[0.13.x] Bob's Mods: General Discussion

Some mods, made by Bob. Basically streaks every Factroio-area.

Moderator: bobingabout

DOSorDIE
Filter Inserter
Filter Inserter
Posts: 255
Joined: Sat Oct 11, 2014 3:43 pm
Contact:

Re: [0.13.x] Bob's Mods: General Discussion

Post by DOSorDIE »

bobingabout wrote:There is a mod that adds this sort of thing, but it's not written by me. check out this one viewtopic.php?f=51&t=26053
I do plan to eventually get around to doing that sort of thing myself, but it's just one of those things where I need time to write it, and my time is limited.
We have try that, but that is complete unbalanced ... only all are complicater and not a challange.
Your MOD is much more balanced ;)
I have started now with only T1 Machines BOB Mod and THAT is a real challange! :D
Thanks to have a look at it.
User avatar
GeekinaCave
Inserter
Inserter
Posts: 39
Joined: Tue Jun 14, 2016 5:14 pm
Contact:

Re: [0.13.x] Bob's Mods: General Discussion

Post by GeekinaCave »

Hi, the new Bob's Vehicle Equipment is still in beta?, i tried to tested but i don't have many info about it.

Regards.
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.13.x] Bob's Mods: General Discussion

Post by bobingabout »

GeekinaCave wrote:Hi, the new Bob's Vehicle Equipment is still in beta?, i tried to tested but i don't have many info about it.

Regards.
It's at the initial release phase. You could call it a beta about as much as you can call any of my mods beta. I will admit that it still needs work, but lets call it released.

The only real reason why there isn't much information about it is because there's not any real documentation kept up to date on any of them anymore.

It basically just adds MK1 to MK6 solar panel, battery, energy shield, laser defence, fusion reactor, fusion cell which is a cut down fusion reactor, plasma cannon which is an artillery style laser defence... a MK1 and MK2 speed boosting item named Vehicle Motor and Vehicle Engine. And a Roboport.

There are no night vision, or discharge defence, and no plans to add them currently, though there might eventually be more tiers of the roboport.

I'm still open to ideas for new equipment, but at this stage it would only really be different sizes, or powers of the existing equipment, or new weapons.(which could be added to the power armor too)

Also, the grids are added in my Warfare/Logistics mod, I've been considering moving them to the equipment mod now that there is one. (so without the mod, the vehicles have no grid, add the mod and it adds grids to them).

Also, this is the wrong topic to talk about it in. this is the 0.13 discussion thread, and vehicle equipment is exclusively a 0.14 mod right now. (Since 0.14 adds the ability to make it)
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
User avatar
DUMBHA
Inserter
Inserter
Posts: 23
Joined: Wed Mar 09, 2016 9:38 am
Contact:

Re: [0.13.x] Bob's Mods: General Discussion

Post by DUMBHA »

Just reporting something I'm not sure is a bug or not. I can't seem to connect a red/green wire to Titanium or Tungsten chests. Is it just me or something :?:
Nexela
Smart Inserter
Smart Inserter
Posts: 1828
Joined: Wed May 25, 2016 11:09 am
Contact:

Re: [0.13.x] Bob's Mods: General Discussion

Post by Nexela »

Titanium and Tungsten chests are a part of Shinybobs/extrachests mod. There is a patch posted over there just need to wait for author to update.
User avatar
sporefreak
Fast Inserter
Fast Inserter
Posts: 183
Joined: Sun Apr 17, 2016 12:55 am
Contact:

Re: [0.13.x] Bob's Mods: General Discussion

Post by sporefreak »

What are the different ways of producing Sulfur in Bobs mods? The only way i can see is using the oil refineries. However, that produces very little and hardly meets the demand even with a 4-hour backlog of sulfur.
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.13.x] Bob's Mods: General Discussion

Post by bobingabout »

Sulfur can be made from Sulfur Dioxide and Hydrogen (which is going backwards to what you want here.) and can be acquired from oil processing recipes.
Smelting Nickel or Lead ore gives Sulfur Dioxide. You can also make it from sulfur and oxygen, this is part of the base game recipe replacement. it can also be acquired from multiple oil processing recipes.
Sulfuric acid is made from Sulfur Dioxide and Water, this is part of the bobplates mod, and is expected to be used as part of the base game recipe replacement.

