[0.15.x] Bob's Mods: General Discussion
Moderator: bobingabout
Re: [0.15.x] Bob's Mods: General Discussion
Was playing multiplayer with a friend, and he managed to crash the LAN by placing an item. Apologies in advance if this valve doesn't belong to the Bob's mod suite, but it did have a callout to the logistics mod.
I couldn't find a dedicated bug report thread, is there one for these mods?
I couldn't find a dedicated bug report thread, is there one for these mods?
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Re: [0.15.x] Bob's Mods: General Discussion
I noticed that when producing oil barrels that they never showed up on the [P]roduction screen. I don't have a vanilla save that far in, so I can't double check to see whose issue it is, but I thought I'd toss that out there to see if anyone else has noticed it.
Re: [0.15.x] Bob's Mods: General Discussion
The "More Inserters 1" research doesn't actually unlock anything. Neither does the "Near Inserters 1."
Is this intended for right now?
Is this intended for right now?
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Re: [0.15.x] Bob's Mods: General Discussion
unlock chemical processing 1, and use the chemical boiler to turn coal and water into carbon.Naxza wrote:Since Angel's mods got updated to work with bobplates, I've got both running now. What I don't have, however, is a means of making Bobplates Carbon for the Electronic Components recipe, and it seems that the closest thing, angelspetrochem Carbon, is not sufficient or compatible. Am I missing a recipe somewhere?
That is something from my mod, that actually looks a mess, I'll need to update the entity, and the script that controlls it.Daemoria wrote:Was playing multiplayer with a friend, and he managed to crash the LAN by placing an item. Apologies in advance if this valve doesn't belong to the Bob's mod suite, but it did have a callout to the logistics mod.
I couldn't find a dedicated bug report thread, is there one for these mods?
I'd have to say that is entirely handled by the base gameRecon777 wrote:I noticed that when producing oil barrels that they never showed up on the [P]roduction screen. I don't have a vanilla save that far in, so I can't double check to see whose issue it is, but I thought I'd toss that out there to see if anyone else has noticed it.
I just explained how that works yesterdayOninaig wrote:The "More Inserters 1" research doesn't actually unlock anything. Neither does the "Near Inserters 1."
Is this intended for right now?
bobingabout wrote:Long, More and Near inserter technologies DO NOT unlock anything directly, however, this is what they do:
There is a button of an express (Cyan (light blue) coloured) inserter at the top of the screen, this will open a menu. Researching these technologies will add options to that menu. (Long adds Long inserter toggle, Near adds Near side of belt placement, and More allows you to specify long input/output seperatly)
If you also have bob inserters installed, it will add extra options in that mod too. (Long2 and More2 are also in the inserters mod)(Long (and long 2) add options to where you can set the range, near allows you to specify the drop location within the tile, and More (and more 2) allows you to specify diagonals and more rotation options)
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Re: [0.15.x] Bob's Mods: General Discussion
your MK4 boilers are *almost* enough to keep up with two MK3 engines which results in annoying power spikes as it burns through one piece of coal to the next.
you may want to boost the boiler a tad so it can behave.
you may want to boost the boiler a tad so it can behave.
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Re: [0.15.x] Bob's Mods: General Discussion
First feedback on the power so farnitro_hedgehog wrote:your MK4 boilers are *almost* enough to keep up with two MK3 engines which results in annoying power spikes as it burns through one piece of coal to the next.
you may want to boost the boiler a tad so it can behave.
Maths says... 1/0.75(Steam engine MK3) * 10/7 (Boiler MK4) = ~1.9
Maybe I should increase the power of boiler 4 slightly. a flat out 1.5 multiplier instead of 10/7 would make it work (But then that means you need 6.6666... MK4 boilers to be equivalent to 10 MK1s I guess that's okay when you need 13.3333... steam engines.)
You know what, the numbers are terrible. I'm open to sugestions. No I'm not going to make steam engine MK3 take 1 unit of water a second, I want you to have to choose between turbines and steam engines.
I'm going to add higher tiers of turbines and heat exchangers too. Maybe reactors too.
