Bob mods for 0.12 General Topic.
Moderator: bobingabout
Re: Bob mods for 0.12
So, the Oil Refinery seems to be about the only thing that does not have multiple tiers, or am I just not finding the new tiers?
Re: Bob mods for 0.12
refineries aren't the only things: small pumps, offshore pumps, radars...
no yes yes no yes no yes yes
Re: Bob mods for 0.12
Thanks a lot, that was driving me nuts because I had to update from 12.10 to 12.11 as I started to use the landfill mod. Didn'd even thought about unziping the mods at all.bobingabout wrote:It's a known issue with Factorio 0.12.11.Fuxy wrote:I'm getting Unknown key: "autoplace-controll-names.bauxite-ore" etc for all bob's mods item names in factorio 0.12.11.
Is anyone else running into this issue?
It only happens if you run out of zip files. if you extract these into folders instead it fixes the issue.
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: Bob mods for 0.12
Looking back at this issue, it is caused by Bob Electronics calling something in Bob Library that the game doesn't like when interacting with Yuoki's recipes.... when function bobmods.lib.replace_item_all_recipes (old, new) is called.Pixel Fusion wrote:I'm getting a _boblibrary_/recipe-functions.lua:4 attempt to index field ' ? ' (a nil value).
Using Factorio version 0.12.12
bobassembly 12.6
bobconfig 12.1
bobelectronics 12.5
boblibrary 12.2
boblogistics 12.7
bobmining 12.3
bobmodules 12.8
bobores 12.6
bobplates 12.9
bobpower 12.6
bobtech 12.3
bobwarfare 12.8
*edit* Looks like there's some kind of conflict with Yuoki-engines 0.1.7, game loads up fine if i remove that mod
it seems to crash when passing the recipe name into data.raw.recipe[recipe], which would sugest the recipe doesn't exist (But it just got the recipe name from indexing data.raw.recipe then passing data.raw.recipe[#].name to the next function. So between grabbing the name, and trying to use it, something fails)
I can fix the issue by checking if data.raw.recipe[recipe] exists before trying to index it, inside the function, but that's like... overkill.
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: Bob mods for 0.12
Changes: - 7th November 2015
Plates 0.12.10:
Changed colour of Alien Acid fluid slightly to better match the icon colour.
Tech 0.12.4:
Update tag for lab speed.
Modules 0.12.9:
Update tag for lab speed.
Changed recipe catagory of Electronic boards from Crafting to Electronics if the catagory exists. (so they can be used in the Electronics machines)
config 0.12.2:
Fix infinite ores error.
Library 0.12.3:
Fixed silly error in electronics mod by not checking if an effect exists on a technology before trying to index it.
Fixed compatabillity with Yuoki Engines 1.7 by making the recipe functions a bit more robust.
Ores 0.12.7:
Removed migration script.
Tweaked a few variables for rare ores to make them slightly more reliable. (Silver, gold, nickel, cobalt)
Assemly 0.12.7:
Reballanced Electronics machines.
Changed recipe catagory of copper cable, and wires from Crafting to Electronics. (so they can be used in the Electronics machines)
Electronics 0.12.6:
Changed recipe catagory of cables, wires and solder from Crafting to Electronics. (so they can be used in the Electronics machines)
Plates 0.12.10:
Changed colour of Alien Acid fluid slightly to better match the icon colour.
Tech 0.12.4:
Update tag for lab speed.
Modules 0.12.9:
Update tag for lab speed.
Changed recipe catagory of Electronic boards from Crafting to Electronics if the catagory exists. (so they can be used in the Electronics machines)
config 0.12.2:
Fix infinite ores error.
Library 0.12.3:
Fixed silly error in electronics mod by not checking if an effect exists on a technology before trying to index it.
Fixed compatabillity with Yuoki Engines 1.7 by making the recipe functions a bit more robust.
Ores 0.12.7:
Removed migration script.
Tweaked a few variables for rare ores to make them slightly more reliable. (Silver, gold, nickel, cobalt)
Assemly 0.12.7:
Reballanced Electronics machines.