The overide mod removes the base game sulfuric acid recipe, and sulfur from petroleum gas recipe.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
powerafro
Burner Inserter
Burner Inserter
Posts: 12
Joined: Thu Mar 07, 2013 6:53 pm
Contact:

Re: [0.13.x] Bob's Mods: General Discussion

Post by powerafro »

Hello People,

I have a question about Bob's Mods.

Is there a way to play with Bob Mods (Warfare logistics etc...) without the Ores from Bob ? (Only Vanilla Iron, Copper)

Thanks for your answer

greetings

PointofView!

PS: Sorry for my bad english
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.13.x] Bob's Mods: General Discussion

Post by bobingabout »

powerafro wrote:Hello People,

I have a question about Bob's Mods.

Is there a way to play with Bob Mods (Warfare logistics etc...) without the Ores from Bob ? (Only Vanilla Iron, Copper)

Thanks for your answer

greetings

PointofView!

PS: Sorry for my bad english
Don't install Bobplates (Metals, chemicals and intermediates) then the rest of the mods should adapt themselves to not need the new materials.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
Killerprozombie
Manual Inserter
Manual Inserter
Posts: 1
Joined: Fri Nov 04, 2016 4:44 pm
Contact:

Re: [0.13.x] Bob's Mods: General Discussion

Post by Killerprozombie »

In the 0.14 version you need synthetic wood to make the chemical plant but you need the chemical plant to make the synthetic wood. Any ideas?
User avatar
steinio
Smart Inserter
Smart Inserter
Posts: 2638
Joined: Sat Mar 12, 2016 4:19 pm
Contact:

Re: [0.13.x] Bob's Mods: General Discussion

Post by steinio »

Killerprozombie wrote:In the 0.14 version you need synthetic wood to make the chemical plant but you need the chemical plant to make the synthetic wood. Any ideas?
You can produce wood from raw wood per handcrafting - it*s more like a bug of factorio itself.
I recommend you to automate the whole circuit production for which the wood is used in your recipe.

Greetings steinio
Image

Transport Belt Repair Man

View unread Posts
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.13.x] Bob's Mods: General Discussion

Post by bobingabout »

steinio wrote:
Killerprozombie wrote:In the 0.14 version you need synthetic wood to make the chemical plant but you need the chemical plant to make the synthetic wood. Any ideas?
You can produce wood from raw wood per handcrafting - it*s more like a bug of factorio itself.
I recommend you to automate the whole circuit production for which the wood is used in your recipe.

Greetings steinio
Yes, basically... when you research plastics, synthetic wood is unlocked, and then the game derps and changes all the default hand crafting recipes to the synthetic wood variation, even though it can never be crafted by hand.
If you look at the recipe of the Lab, you'll see that you don't actually need synthetic wood, you need circuits, made from wooden boards, that can be made from Wood made from raw wood obtained from chopping down trees.... or wooden boards made from synthetic wood. The game just derps and chooses synthetic. And it IS the game, there's nothing I can do about it short of completely removing synthetic wood.

This bug has existed since I first made the recipe back in... 0.10 or 0.11 or something. And I reported the issue in bugs back then, and it's still with us now.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
draziel
Burner Inserter
Burner Inserter
Posts: 14
Joined: Tue Oct 11, 2016 5:18 am
Contact:

Re: [0.13.x] Bob's Mods: General Discussion

Post by draziel »

I think you should just remove the synthetic wood recipe... since you don't know when the bug will be resolved and it's quite an annoying bug.
Graypup
Burner Inserter
Burner Inserter
Posts: 12
Joined: Sat Jul 27, 2013 3:53 am
Contact:

Re: [0.13.x] Bob's Mods: General Discussion

Post by Graypup »

Getting a bit of a server crash on player connect.

