[0.12.x][v0.12.10] Bob's Modules.
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Re: [0.11.22/0.12.x][v0.12.9] Bob's Modules.
Hey Bob!
I was thinking about the RAW modules, and if we add all those extra modules to the one module, it should degrade the max power of the raw module.
ie. RAW Speed module doesn't emit any pollution, or add extra power needs but it should always be slightly weaker than the speed module of the same level.
It's too bad you couldn't have a random value of potential loss applied to the raw modules at the creation of the map.
ie. a 1-6% drop in the max power of a raw module verses the original power of the non-raw mod.
I was thinking about the RAW modules, and if we add all those extra modules to the one module, it should degrade the max power of the raw module.
ie. RAW Speed module doesn't emit any pollution, or add extra power needs but it should always be slightly weaker than the speed module of the same level.
It's too bad you couldn't have a random value of potential loss applied to the raw modules at the creation of the map.
ie. a 1-6% drop in the max power of a raw module verses the original power of the non-raw mod.
Re: [0.11.22/0.12.x][v0.12.9] Bob's Modules.
hi author, I would like to ask how you can replace prescription product? basic module .. ie remove the ferric chloride and add something else (purely for myself I want to)bobingabout wrote:Most of what you have mentioned is configurable.
Okay, the merged modules can't be configured to add extra effects, but if you look at their costs, to produce one raw productivity module costs almost as much as the 3 modules, productivity, polution cleaning, and effectivity. if you change the config to include the speed drop, raw productivity also requires to cost to build a speed and another effectivity module to cancel out.
But yeah, some of the options you can change if you download the config mod are: How much of each stat on the modules, do you need speed on productivity or not, and is there a "Productivity filter" that locks them to only be able to be used on certain things. You can also outright turn off merged modules.
if you find the default settings too easy, I strongly sugest you take a look at the config mod and play with the values, and turn on productivity filters.
Having said that, I have thought about changing the values for the next release (for 0.13)
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Re: [0.12.x][v0.12.9] Bob's Modules.
nice mods ... its greatly ballanced
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Re: [0.12.x][v0.12.9] Bob's Modules.
Hi !
We noticed putting productivity modules in assemblies that empty and fill petrol barrels are a way to multiply the petrol. I think in vanilla it's not possible to put modules in such cases ?
Thanks !
We noticed putting productivity modules in assemblies that empty and fill petrol barrels are a way to multiply the petrol. I think in vanilla it's not possible to put modules in such cases ?
Thanks !
Re: [0.12.x][v0.12.9] Bob's Modules.
Productivity limiting option is not enabled by default - you'd need to enable it in config mod.ritonlajoie wrote:Hi !
We noticed putting productivity modules in assemblies that empty and fill petrol barrels are a way to multiply the petrol. I think in vanilla it's not possible to put modules in such cases ?
Thanks !
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Re: [0.12.x][v0.12.9] Bob's Modules.
Yeah, I have the solution programmed already, but it's disabled by default because if you enable it, it will simply "Delete" the modules already installed in places they shouldn't be. (When loading a game in progress)
It "should" be enabled by default in the next version.
It "should" be enabled by default in the next version.
Re: [0.12.x][v0.12.9] Bob's Modules.
hello Bob!bobingabout wrote:Yeah, I have the solution programmed already, but it's disabled by default because if you enable it, it will simply "Delete" the modules already installed in places they shouldn't be. (When loading a game in progress)
It "should" be enabled by default in the next version.
find bug! Beacon not work in God modules - normal modeules work
screen and idea!
God modules 2
More Speed and and there is no pollution, but consumes a lot of energy
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Re: [0.12.x][v0.12.9] Bob's Modules.