Changed recipe catagory of copper cable, and wires from Crafting to Electronics. (so they can be used in the Electronics machines)
Electronics 0.12.6:
Changed recipe catagory of cables, wires and solder from Crafting to Electronics. (so they can be used in the Electronics machines)
Re: Bob mods for 0.12
Hmm. I guess I wait for the next release.
I don't see the point in getting any of the new versions.
I don't see the point in getting any of the new versions.
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: Bob mods for 0.12
This was mostly just a bugfix/ballanging release. You only really need these if you do one of the following:kiba wrote:Hmm. I guess I wait for the next release.
I don't see the point in getting any of the new versions.
Use Yuoki mods.
Use Electronic Assembling machines.
Use Infinite ores.
Have trouble finding Gold.
I'll hopefully be working on new content for next time.
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: Bob mods for 0.12
Todays release... More enemies!!!
Enemies v0.12.6:
* Fire/Poison cloud fix
* Added Titan Spitter/Biter
* Added Badass behemoth Spitter/Biter
* Big Biter now stops spawning to make room for the new enemies.
Warfare v0.12.9:
* Nerf tank shotgun ammo Range (2/3) and Damage (80%)
* Re-ballance tank Laser weapon fire rate (133%) and Damage (80%, still 166% of the rifle)
* Added Explosive artillery shell.
* Fire/Poison cloud fix
* Buff all laser ammos (+50% or more damage)
The fire/poison cloud fix means you have to use the updated version of both these mods together... you can't mix old with new else it will crash on load.
Badass Behemoth is something a little tougher than the base game Behemoth version.
Titan is something between my previous highest tier "Biggest", and the new highest tier "Badass Behemoth".
The attack power of that Badass Behemoth Spitter is nasty.
Enemies v0.12.6:
* Fire/Poison cloud fix
* Added Titan Spitter/Biter
* Added Badass behemoth Spitter/Biter
* Big Biter now stops spawning to make room for the new enemies.
Warfare v0.12.9:
* Nerf tank shotgun ammo Range (2/3) and Damage (80%)
* Re-ballance tank Laser weapon fire rate (133%) and Damage (80%, still 166% of the rifle)
* Added Explosive artillery shell.
* Fire/Poison cloud fix
* Buff all laser ammos (+50% or more damage)
The fire/poison cloud fix means you have to use the updated version of both these mods together... you can't mix old with new else it will crash on load.
Badass Behemoth is something a little tougher than the base game Behemoth version.
Titan is something between my previous highest tier "Biggest", and the new highest tier "Badass Behemoth".
The attack power of that Badass Behemoth Spitter is nasty.
Re: Bob mods for 0.12
What is the most recent stable release for all of Bobs mods?
Getting lots of errors with 12.18 on load.
Getting lots of errors with 12.18 on load.
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: Bob mods for 0.12
Go here https://forums.factorio.com/forum/vie ... 51&t=13919
Version numbers for each mod is listed as part of the download link for the latest version.
do NOT download Elecoveride. if you use it with the latest mods you will get errors (It's for the older versions before Bob's Electronics mod was introduced to replace it.)
If you use Warfare and Enemies, make sure that they are both the latest versions, 0.12.6 for enemies and 0.12.9 for warfare, using a new one with an old one will get errors.
If you have further errors, let me know.
Version numbers for each mod is listed as part of the download link for the latest version.
do NOT download Elecoveride. if you use it with the latest mods you will get errors (It's for the older versions before Bob's Electronics mod was introduced to replace it.)
If you use Warfare and Enemies, make sure that they are both the latest versions, 0.12.6 for enemies and 0.12.9 for warfare, using a new one with an old one will get errors.
If you have further errors, let me know.
Re: Bob mods for 0.12
Hi Bob o7
Thanks for the explanation!
Elecoveride was the issue.
♥ U
Thanks for the explanation!
Elecoveride was the issue.
♥ U
-
- Manual Inserter
- Posts: 2
- Joined: Sat Nov 28, 2015 9:43 pm
- Contact:
Re: Bob mods for 0.12
Ok so I got all of bob's mods and then found it it needed all of the another mod, so now that I have that mod collection.... It apparently needs some tree farm mod. Could someone please tell me where to find the tree farm mod?