Environment details:
Factorio 0.14.20 headless dedicated server on Arch Linux (factorio-headless-experimental AUR package)

Log:

Code: Select all

-- Logs begin at Sun 2016-07-10 21:19:32 UTC, end at Sat 2016-11-19 00:32:41 UTC. --
Nov 19 00:31:20 factorio systemd[1]: Started Factorio game headless server.
Nov 19 00:31:21 factorio factorio[1360]:    0.000 2016-11-19 00:31:20; Factorio 0.14.20 (build 25315, linux64, headless)
Nov 19 00:31:21 factorio factorio[1360]:    0.000 Operating system: Linux
Nov 19 00:31:21 factorio factorio[1360]:    0.000 Program arguments: "/usr/bin/factorio" "--server-settings" "/etc/factorio/server-settings.json" "--start-server" "factorio-service-save.zip" "--rcon-port=1996" "--rcon-password=redacted"
Nov 19 00:31:21 factorio factorio[1360]:    0.000 Read data path: /usr/share/factorio
Nov 19 00:31:21 factorio factorio[1360]:    0.000 Write data path: /home/factorio/.factorio
Nov 19 00:31:21 factorio factorio[1360]:    0.000 Binaries path: /usr
Nov 19 00:31:21 factorio factorio[1360]:    0.017 System info: [CPU: Intel(R) Xeon(R) CPU           X5550  @ 2.67GHz, 4 cores, RAM: 3948MB]
Nov 19 00:31:21 factorio factorio[1360]:    0.017 Running in headless mode
Nov 19 00:31:21 factorio factorio[1360]:    0.254 Loading mod core 0.0.0 (data.lua)
Nov 19 00:31:21 factorio factorio[1360]:    0.268 Loading mod base 0.14.20 (data.lua)
Nov 19 00:31:21 factorio factorio[1360]:    0.428 Loading mod FARL 0.7.0 (data.lua)
Nov 19 00:31:21 factorio factorio[1360]:    0.554 Loading mod what-is-it-used-for 1.1.5 (data.lua)
Nov 19 00:31:21 factorio factorio[1360]:    0.680 Loading mod bobconfig 0.14.0 (data.lua)
Nov 19 00:31:21 factorio factorio[1360]:    0.804 Loading mod bobinserters 0.14.1 (data.lua)
Nov 19 00:31:21 factorio factorio[1360]:    0.930 Loading mod boblibrary 0.14.3 (data.lua)
Nov 19 00:31:22 factorio factorio[1360]:    1.038 Loading mod Bottleneck 0.4.3 (data.lua)
Nov 19 00:31:22 factorio factorio[1360]:    1.152 Loading mod Foreman 1.1.1 (data.lua)
Nov 19 00:31:22 factorio factorio[1360]:    1.248 Loading mod RailTanker 1.4.0 (data.lua)
Nov 19 00:31:22 factorio factorio[1360]:    1.343 Loading mod bobenemies 0.14.0 (data.lua)
Nov 19 00:31:22 factorio factorio[1360]:    1.463 Loading mod bobores 0.14.0 (data.lua)
Nov 19 00:31:22 factorio factorio[1360]:    1.575 Loading mod bobvehicleequipment 0.14.2 (data.lua)
Nov 19 00:31:22 factorio factorio[1360]:    1.758 Loading mod bobtech 0.14.0 (data.lua)
Nov 19 00:31:22 factorio factorio[1360]:    1.919 Loading mod bobplates 0.14.0 (data.lua)
Nov 19 00:31:23 factorio factorio[1360]:    2.112 Loading mod bobassembly 0.14.0 (data.lua)
Nov 19 00:31:23 factorio factorio[1360]:    2.346 Loading mod bobelectronics 0.14.0 (data.lua)
Nov 19 00:31:23 factorio factorio[1360]:    2.512 Loading mod bobgreenhouse 0.14.0 (data.lua)
Nov 19 00:31:23 factorio factorio[1360]:    2.666 Loading mod boblogistics 0.14.4 (data.lua)
Nov 19 00:31:23 factorio factorio[1360]:    2.873 Loading mod bobmining 0.14.0 (data.lua)
Nov 19 00:31:24 factorio factorio[1360]:    3.048 Loading mod bobpower 0.14.0 (data.lua)