Re: [0.15.x] Bob's Mods: General Discussion
Angel already released a fix for this couple hours ago. His overwrite functions were not accommodating for the new simple/expensive recipes, so it failed to overwrite this and other recipes.bobingabout wrote:unlock chemical processing 1, and use the chemical boiler to turn coal and water into carbon.Naxza wrote:Since Angel's mods got updated to work with bobplates, I've got both running now. What I don't have, however, is a means of making Bobplates Carbon for the Electronic Components recipe, and it seems that the closest thing, angelspetrochem Carbon, is not sufficient or compatible. Am I missing a recipe somewhere?
If I remember, vanilla does not track barrelling and unbarrelling stats, since they are pretty much misleading. What is really important to track is the fluid production and consumption, if that fluid was barrelled and barrelled 10 times between production and consumption is kinda irrelevant and would made the tracking numbers misleading since you would not know if you barrelled 10 different 'oil fluids' or the same 'oil fluid' was barrelled and barrelled 10 times. Same for the consuption and production of empty barrels in this process.bobingabout wrote:I'd have to say that is entirely handled by the base gameRecon777 wrote:I noticed that when producing oil barrels that they never showed up on the [P]roduction screen. I don't have a vanilla save that far in, so I can't double check to see whose issue it is, but I thought I'd toss that out there to see if anyone else has noticed it.
Re: [0.15.x] Bob's Mods: General Discussion
Wow it would be cool. I can not wait for the MK3 reactor.bobingabout wrote: I'm going to add higher tiers of turbines and heat exchangers too. Maybe reactors too.
Also if its posible to add new options to uranium processing into bobplates mod. Plutonium from spent fuel, breader reactors, new type of nucluar fuel, etc.
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Re: [0.15.x] Bob's Mods: General Discussion
It's all good ideas.Sedar wrote:Wow it would be cool. I can not wait for the MK3 reactor.bobingabout wrote: I'm going to add higher tiers of turbines and heat exchangers too. Maybe reactors too.
Also if its posible to add new options to uranium processing into bobplates mod. Plutonium from spent fuel, breader reactors, new type of nucluar fuel, etc.
Though we're going to have to wait until I get the current mods updated and working before adding new content. There's still a couple left to do.
Re: [0.15.x] Bob's Mods: General Discussion
Of course, I understand.bobingabout wrote: It's all good ideas.
Though we're going to have to wait until I get the current mods updated and working before adding new content. There's still a couple left to do.
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Re: [0.15.x] Bob's Mods: General Discussion
Regarding your update list in the first post, could you either bold the different mod headings (clock, inserters, ores, etc) or add a line break after each one so they're more distinguishable? That way it's less a wall of text and more easily read between all the mods.
Re: [0.15.x] Bob's Mods: General Discussion
Given that burner mechanics can now return items, it might be worth it to use this to 'consume' liquids from barrels.bobingabout wrote:There are no current plans to bring it back.nagapito wrote:...So, no more fuel canister?
I.e. in your mod for the specific liquids (since the base game will generate / handle the barrels for them) add a fuel value and fuel category (liquid_fuel_barreled or something) to those generated barrel items, along with specifying that they return an empty barrel.
Then update the trains / boilers / vehicles burners to have a return slot. (This might be a bit messy, given that other mods also add burner entities and such. But could possibly be done with a script that loops through all entities with a burner part and adds in a output slot if it doesn't have one.)
But this is one way to approach it.
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Re: [0.15.x] Bob's Mods: General Discussion
"liquid-fuel-filled-barrel", Fairly sure that's what the item name is. So I can add the fuel lines in data-updates.lua or data-final-fixes.lua.UberWaffe wrote:Given that burner mechanics can now return items, it might be worth it to use this to 'consume' liquids from barrels.bobingabout wrote:There are no current plans to bring it back.nagapito wrote:...So, no more fuel canister?
I.e. in your mod for the specific liquids (since the base game will generate / handle the barrels for them) add a fuel value and fuel category (liquid_fuel_barreled or something) to those generated barrel items, along with specifying that they return an empty barrel.
Then update the trains / boilers / vehicles burners to have a return slot. (This might be a bit messy, given that other mods also add burner entities and such. But could possibly be done with a script that loops through all entities with a burner part and adds in a output slot if it doesn't have one.)
But this is one way to approach it.
I wasn't aware that fuel can return items now, is there an example around of how this is achieved? I'm guessing I should take a look at how the Nuclear reactor works, I'm guessing that's where it's used.
Enumerating through all entities with a burner might be a bit harder to do. Should probably also look at the fuel category too.