That is not a bug. The Beacon does not transmit productivity, and God Modules have productivity on them. The modules that do not work in it are Productivity, Raw Productivity and God, all others work with it.Airat9000 wrote:hello Bob!
find bug! Beacon not work in God modules - normal modeules work
Also, a side note, I like how the beacon is basically called "Mark" in russian XD
Re: [0.12.x][v0.12.9] Bob's Modules.
and it is possible to introduce yourself? I want at least to make himselfbobingabout wrote:That is not a bug. The Beacon does not transmit productivity, and God Modules have productivity on them. The modules that do not work in it are Productivity, Raw Productivity and God, all others work with it.Airat9000 wrote:hello Bob!
find bug! Beacon not work in God modules - normal modeules work
Also, a side note, I like how the beacon is basically called "Mark" in russian XD
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Re: [0.12.x][v0.12.9] Bob's Modules.
I don't understand what you're asking here.Airat9000 wrote:and it is possible to introduce yourself? I want at least to make himself
But I tell you what I will do.
For the next release of modules mod, I will add the option for Beacon to transmit Productivity.
If you turn this option on you will be able to put god modules in your beacon.
Re: [0.12.x][v0.12.9] Bob's Modules.
Hi there
I absolutly love that all your module that include Productivity bonus are not limited to raw materials and intermediate products, but there is the slight issue that one can simply dupe any liquids and gases by packing and unpacking (via barrel or gasbottle) endlessly. That was kinda game braking for me. I kow i kow i could just not do it, but if the possibility is there and you are in dire needs it's very tempting.
I disabled Godmodules a long time ago, they are way to overpowered for my taste. There is also the option to enable productivity only on Registered intermediates. So i was thinking how hard would it be to block Productivity Modules only from fluids ?
In all honesty, I realy enjoy your mod(s) complexity. A factory with 300+ hours can't lie. Playing the upcoming 0.13 Factorio release vanilla will surly be plain.
I absolutly love that all your module that include Productivity bonus are not limited to raw materials and intermediate products, but there is the slight issue that one can simply dupe any liquids and gases by packing and unpacking (via barrel or gasbottle) endlessly. That was kinda game braking for me. I kow i kow i could just not do it, but if the possibility is there and you are in dire needs it's very tempting.
I disabled Godmodules a long time ago, they are way to overpowered for my taste. There is also the option to enable productivity only on Registered intermediates. So i was thinking how hard would it be to block Productivity Modules only from fluids ?
In all honesty, I realy enjoy your mod(s) complexity. A factory with 300+ hours can't lie. Playing the upcoming 0.13 Factorio release vanilla will surly be plain.
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Re: [0.12.x][v0.12.9] Bob's Modules.
Since all recipes are basically the same, you'd have to create a limitations table that includes all recipes you want to use them on manually (Like I did in my mods).Animar wrote:I disabled Godmodules a long time ago, they are way to overpowered for my taste. There is also the option to enable productivity only on Registered intermediates. So i was thinking how hard would it be to block Productivity Modules only from fluids ?
Re: [0.12.x][v0.12.10] Bob's Modules.
I tested that mod togheter with 5dim's modules/Andrews Modules
It seems to be incompatible with both of these mods (Factorio version 0.13)
It seems to be incompatible with both of these mods (Factorio version 0.13)
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Re: [0.12.x][v0.12.10] Bob's Modules.
can you be a little more specific?Lukas0120 wrote:I tested that mod togheter with 5dim's modules/Andrews Modules
It seems to be incompatible with both of these mods (Factorio version 0.13)
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Re: [0.12.x][v0.12.10] Bob's Modules.
To be honest Andrews sounds a lot like a copy of bobs, but havent really taken a look into it.
Angels Mods
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II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
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Re: [0.12.x][v0.12.10] Bob's Modules.
Considering mine was designed to replace the base game stuff with a whole new set, it was never really designed to work with other module mods...
What is it doing now, and what did you expect it to do? I might be able to change the behavour... maybe.
What is it doing now, and what did you expect it to do? I might be able to change the behavour... maybe.
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Re: [0.12.x][v0.12.10] Bob's Modules.
On the topic of andrews mods copying from bob:
I hope he at least asked for permission, because there is no credit
I hope he at least asked for permission, because there is no credit
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Re: [0.12.x][v0.12.10] Bob's Modules.
He did notArch666Angel wrote:On the topic of andrews mods copying from bob:I hope he at least asked for permission, because there is no credit
At least when I "Borrowed" Icons from other people's mods, like DyTech at the time (for things like the Glass icon... I can't think of anything else right now), I atleast asked if I could use it.