Nov 19 00:31:24 factorio factorio[1360]:    3.320 Loading mod bobrevamp 0.14.1 (data.lua)
Nov 19 00:31:24 factorio factorio[1360]:    3.632 Loading mod bobmodules 0.14.1 (data.lua)
Nov 19 00:31:24 factorio factorio[1360]:    3.871 Loading mod bobwarfare 0.14.2 (data.lua)
Nov 19 00:31:25 factorio factorio[1360]:    4.176 Loading mod ShinyBob 0.14.5 (data.lua)
Nov 19 00:31:25 factorio factorio[1360]:    4.180 Script recipe-functions.lua:24: Recipe radar-mk2 does not exist.
Nov 19 00:31:25 factorio factorio[1360]:    4.180 Script recipe-functions.lua:24: Recipe radar-mk2 does not exist.
Nov 19 00:31:25 factorio factorio[1360]:    4.180 Script recipe-functions.lua:24: Recipe radar-mk3 does not exist.
Nov 19 00:31:25 factorio factorio[1360]:    4.180 Script recipe-functions.lua:24: Recipe radar-mk2 does not exist.
Nov 19 00:31:25 factorio factorio[1360]:    4.180 Script recipe-functions.lua:24: Recipe radar-mk4 does not exist.
Nov 19 00:31:25 factorio factorio[1360]:    4.180 Script recipe-functions.lua:24: Recipe radar-mk5 does not exist.
Nov 19 00:31:25 factorio factorio[1360]:    4.180 Script recipe-functions.lua:24: Recipe radar-mk3 does not exist.
Nov 19 00:31:25 factorio factorio[1360]:    4.180 Script recipe-functions.lua:24: Recipe radar-mk3 does not exist.
Nov 19 00:31:25 factorio factorio[1360]:    4.180 Script recipe-functions.lua:24: Recipe radar-mk4 does not exist.
Nov 19 00:31:25 factorio factorio[1360]:    4.180 Script recipe-functions.lua:24: Recipe radar-mk5 does not exist.
Nov 19 00:31:25 factorio factorio[1360]:    4.180 Script recipe-functions.lua:24: Recipe radar-mk4 does not exist.
Nov 19 00:31:25 factorio factorio[1360]:    4.180 Script recipe-functions.lua:24: Recipe radar-mk4 does not exist.
Nov 19 00:31:25 factorio factorio[1360]:    4.180 Script recipe-functions.lua:24: Recipe radar-mk5 does not exist.
Nov 19 00:31:25 factorio factorio[1360]:    4.180 Script recipe-functions.lua:24: Recipe radar-mk5 does not exist.
Nov 19 00:31:25 factorio factorio[1360]:    4.501 Loading mod FARL 0.7.0 (data-updates.lua)
Nov 19 00:31:25 factorio factorio[1360]:    4.787 Loading mod bobconfig 0.14.0 (data-updates.lua)
Nov 19 00:31:26 factorio factorio[1360]:    5.008 Loading mod bobinserters 0.14.1 (data-updates.lua)
Nov 19 00:31:26 factorio factorio[1360]:    5.261 Loading mod bobenemies 0.14.0 (data-updates.lua)
Nov 19 00:31:26 factorio factorio[1360]:    5.670 Loading mod bobores 0.14.0 (data-updates.lua)
Nov 19 00:31:26 factorio factorio[1360]:    5.952 Loading mod bobvehicleequipment 0.14.2 (data-updates.lua)
Nov 19 00:31:26 factorio factorio[1360]:    5.954 Script technology-functions.lua:152: Technology vehicle-big-turret-4 does not exist.
Nov 19 00:31:27 factorio factorio[1360]:    6.229 Loading mod bobtech 0.14.0 (data-updates.lua)
Nov 19 00:31:27 factorio factorio[1360]:    6.455 Loading mod rso-mod 2.2.7 (data-updates.lua)
Nov 19 00:31:27 factorio factorio[1360]:    6.789 Loading mod bobplates 0.14.0 (data-updates.lua)
Nov 19 00:31:28 factorio factorio[1360]:    7.097 Loading mod bobassembly 0.14.0 (data-updates.lua)
Nov 19 00:31:28 factorio factorio[1360]:    7.402 Loading mod bobelectronics 0.14.0 (data-updates.lua)
