[0.12.x][v0.12.6] Bob's Electronics
Moderator: bobingabout
Re: [0.11.22/0.12.x][v0.12.6] Bob's Electronics
And that Idea is ok, but don't just add wood to [b[everything[/b] then!
That's the main problem I have with that, that nearly everything now needs those basic circuits, which in turn need wood (which doesn't make much sense, but whatever, I can live with that).
So you need wood for basically everything, which is extremely bad.
This is overkill if you just wanted to have a use for wood for the whole game.
That's the main problem I have with that, that nearly everything now needs those basic circuits, which in turn need wood (which doesn't make much sense, but whatever, I can live with that).
So you need wood for basically everything, which is extremely bad.
This is overkill if you just wanted to have a use for wood for the whole game.
Re: [0.11.22/0.12.x][v0.12.6] Bob's Electronics
Take a look at mod named Greenhouse. It's a small mod that allows easy tree growing at a cost (in energy).
For more fancy stuff there is a treefarm mod.
For more fancy stuff there is a treefarm mod.
Re: [0.11.22/0.12.x][v0.12.6] Bob's Electronics
You don't seem to understand what I'm talking about.
I shouldn't even need another mod for that!
At least it should be noted down in the recommendations that some kind of "automatic tree farming mod" should be installed if you don't want to go insane with this mod at the beginning.
I shouldn't even need another mod for that!
At least it should be noted down in the recommendations that some kind of "automatic tree farming mod" should be installed if you don't want to go insane with this mod at the beginning.
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Re: [0.11.22/0.12.x][v0.12.6] Bob's Electronics
Saying that there are trees around that we can chop when talking about factorio is simplistic, to say the least. It is the same as saying there is copper around, mine it with your pickaxe thing because you can't automate it (The amount of both that you use early on is comparable so I would say that was a little uncalled for).
Everyone is able to understand that post plastics it is possible to automate it, albeit with significantly increased factory sizes and hassle on automation (why the necessity of the frame for circuit boards on a separate crafting process when the final product could just need wood and be done with it (same as in the original game iron being present and no a sub product frame of it)), but that is a problem as much as it is a boon (more of a personal preference, of course).
Saying that you could download another mod to do that is again, problematic, if anything, integrating wood farming on this part of the mod could solve many problems, as it would assure that no incompatibility would happen when only one or the other updates for example (among other issues being prevented)
Everyone is able to understand that post plastics it is possible to automate it, albeit with significantly increased factory sizes and hassle on automation (why the necessity of the frame for circuit boards on a separate crafting process when the final product could just need wood and be done with it (same as in the original game iron being present and no a sub product frame of it)), but that is a problem as much as it is a boon (more of a personal preference, of course).
Saying that you could download another mod to do that is again, problematic, if anything, integrating wood farming on this part of the mod could solve many problems, as it would assure that no incompatibility would happen when only one or the other updates for example (among other issues being prevented)
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Re: [0.11.22/0.12.x][v0.12.6] Bob's Electronics
Yes, wood is a complicated one, you always either have too much, or too little.
There is plans for better wood management, but I'm basically on break from factorio modding for now.
There is plans for better wood management, but I'm basically on break from factorio modding for now.
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Re: [0.12.x][v0.12.6] Bob's Electronics
can you make a version with the vanila recipe's but the higher lvl ones can stay to same? (maybe make them easier to make) its a pain to automate bobs mods circuits and almost every bobs addon requires them
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Re: [0.12.x][v0.12.6] Bob's Electronics
Actually, with the way my mods are written, my electronics ITEMS = basegame electronics items, therefore, for most mods, if you just don't install the bob's electronics module, it will work. The extra tier of electronics, what I call the Processing board is added by bobplates (Bobs Metals, Chemicals and Intermediates mod aka MCI) in the form of an Advanced Processing Unit. (The same item name as in DyTech, but with a different recipe.)KERBALATOR wrote:can you make a version with the vanila recipe's but the higher lvl ones can stay to same? (maybe make them easier to make) its a pain to automate bobs mods circuits and almost every bobs addon requires them
The only one that really depends on my electronics to make sense currently is the modules mod. The Modules mod will still work without my electronics mod, except the recipes will be re-written. it will use completed boards to make module boards, rather than just the components.
Re: [0.12.x][v0.12.6] Bob's Electronics
Might consider changing the recipe for lamps to either use the lower tier board, or even more sensibly just use wire and glass. Seems un-intuitive to me that light bulbs (even big ones) need the infrastructure required before you make those 2nd tier boards.
Re: [0.12.x][v0.12.6] Bob's Electronics
Hi, thanks for this cool mod.
Im using it with german language and found a problem with the locale file. its ANSI encoded but needs to be UTF-8.
I corrected the file encoding, here is the working locale file for german
Im using it with german language and found a problem with the locale file. its ANSI encoded but needs to be UTF-8.