Could someone confirm that this is infact the correct tree farm mod? https://forums.factorio.com/forum/vie ... f=14&t=522
Could someone confirm that this is infact the correct tree farm mod? https://forums.factorio.com/forum/vie ... f=14&t=522
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: Bob mods for 0.12
That is the treefarm mod. however, there are 2 things I should mention.niklaswilson wrote:Ok so I got all of bob's mods and then found it it needed all of the another mod, so now that I have that mod collection.... It apparently needs some tree farm mod. Could someone please tell me where to find the tree farm mod?
Could someone confirm that this is infact the correct tree farm mod? https://forums.factorio.com/forum/vie ... f=14&t=522
1. It hasn't been updated to work with 0.12.11 and later versions of the game yet as far as I know.
2. You don't actually need it. If you start in a forested area, that will keep you going untill you research plastics, at which point you can make synthetic wood, and modify the parts of your electronic factory that require wood to use it.
Re: Bob mods for 0.12
I think he was referring to the dependancy, which he might not realize is an optional dependancy.
-
- Manual Inserter
- Posts: 3
- Joined: Sat Nov 28, 2015 6:30 pm
- Contact:
Re: Bob mods for 0.12
I had this game for only 20 hours and I'm loving everything about it, but i want to try some of Bob's Mods. I downloaded them and dragged the zip file in the mods folder. But when i opened the game they appeared red and did not work. The dependencies were red and said Base<=0.12.0. I downloaded the latest versions and still don;t know what to do. I know that I am new and probably did something wrong, but can anyone please help me.
Re: Bob mods for 0.12
you are not sing the 0.12 experimental releases. you can get them here https://www.factorio.com/download/experimental
no yes yes no yes no yes yes
-
- Manual Inserter
- Posts: 2
- Joined: Sat Nov 28, 2015 9:43 pm
- Contact:
Re: Bob mods for 0.12
Yea i figured out it was not working for the newest version, and I have been doing exactly that making synthetic wood, thank you.bobingabout wrote:That is the treefarm mod. however, there are 2 things I should mention.
1. It hasn't been updated to work with 0.12.11 and later versions of the game yet as far as I know.
2. You don't actually need it. If you start in a forested area, that will keep you going untill you research plastics, at which point you can make synthetic wood, and modify the parts of your electronic factory that require wood to use it.
You are right, i did not know it was optional until seeing in another form someone explaining the hard and soft dependency to a mod creator.Timeslice wrote:I think he was referring to the dependency, which he might not realize is an optional dependency.
Took me awhile to find that as well the link kinnom provided is what you want.thirst4combat wrote:I had this game for only 20 hours and I'm loving everything about it, but i want to try some of Bob's Mods. I downloaded them and dragged the zip file in the mods folder. But when i opened the game they appeared red and did not work. The dependencies were red and said Base<=0.12.0. I downloaded the latest versions and still don;t know what to do. I know that I am new and probably did something wrong, but can anyone please help me.
-
- Manual Inserter
- Posts: 3
- Joined: Sat Nov 28, 2015 6:30 pm
- Contact:
Re: Bob mods for 0.12
Thank you so much for the quick response and the understanding of my situation. The experimental version worked and now i can play with Bob's Mods. Thanks to both of you. Now I know Bob's Mods don't require these mods (landfill,tree collision, day night extender, more light) but when i installed these i could not run a world and got this message /control.lua:28: attempt to index global 'game' (a nil value). I tried unzipping them but that didn't work. Sorry I'm asking for help again, but any advice on what to do? Thank you.
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: Bob mods for 0.12
The mods that have that error are due to changes made in 0.12.11, which break a lot of mods, requiring them to be re-written. If a mod says that it means it hasn't been updated to work with the latest experimental version of the game yet.thirst4combat wrote:Thank you so much for the quick response and the understanding of my situation. The experimental version worked and now i can play with Bob's Mods. Thanks to both of you. Now I know Bob's Mods don't require these mods (landfill,tree collision, day night extender, more light) but when i installed these i could not run a world and got this message /control.lua:28: attempt to index global 'game' (a nil value). I tried unzipping them but that didn't work. Sorry I'm asking for help again, but any advice on what to do? Thank you.