Nov 19 00:31:28 factorio factorio[1360]:    7.753 Loading mod bobgreenhouse 0.14.0 (data-updates.lua)
Nov 19 00:31:29 factorio factorio[1360]:    8.000 Loading mod boblogistics 0.14.4 (data-updates.lua)
Nov 19 00:31:29 factorio factorio[1360]:    8.235 Loading mod bobmining 0.14.0 (data-updates.lua)
Nov 19 00:31:29 factorio factorio[1360]:    8.536 Loading mod bobpower 0.14.0 (data-updates.lua)
Nov 19 00:31:29 factorio factorio[1360]:    8.816 Loading mod bobrevamp 0.14.1 (data-updates.lua)
Nov 19 00:31:30 factorio factorio[1360]:    9.125 Loading mod bobmodules 0.14.1 (data-updates.lua)
Nov 19 00:31:30 factorio factorio[1360]:    9.407 Loading mod bobwarfare 0.14.2 (data-updates.lua)
Nov 19 00:31:30 factorio factorio[1360]:    9.741 Loading mod ShinyBob 0.14.5 (data-updates.lua)
Nov 19 00:31:30 factorio factorio[1360]:    9.761 Script technology-functions.lua:152: Technology radar-1 does not exist.
Nov 19 00:31:30 factorio factorio[1360]:    9.762 Script technology-functions.lua:131: Technology radar-1 does not exist.
Nov 19 00:31:30 factorio factorio[1360]:    9.762 Script technology-functions.lua:152: Technology radar-1 does not exist.
Nov 19 00:31:30 factorio factorio[1360]:    9.763 Script technology-functions.lua:131: Technology radar-3 does not exist.
Nov 19 00:31:30 factorio factorio[1360]:    9.763 Script technology-functions.lua:131: Technology radar-4 does not exist.
Nov 19 00:31:30 factorio factorio[1360]:    9.974 Loading mod FARL 0.7.0 (data-final-fixes.lua)
Nov 19 00:31:31 factorio factorio[1360]:   10.184 Loading mod long-reach 0.0.6 (data-final-fixes.lua)
Nov 19 00:31:31 factorio factorio[1360]:   10.432 Loading mod RailTanker 1.4.0 (data-final-fixes.lua)
Nov 19 00:31:31 factorio factorio[1360]:   10.635 Loading mod bobelectronics 0.14.0 (data-final-fixes.lua)
Nov 19 00:31:31 factorio factorio[1360]:   10.847 Loading mod ShinyBob 0.14.5 (data-final-fixes.lua)
Nov 19 00:31:32 factorio factorio[1360]:   11.050 Checksum for core: 1291735968
Nov 19 00:31:32 factorio factorio[1360]:   11.051 Checksum for mod base: 786624017
Nov 19 00:31:32 factorio factorio[1360]:   11.051 Checksum for mod FARL: 1016738590
Nov 19 00:31:32 factorio factorio[1360]:   11.051 Checksum for mod what-is-it-used-for: 3913150713
Nov 19 00:31:32 factorio factorio[1360]:   11.051 Checksum for mod bobconfig: 1774049703
Nov 19 00:31:32 factorio factorio[1360]:   11.051 Checksum for mod bobinserters: 2966285250
Nov 19 00:31:32 factorio factorio[1360]:   11.051 Checksum for mod boblibrary: 3645220963
Nov 19 00:31:32 factorio factorio[1360]:   11.052 Checksum for mod Bottleneck: 1776934153
Nov 19 00:31:32 factorio factorio[1360]:   11.052 Checksum for mod Foreman: 889675380
Nov 19 00:31:32 factorio factorio[1360]:   11.052 Checksum for mod long-reach: 3674062281
Nov 19 00:31:32 factorio factorio[1360]:   11.052 Checksum for mod RailTanker: 1260574978
Nov 19 00:31:32 factorio factorio[1360]:   11.052 Checksum for mod bobenemies: 1291207459
Nov 19 00:31:32 factorio factorio[1360]:   11.052 Checksum for mod bobores: 4029799065
Nov 19 00:31:32 factorio factorio[1360]:   11.052 Checksum for mod bobvehicleequipment: 3240547125
