[0.15.10] re-enable bottling in assembly machines

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

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[0.15.10] re-enable bottling in assembly machines

Post by factoriouzr »

You have a good mod Bob, but can you please restore the bottling recipes to assembly machines.

You are disabling functionality part of the base game which is really annoying. This invalidates my oil blueprints from the base game as just one example, and it also invalidates everything else where I bottle or un-bottle something.

If you still want to stay with your pumps design then let both assemblers and your pumps bottle and empty bottles, but don't remove it from the base game.
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Re: [0.15.10] re-enable bottling in assembly machines

Post by bobingabout »

I can probably add the bottling category that I use to assembling machines, that would allow you to craft it in both.
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Re: [0.15.10] re-enable bottling in assembly machines

Post by factoriouzr »

That would be great. Can you add that today if possible. Don't want to rush you but I'm in a game where I'm doing oil now and I have to change all my oil setups from the base game.
Though, why do you need to add your bottling category to assembling machines? The base game allows you to bottle base game fluids and gasses already. Is it so that other fluids from your mod can be bottled in assembly machines too? Will this way of doing things work with existing vanilla assembly machine bottling and unbottling blueprints? My concern is that vanilla blueprints still work. It's less of an issue for me that your newly added fluids can't be bottled in vanilla assembly machines.

Also I would like to make another request. Would it be possible for you to change all the vanilla recipes back to their default ingredients, such as batteries and some science packs (blue I think)?
Your mod feels like an enhancement to the base game for those that want more cool toys to play with and some extra complexity. This is evident in how most of your buildings, turrets and armours are just recolours of existing vanilla tech with updated stats. As such, I think it would make more sense to leave all vanilla stuff untouched and go nuts on your new stuff and use whatever ingredients you want. This would mesh nicely with saved blueprints from vanilla, while we can make new blueprints as needed for stuff that's only in your mod.
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Re: [0.15.10] re-enable bottling in assembly machines

Post by bobingabout »

They were moved to the water pump's category, it needs it's own category so that you can't just craft everything that you could craft in an assembling machine in it. Adding the category to multiple machines is a very easy solution. I can't do anything right now as I am at work, but I can add an option to do this tonight.

Batteries is changed by an option, you can revert that one back to default in the options -> mods section on the main menu.

Science packs are part of bobtech, which is a science overhaul mod. Most of my mods like plates don't play too heavily with editing other things, and where they do often gives you the option to revert the changes. Others that are supposed to be overhauls, like Tech, Electronics, Modules and Revamp don't hold back when making changes.
Unless you have alien artifacts turned on in the enemies mod, the only things the Tech mod will do is... Add "Advanced lab", a lab with 200% research speed, Logistics science pack (And changes a heap of technologies to require it instead of production), and a science pack rebalance. If you don't like the changes to the recipes, my recommendation is just to remove this mod.
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Re: [0.15.10] re-enable bottling in assembly machines

Post by factoriouzr »

bobingabout wrote:They were moved to the water pump's category, it needs it's own category so that you can't just craft everything that you could craft in an assembling machine in it. Adding the category to multiple machines is a very easy solution. I can't do anything right now as I am at work, but I can add an option to do this tonight.

Batteries is changed by an option, you can revert that one back to default in the options -> mods section on the main menu.

Science packs are part of bobtech, which is a science overhaul mod. Most of my mods like plates don't play too heavily with editing other things, and where they do often gives you the option to revert the changes. Others that are supposed to be overhauls, like Tech, Electronics, Modules and Revamp don't hold back when making changes.
Unless you have alien artifacts turned on in the enemies mod, the only things the Tech mod will do is... Add "Advanced lab", a lab with 200% research speed, Logistics science pack (And changes a heap of technologies to require it instead of production), and a science pack rebalance. If you don't like the changes to the recipes, my recommendation is just to remove this mod.

Thanks for making the change tonight.
When you add the category back to the assemblers for bottling, will it work seamlessly with a vanilla bottling blueprint as that's the goal for the change?

Can you make the batteries default to vanilla in options? There is currently an issue with the base game, where it loses mod settings if the mod is disabled and then enabled again. This makes it hard to customize mod settings because when playing different games with different mods, the settings are lost. I hope they fix this, though they labeled it as "not a bug".

I don't use your electronics or revamp mods, but I do have tech and modules enabled. I like your God modules lol.
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Re: [0.15.10] re-enable bottling in assembly machines

Post by bobingabout »

factoriouzr wrote:Thanks for making the change tonight.
When you add the category back to the assemblers for bottling, will it work seamlessly with a vanilla bottling blueprint as that's the goal for the change?

I don't use your electronics or revamp mods, but I do have tech and modules enabled. I like your God modules lol.
The category is purely used to say what machines a recipe can be crafted in, it will make no changes to loading a game.

The mods are separated so that you can use whichever parts you like, you can continue using the modules mod if that's what you like, I was simply saying that if you don't like the science changes, the best action is to drop the tech mod.
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Re: [0.15.10] re-enable bottling in assembly machines

Post by factoriouzr »

bobingabout wrote:
factoriouzr wrote:Thanks for making the change tonight.
When you add the category back to the assemblers for bottling, will it work seamlessly with a vanilla bottling blueprint as that's the goal for the change?

I don't use your electronics or revamp mods, but I do have tech and modules enabled. I like your God modules lol.
The category is purely used to say what machines a recipe can be crafted in, it will make no changes to loading a game.

The mods are separated so that you can use whichever parts you like, you can continue using the modules mod if that's what you like, I was simply saying that if you don't like the science changes, the best action is to drop the tech mod.

Yeah, I got that about disabling your other mods. Thanks for explaining how the categories work.
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Re: [0.15.10] re-enable bottling in assembly machines

Post by bobingabout »

done
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Re: [0.15.10] re-enable bottling in assembly machines

Post by factoriouzr »

Thanks, much appreciated. However, I can't barrel petroleum gas as I can in the base game. Can you please fix.
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Re: [0.15.10] re-enable bottling in assembly machines

Post by bobingabout »

not as easilly as the others. Sure I could add gasses to the assembling machine too, but you'd still have the issue that it costs bottles, not barrels.
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Re: [0.15.10] re-enable bottling in assembly machines

Post by factoriouzr »

There's no way to keep the vanilla recipes as well in addition to yours?
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Re: [0.15.10] re-enable bottling in assembly machines

Post by factoriouzr »

Hi Bob,

I updated your mods and it looks like you broke the bottling recipes again. Can you please allow vanilla bottling for all vanilla liquids and gasses as how it is in vanilla.
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Re: [0.15.10] re-enable bottling in assembly machines

Post by bobingabout »

It's now an option you can turn on. it should fix the petroleum gas issue too.

from the main menu click options -> mods and find bobplates in the list.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
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