I corrected the file encoding, here is the working locale file for german
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- bobelectronics.cfg
- corrected german locale file
- (1.16 KiB) Downloaded 146 times
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Re: [0.12.x][v0.12.6] Bob's Electronics
The locale mod file is wrong, or the "It shouldn't exist in this mod anymore but I havn't got around to updating the mod after deleting it yet" locale file is wrong?eudel wrote:Hi, thanks for this cool mod.
Im using it with german language and found a problem with the locale file. its ANSI encoded but needs to be UTF-8.
I corrected the file encoding, here is the working locale file for german
Re: [0.12.x][v0.12.6] Bob's Electronics
the one included with the mod inside the locale/de folderbobingabout wrote:The locale mod file is wrong, or the "It shouldn't exist in this mod anymore but I havn't got around to updating the mod after deleting it yet" locale file is wrong?
im also updating the locale files of your other mods tomorrow, some have missing strings, lead ore has a misleading translation (made me running half an hour around the map not finding lead ore) and the mining mod hat the german locale file from the ore mod incloded
i will post the updated language files in their appropriate topic so you can include them if you want
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Re: [0.12.x][v0.12.6] Bob's Electronics
The appropriate place is to update the locale mod github archive.eudel wrote:the one included with the mod inside the locale/de folderbobingabout wrote:The locale mod file is wrong, or the "It shouldn't exist in this mod anymore but I havn't got around to updating the mod after deleting it yet" locale file is wrong?
im also updating the locale files of your other mods tomorrow, some have missing strings, lead ore has a misleading translation (made me running half an hour around the map not finding lead ore) and the mining mod hat the german locale file from the ore mod incloded
i will post the updated language files in their appropriate topic so you can include them if you want
The person in charge of maintaining updates is the person who started the locale mod topic.
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Re: [0.12.x][v0.12.6] Bob's Electronics
Change the textures... i beg of you
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Re: [0.12.x][v0.12.6] Bob's Electronics
You mean the icon graphics of the electronic boards?elementgermanium wrote:Change the textures... i beg of you
Re: [0.12.x][v0.12.6] Bob's Electronics
There's these, if you think you'd like them better. viewtopic.php?f=51&t=6496&start=60#p100480
I might have something I almost finished for the green ones as well but I thought they looked quite good personally so I didn't fiddle with green or up much.
Those tend to look a bit better on belts, and I have (somewhere) graphics for the base boards as well. I really ought to actually package them and put them somewhere on this subforum just in case people do want them, make them easier to install. I could I guess even make them an actual mod. But, for now, they're free for anyone to use to replace Bob's stuff, just as long as Bobingabout is happy with you doing so (as they're a derivative work they are basically his - but he didn't seem to mind last time I posted them).
Just let me know if you'd like me to dig out the rest and package them somewhere.
I might have something I almost finished for the green ones as well but I thought they looked quite good personally so I didn't fiddle with green or up much.
Those tend to look a bit better on belts, and I have (somewhere) graphics for the base boards as well. I really ought to actually package them and put them somewhere on this subforum just in case people do want them, make them easier to install. I could I guess even make them an actual mod. But, for now, they're free for anyone to use to replace Bob's stuff, just as long as Bobingabout is happy with you doing so (as they're a derivative work they are basically his - but he didn't seem to mind last time I posted them).
Just let me know if you'd like me to dig out the rest and package them somewhere.
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Re: [0.12.x][v0.12.6] Bob's Electronics
I have no problems with it.
And I just keep forgetting all the alternate versions of my electronics people have posted.
And I just keep forgetting all the alternate versions of my electronics people have posted.
Re: [0.12.x][v0.12.6] Bob's Electronics
Here are some shifted images based off the original game to replace some of the icons, they look and feel much better I think.
To install locally, copy them into mods/bobelectronics_xxx/graphics/icons.
To install locally, copy them into mods/bobelectronics_xxx/graphics/icons.
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- icons.zip
- (19.91 KiB) Downloaded 137 times
Re: [0.12.x][v0.12.6] Bob's Electronics
Well these are mostly vanilla icons or changed color icons.jevon wrote:Here are some shifted images based off the original game to replace some of the icons, they look and feel much better I think.
To install locally, copy them into mods/bobelectronics_xxx/graphics/icons.
They don't show the manufacturing progress in the circuit.
Basic circuit is copper wire and wooden board an the bob's icon shows this sufficently.
The more advanced circuits icons also shows more details which give a bit reword for the hard work to get them.
Greetings steinio
Re: [0.12.x][v0.12.6] Bob's Electronics
I made these icons today, if anyone is interested. They're made to be recognizable for both vanilla and bob's-players.
EDIT: corrected an issue with a white translucent shape behind the basic circuit board.
EDIT: corrected an issue with a white translucent shape behind the basic circuit board.
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- icons.zip
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Re: [0.12.x][v0.12.6] Bob's Electronics
ooo fine thank you ..jevon wrote:Here are some shifted images based off the original game to replace some of the icons, they look and feel much better I think.
To install locally, copy them into mods/bobelectronics_xxx/graphics/icons.
just I thought I would replace a well-icons
thanks!
ооо отлично спасибо..
только подумал хорошо бы заменить значки