Nov 19 00:31:32 factorio factorio[1360]:   11.053 Checksum for mod bobtech: 84910783
Nov 19 00:31:32 factorio factorio[1360]:   11.053 Checksum for mod rso-mod: 1874398137
Nov 19 00:31:32 factorio factorio[1360]:   11.053 Checksum for mod bobplates: 674308856
Nov 19 00:31:32 factorio factorio[1360]:   11.053 Checksum for mod bobassembly: 4145366400
Nov 19 00:31:32 factorio factorio[1360]:   11.053 Checksum for mod bobelectronics: 422703435
Nov 19 00:31:32 factorio factorio[1360]:   11.053 Checksum for mod bobgreenhouse: 2288073750
Nov 19 00:31:32 factorio factorio[1360]:   11.054 Checksum for mod boblogistics: 3474649282
Nov 19 00:31:32 factorio factorio[1360]:   11.054 Checksum for mod bobmining: 3435149013
Nov 19 00:31:32 factorio factorio[1360]:   11.054 Checksum for mod bobpower: 3291248052
Nov 19 00:31:32 factorio factorio[1360]:   11.054 Checksum for mod bobrevamp: 910912599
Nov 19 00:31:32 factorio factorio[1360]:   11.054 Checksum for mod bobmodules: 1536552859
Nov 19 00:31:32 factorio factorio[1360]:   11.054 Checksum for mod bobwarfare: 1825633840
Nov 19 00:31:32 factorio factorio[1360]:   11.054 Checksum for mod ShinyBob: 945936395
Nov 19 00:31:33 factorio factorio[1360]:   12.245 Info PlayerData.cpp:55: Local player-data.json available, timestamp 1479515480
Nov 19 00:31:33 factorio factorio[1360]:   12.245 Info PlayerData.cpp:62: Cloud player-data.json unavailable
Nov 19 00:31:33 factorio factorio[1360]:   12.247 Custom inputs active: 0
Nov 19 00:31:33 factorio factorio[1360]:   12.248 Factorio initialised
Nov 19 00:31:33 factorio factorio[1360]:   12.249 Info ServerSynchronizer.cpp:27: nextHeartbeatSequenceNumber(0) initialized Synchronizer nextTickClosureTick(0).
Nov 19 00:31:33 factorio factorio[1360]:   12.249 Info ServerMultiplayerManager.cpp:658: mapTick(-1) changing state from(Ready) to(PreparedToHostGame)
Nov 19 00:31:33 factorio factorio[1360]:   12.250 Info ServerMultiplayerManager.cpp:658: mapTick(-1) changing state from(PreparedToHostGame) to(CreatingGame)
Nov 19 00:31:33 factorio factorio[1360]:   12.250 Loading map /var/lib/factorio/factorio-service-save.zip
Nov 19 00:31:33 factorio factorio[1360]:   12.251 Error FileUtil.cpp:284: Can't remove /home/factorio/.factorio/temp/currently-playing: No such file or directory
Nov 19 00:31:33 factorio factorio[1360]:   12.272 Info Scenario.cpp:152: Map version 0.14.20-1
Nov 19 00:31:33 factorio factorio[1360]:   12.365 Checksum for script /home/factorio/.factorio/temp/currently-playing/control.lua: 900459546
Nov 19 00:31:33 factorio factorio[1360]:   12.377 Checksum for script __FARL__/control.lua: 1521588408
Nov 19 00:31:33 factorio factorio[1360]:   12.379 Checksum for script __what-is-it-used-for__/control.lua: 293016820
Nov 19 00:31:33 factorio factorio[1360]:   12.381 Checksum for script __bobinserters__/control.lua: 662123439
Nov 19 00:31:33 factorio factorio[1360]:   12.383 Checksum for script __Bottleneck__/control.lua: 2130654779
Nov 19 00:31:33 factorio factorio[1360]:   12.396 Checksum for script __Foreman__/control.lua: 73357098
Nov 19 00:31:33 factorio factorio[1360]:   12.398 Checksum for script __RailTanker__/control.lua: 2344758156