Seriously though, those icons are taken stright from my mod, not only do they have the quirky names like far, the express inserter icon is still named purple!
What did he do, edit my mod and re-release it? That's a clear violation of the liscence! If you look on the mod portal, the liscence is listed as custom, distribution or private use only. that means no modification, and no corporate use. with hold liable and copyright declaration. Although probably burried somewhere, there is a topic about it on the forums too. (I really should clean up and stickify the liscence)
I mean, it has been done before, with bobwarfare, someone edited that so it didn't depend on plates, but they told me, and I let them do it. And Athmagor wanted to create a single bobmod compilation mod, with changes, to which I said no, as a compromise he basically made a mod that performs all his changes, with all mine as a dependancy. from what I can tell he's outright stollen my work and redistributed it as his own.
Anyway, lets hope it's not as bad as it sounds... if all he's taken is icons, well, he can have the inserters, but it would have been nice if he asked first.
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Re: [0.12.x][v0.12.10] Bob's Modules.
Oh he is already getting flamed on the mod portal, so people are quiet aware that he just plain copied things, just took a look into the mod files, no interesst in playing with them, so cant say what else he plain copied over.bobingabout wrote:He did notArch666Angel wrote:On the topic of andrews mods copying from bob:I hope he at least asked for permission, because there is no credit
At least when I "Borrowed" Icons from other people's mods, like DyTech at the time (for things like the Glass icon... I can't think of anything else right now), I atleast asked if I could use it.
Seriously though, those icons are taken stright from my mod, not only do they have the quirky names like far, the express inserter icon is still named purple!
What did he do, edit my mod and re-release it? That's a clear violation of the liscence! If you look on the mod portal, the liscence is listed as custom, distribution or private use only. that means no modification, and no corporate use. with hold liable and copyright declaration. Although probably burried somewhere, there is a topic about it on the forums too. (I really should clean up and stickify the liscence)
I mean, it has been done before, with bobwarfare, someone edited that so it didn't depend on plates, but they told me, and I let them do it. And Athmagor wanted to create a single bobmod compilation mod, with changes, to which I said no, as a compromise he basically made a mod that performs all his changes, with all mine as a dependancy. from what I can tell he's outright stollen my work and redistributed it as his own.
Anyway, lets hope it's not as bad as it sounds... if all he's taken is icons, well, he can have the inserters, but it would have been nice if he asked first.
Edit:
From boblibrary:
Code: Select all
function bobmods.lib.machine_has_category(machine, category_in)
local hasit = false
for i, category in pairs(machine.crafting_categories) do
if category == category_in then
hasit = true
end
end
return hasit
end
function bobmods.lib.machine_add_category(machine, category)
if not bobmods.lib.machine_has_category(machine, category) then
table.insert(machine.crafting_categories, category)
end
end
function bobmods.lib.machine_type_if_category_add_category(machine_type, category, category_to_add)
for i, machine in pairs(data.raw[machine_type]) do
if bobmods.lib.machine_has_category(machine, category) then
bobmods.lib.machine_add_category(machine, category_to_add)
end
end
end
Code: Select all
function machine_has_category(machine, category_in)
local hasit = false
for i, category in pairs(machine.crafting_categories) do
if category == category_in then
hasit = true
end
end
return hasit
end
function machine_add_category(machine, category)
if not machine_has_category(machine, category) then
table.insert(machine.crafting_categories, category)
end
end
function machine_type_if_category_add_category(machine_type, category, category_to_add)
for i, machine in pairs(data.raw[machine_type]) do
if machine_has_category(machine, category) then
machine_add_category(machine, category_to_add)
end
end
end
Angels Mods
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II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
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Re: [0.12.x][v0.12.10] Bob's Modules.
Yeah, that's pretty much a stright copy...
I also noticed that although I specified a custom liscence on the mod portal, it lists liscence as: "NA"... Looks like someone needs to fix the mod portal.
I also noticed that although I specified a custom liscence on the mod portal, it lists liscence as: "NA"... Looks like someone needs to fix the mod portal.