It's becoming difficult to edit too. I really should go through and organise it sometime soon.Jackalope wrote:Regarding your update list in the first post, could you either bold the different mod headings (clock, inserters, ores, etc) or add a line break after each one so they're more distinguishable? That way it's less a wall of text and more easily read between all the mods.
Re: [0.15.x] Bob's Mods: General Discussion
Probably this
and on the burner{
type = "item",
name = "uranium-fuel-cell",
icon = "__base__/graphics/icons/uranium-fuel-cell.png",
flags = {"goes-to-main-inventory"},
subgroup = "intermediate-product",
order = "r[uranium-processing]-a[uranium-fuel-cell]",
fuel_category = "nuclear",
burnt_result = "used-up-uranium-fuel-cell",
fuel_value = "8GJ",
stack_size = 50
},
burner =
{
fuel_category = "nuclear",
effectivity = 1,
fuel_inventory_size = 1,
burnt_inventory_size = 1
},
Re: [0.15.x] Bob's Mods: General Discussion
Well a slight word of warning about fuels that return things, as at the moment it is not possible to remove the results from vehicles with inserters so for example trains you can't fully automate them if you use a fuel that returns anything. The bug report is currently marked as a know issue, so it is not likely to change anytime soon it seems, although that could always change.
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Re: [0.15.x] Bob's Mods: General Discussion
Issues like this sort of make me want to leave the burnt results out of it for now.JLBShecky wrote:Well a slight word of warning about fuels that return things, as at the moment it is not possible to remove the results from vehicles with inserters so for example trains you can't fully automate them if you use a fuel that returns anything. The bug report is currently marked as a know issue, so it is not likely to change anytime soon it seems, although that could always change.
I can still add a fuel value to the barrel though.
Re: [0.15.x] Bob's Mods: General Discussion
Hey @bobingabout, I wanted to say thank you for all your hard work that you've put into your mods. Your mods bring so much more to the game, both in challenges as well as sheer fun (especially when combined with enemies mods like Natural Evolution, and Rampant AI).
I have a question about the weapons mods- it seems like a lot of the mod developers have either been delaying weapons, or have been taking a bit longer to finish them. I'm wondering if the game devs did some overhaul to the weapons code? If so, will it bring any new changes to your weapons pack? Aka, new ammunitions, damage multipliers, bonuses of any kind?
I have a question about the weapons mods- it seems like a lot of the mod developers have either been delaying weapons, or have been taking a bit longer to finish them. I'm wondering if the game devs did some overhaul to the weapons code? If so, will it bring any new changes to your weapons pack? Aka, new ammunitions, damage multipliers, bonuses of any kind?
Re: [0.15.x] Bob's Mods: General Discussion
You can assign "nothing" technology modifier which will show that information on the technology.bobingabout wrote:
Long, More and Near inserter technologies DO NOT unlock anything directly, however, this is what they do:
There is a button of an express (Cyan (light blue) coloured) inserter at the top of the screen, this will open a menu. Researching these technologies will add options to that menu. (Long adds Long inserter toggle, Near adds Near side of belt placement, and More allows you to specify long input/output seperatly)
If you also have bob inserters installed, it will add extra options in that mod too. (Long2 and More2 are also in the inserters mod)(Long (and long 2) add options to where you can set the range, near allows you to specify the drop location within the tile, and More (and more 2) allows you to specify diagonals and more rotation options)
.15.0 Added a "nothing" technology modifier type with an "effect_key" property for script-based-effect research.
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Re: [0.15.x] Bob's Mods: General Discussion
Regarding the fuel and burning stuff, I found an interesting article at http://www.bbc.com/news/business-38391034 saying that an industrial plant is capturing the CO2 emissions from a coal boiler for use in making various chemicals. It also has the nice side effect of dramatically lowering the pollution from that boiler. Perhaps that could be used in Factorio as well?
Re: [0.15.x] Bob's Mods: General Discussion
Actually, factorio already has something similar done by other BobJackalope wrote:Regarding the fuel and burning stuff, I found an interesting article at http://www.bbc.com/news/business-38391034 saying that an industrial plant is capturing the CO2 emissions from a coal boiler for use in making various chemicals. It also has the nice side effect of dramatically lowering the pollution from that boiler. Perhaps that could be used in Factorio as well?
https://mods.factorio.com/mods/bobkelso/Power_To_Liquid