Nov 19 00:31:33 factorio factorio[1360]:   12.399 Checksum for script __bobores__/control.lua: 3601237961
Nov 19 00:31:33 factorio factorio[1360]:   12.409 Checksum for script __rso-mod__/control.lua: 863068844
Nov 19 00:31:33 factorio factorio[1360]:   12.411 Checksum for script __boblogistics__/control.lua: 1193194630
Nov 19 00:31:33 factorio factorio[1360]:   12.412 Checksum for script __ShinyBob__/control.lua: 3660021820
Nov 19 00:31:33 factorio factorio[1360]:   12.416 Info UDPSocket.cpp:27: Opening socket at (0.0.0.0:34197)
Nov 19 00:31:33 factorio factorio[1360]:   12.416 Hosting game at 0.0.0.0:34197
Nov 19 00:31:33 factorio factorio[1360]:   12.416 Info ServerMultiplayerManager.cpp:658: mapTick(0) changing state from(CreatingGame) to(InGame)
Nov 19 00:31:33 factorio factorio[1360]:   12.425 Info UDPSocket.cpp:39: Opening socket for broadcast
Nov 19 00:31:33 factorio factorio[1360]:   12.445 Info RemoteCommandProcessor.cpp:97: Starting RCON interface at port 1996
Nov 19 00:31:33 factorio factorio[1360]:   12.445 Error InterruptibleStdioStream.cpp:53: Reading stdin failed
Nov 19 00:32:37 factorio factorio[1360]:   76.890 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(10.240.10.26:62498)
Nov 19 00:32:37 factorio factorio[1360]:   76.891 Refusing connection for address(10.240.10.26:62498). Unknown key:"password-missing"
Nov 19 00:32:41 factorio factorio[1360]:   80.485 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(10.240.10.26:62499)
Nov 19 00:32:41 factorio factorio[1360]:   80.485 Info ServerRouter.cpp:413: Replying to connectionRequest for address(10.240.10.26:62499).
Nov 19 00:32:41 factorio factorio[1360]:   80.485 Info ServerSynchronizer.cpp:524: nextHeartbeatSequenceNumber(2017) adding peer(1)
Nov 19 00:32:41 factorio factorio[1360]:   80.506 Info ServerMultiplayerManager.cpp:658: mapTick(0) changing state from(InGame) to(InGameSavingMap)
Nov 19 00:32:41 factorio factorio[1360]:   80.523 Info ServerMultiplayerManager.cpp:742: mapTick(0) received stateChanged peerID(1) oldState(Ready) newState(ConnectedWaitingForMap)
Nov 19 00:32:41 factorio factorio[1360]:   80.698 Info ServerMultiplayerManager.cpp:779: MapTick(0) Serving map(/home/factorio/.factorio/temp/mp-save-0.zip) for peer(1) size(1013294) crc(3527241221)
Nov 19 00:32:41 factorio factorio[1360]:   80.698 Info ServerMultiplayerManager.cpp:658: mapTick(0) changing state from(InGameSavingMap) to(InGame)
Nov 19 00:32:41 factorio factorio[1360]:   80.698 Error MainLoop.cpp:788: Exception at tick 0: Error while running event on_tick (ID 0)
Nov 19 00:32:41 factorio factorio[1360]: __bobinserters__/control.lua:352: attempt to index field 'bobmods' (a nil value)
Nov 19 00:32:41 factorio factorio[1360]:   80.698 Error ServerMultiplayerManager.cpp:93: MultiplayerManager failed: "Error while running event on_tick (ID 0)
Nov 19 00:32:41 factorio factorio[1360]: __bobinserters__/control.lua:352: attempt to index field 'bobmods' (a nil value)"
Nov 19 00:32:41 factorio factorio[1360]:   80.698 Info ServerMultiplayerManager.cpp:658: mapTick(0) changing state from(InGame) to(Failed)
Installed mods:

