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.

Image
Image

Is this intended or is it a bug?

Re: [1.1] bugs and balance issues.

Posted: Sat Nov 28, 2020 8:21 pm
by valneq
BohemianCorporal wrote:
Sat Nov 28, 2020 7:25 pm
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.
With Bob's mods alone, the recipes are:
1 wood → 5 seedling
20 water + 10 seedling → 15 wood
20 water + 10 seedling + 5 fertilizer → 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.

Posted: Sat Nov 28, 2020 9:40 pm
by BohemianCorporal
valneq wrote:
Sat Nov 28, 2020 8:21 pm
BohemianCorporal wrote:
Sat Nov 28, 2020 7:25 pm
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.
With Bob's mods alone, the recipes are:
1 wood → 5 seedling
20 water + 10 seedling → 15 wood
20 water + 10 seedling + 5 fertilizer → 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
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.

Re: [1.1] bugs and balance issues.

Posted: Sat Dec 05, 2020 2:51 pm
by SevenMass
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.

Re: [1.1] bugs and balance issues.

Posted: Sun Dec 06, 2020 1:40 am
by bobingabout
SevenMass wrote:
Sat Dec 05, 2020 2:51 pm
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 was unaware that was even a thing. I'll look into it.

Re: [1.1] bugs and balance issues.

Posted: Sat Dec 12, 2020 9:43 pm
by Mecejide
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.

Re: [1.1] bugs and balance issues.

Posted: Sat Dec 12, 2020 11:51 pm
by bobingabout
Mecejide wrote:
Sat Dec 12, 2020 9:43 pm
Tungsten, copper tungsten, and tungsten carbide are all made from powdered tungsten instead of tungsten plates, so it seems really strange that blue alien alloy uses plates.
I guess that's a point.

Re: [1.1] bugs and balance issues.

Posted: Wed Dec 16, 2020 3:13 pm
by Black_Noise
Adjustable inserters don't seem to flip correctly, neither picup/dropoff orientation nor near-inserters:
Image

Image

Note that fixed-orientation items (e.g because of pipe inputs) give a "this blueprint cannot be flipped" message.

Re: [1.1] bugs and balance issues.

Posted: Thu Dec 17, 2020 3:44 am
by bobingabout
Black_Noise wrote:
Wed Dec 16, 2020 3:13 pm
Adjustable inserters don't seem to flip correctly, neither picup/dropoff orientation nor near-inserters:
Image

Image

Note that fixed-orientation items (e.g because of pipe inputs) give a "this blueprint cannot be flipped" message.
I'd say this should be a base game bug to be honest.

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.

Re: [1.1] bugs and balance issues.

Posted: Thu Dec 17, 2020 5:39 am
by Black_Noise
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

Re: [1.1] bugs and balance issues.

Posted: Sat Dec 26, 2020 6:40 pm
by Zylax
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?

Re: [1.1] bugs and balance issues.

Posted: Tue Dec 29, 2020 10:15 pm
by bobingabout
Zylax wrote:
Sat Dec 26, 2020 6:40 pm
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?
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.
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.

Posted: Wed Jan 27, 2021 10:25 pm
by quinoje
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:
• 5dim_transport (1.1.2)
• 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 dialog
Error loading mods dialog
2021-01-27_15-47-58.jpg (49.5 KiB) Viewed 9921 times

Re: [1.1] bugs and balance issues.

Posted: Thu Jan 28, 2021 5:01 am
by bobingabout
quinoje wrote:
Wed Jan 27, 2021 10:25 pm
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:
• 5dim_transport (1.1.2)
• 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
Yeah... In base (vanilla), pumps have the fast replace group "pipe", as do storage tanks. Because of this, I use that group for those.
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.

Posted: Fri Jan 29, 2021 5:08 pm
by quinoje
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.

Re: [1.1] bugs and balance issues.

Posted: Mon Feb 01, 2021 3:14 am
by gmeforever
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.

Re: [1.1] bugs and balance issues.

Posted: Mon Feb 01, 2021 1:53 pm
by bobingabout
gmeforever wrote:
Mon Feb 01, 2021 3:14 am
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.
I'm actually not sure why they're not showing up.
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.

Re: [1.1] bugs and balance issues.

Posted: Fri Feb 05, 2021 6:31 am
by AngledLuffa
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.