Code: Select all

bobassembly_0.14.0.zip     bobenemies_0.14.0.zip     boblibrary_0.14.3.zip    bobmodules_0.14.1.zip  bobpower_0.14.0.zip   bobvehicleequipment_0.14.2.zip  FARL_0.7.0.zip        mod-list.json         ShinyBob_0.14.5.zip
bobconfig_0.14.0.zip       bobgreenhouse_0.14.0.zip  boblogistics_0.14.4.zip  bobores_0.14.0.zip     bobrevamp_0.14.1.zip  bobwarfare_0.14.2.zip           Foreman_1.1.1.zip     RailTanker_1.4.0.zip  what-is-it-used-for_1.1.5.zip
bobelectronics_0.14.0.zip  bobinserters_0.14.1.zip   bobmining_0.14.0.zip     bobplates_0.14.0.zip   bobtech_0.14.0.zip    Bottleneck_0.4.3.zip            long-reach_0.0.6.zip  rso-mod_2.2.7.zip
factoriouzr
Filter Inserter
Filter Inserter
Posts: 685
Joined: Sat Jun 06, 2015 2:23 am
Contact:

Re: [0.13.x] Bob's Mods: General Discussion

Post by factoriouzr »

Hi Bob,

Any chance of reducing the range of area of affect projectiles? For fast robots, they get into my main base from the borders and blow up factory buildings because the area of affect projectiles are homing and track them for long distances.

Also can you post the changelog on the mod portal for your updates so we can easily find out what changed?

As always, great job on your mods :)
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.13.x] Bob's Mods: General Discussion

Post by bobingabout »

Temporary solution, remove bobinserters.

I'll take a look at the mod and see if I can release an update, at which point you can re-add the mod.
Any chance of reducing the range of area of affect projectiles?
It's something on my list to look at for the next release already.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
Graypup
Burner Inserter
Burner Inserter
Posts: 12
Joined: Sat Jul 27, 2013 3:53 am
Contact:

Re: [0.13.x] Bob's Mods: General Discussion

Post by Graypup »

bobingabout wrote:Temporary solution, remove bobinserters.

I'll take a look at the mod and see if I can release an update, at which point you can re-add the mod.
Any chance of reducing the range of area of affect projectiles?
It's something on my list to look at for the next release already.
Yeah, no worries, I'll just use the builtin server and move the map over to the dedicated server later.

This bug is only present on dedicated servers.
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.13.x] Bob's Mods: General Discussion

Post by bobingabout »

Well, I know what the error is.

It's trying to iterate through a custom table of players, in a table that hasn't been created yet because there are no players.

I can re-write the function to not do that.

EDIT: Update is now released, this should fix the issue.
Also has a few other nice features.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
factoriouzr
Filter Inserter
Filter Inserter
Posts: 685
Joined: Sat Jun 06, 2015 2:23 am
Contact:

Re: [0.13.x] Bob's Mods: General Discussion

Post by factoriouzr »

bobingabout wrote:Temporary solution, remove bobinserters.

I'll take a look at the mod and see if I can release an update, at which point you can re-add the mod.
Any chance of reducing the range of area of affect projectiles?
It's something on my list to look at for the next release already.
That's great. Thanks bob.

Another thing that has bothered me for a long time is the colours of ores. They are very hard to see and distinguish between some of the types, the grays I think are especially close in explored and unexplored maps in map view. This becomes even harder if you play with biters on max everything, where the map is covered with them. This is how I often play because I want a challenger (though the challenge is still not enough due to limits in base game biter types and behaviours, balancing etc).

I would really love a new feature (if possible) to set the type of ore you are looking for in some GUI and that ore will be the only one displayed in map view and it will be coloured bright lime green (kind of like the lime green ore you have now, forgot which one it is). Maybe even drawing a circle around the patches of the selected ore kind of like in debug mode shwoing circles where biters can spawn. Also this might not be possible, but it would be great if there was a next and previous ore button on the map view and it would cycle through all the patches of your chosen ore and center the map on it.

At a minimum it would be great to just highlight in lime green the ore you are interested in as I mentioned above, but it would also be great if you recoloured your ores so that they are drastically different from each other and from the base game ores. I know it can sometimes be a pain to find unique colours and you probably already tried, but anything more you could do to distinguish especially the ones that are close in colour to other ores would be great.
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.13.x] Bob's Mods: General Discussion

Post by bobingabout »

Green is Gems.

As for the feature... I don't think there's a way to set it to show only a specific ore, as for drawing other things on the map, probably also either beyond the ability of the engine, or at least beyond my modding ability. Although I write a large popular mod, I'm by far not the best modder of the game.

Short answer... I don't know where to even start this.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
Post Reply

Return to “Bob's mods”