Bob's mods are really fascinating. I guess I've been using 'Bob's Electronics"
I had wondered, some, at the ability of copper and iron to create an electrical circuit in the vanilla game. Since both are electrical conductors, it seemed a bit unlikely to work. Well, Bob's mods fixes these issues, and it seems like it is giving a somewhat realistic description of the ingredients of many different things.
In my first run-through of Bob's Mods, I wondered what tin was made of. I searched through everything on how to make tin, but finally came to realize that tin was it's own thing, which, of course, makes sense, since it is an element on the periodic table. But, I searched far and wide, and could not find any for many directions. Finally, I realized there was a mod called "Bob's Ores", without which, you will not have Tin. Installing Bob's Ores, of course, means you have to start the game over, from scratch.
Now, I am at that point again, because I would like to start producing "Lithium Ion Batteries", so it has finally come time to start pumping out those Lithia Ground-Water sites, and get started on this branch of Lithium based products. I happened by a promising site on my way back from re-arming one of my far-flung mining bases, and realized I had the material on hand to hand-construct a few pumpjacks. To my regret, though, these pumpjacks simply refused to be placed on the Lithia ground-water locations.
Unless there is some other way to make Lithium Perchlorate, Lithium Cobalt Oxide, and Lithium Chloride without the Lithia water, I suppose, then, it's back to the mod portal, and taking a guess at which mod will give me the ability to pump lithia water out of the ground. Is it"Bob's Mining?" that allows this? Then I get to start a new game from scratch? Are there any other surprises I should know about?
Mod Dependencies: Should I start again, again?
Moderator: bobingabout
- bobingabout
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Re: Mod Dependencies: Should I start again, again?
The lack of ores is actually one of those exceptions where you probably should restart the game. You don't HAVE to though, if you don't mind the game drawing ores all over the place, including where you've built things, you can use a command line instruction to add the ores to the game.
This used to be in a migration script, however, things have changed since then and it's not so easy to include it in migration (since if you have the mod installed by itself, by default all ores are disabled), plus the fact that if you'd explored a fair distance, the game literally locks up for minutes.
Adding a new mod should flawlessly alter your game to include the new parts, so adding bob's mining shouldn't be an issue at all. you'll get new research available to you to unlock the new equipment, and items that are tacked onto old research should be unlocked automatically. Not only have the Devs improved this sort of detection in the game engine, but I also include migration scripts to unlock things that have been missed.
However... you can't place pumpjacks on water spots? This is... probably a bug, you're supposed to be able to do it, you're not supposed to want to due to it producing a horrible amount of pollution and being inefficient compared to a water pump, but you're supposed to be able to do it, for cases like yours where the you're not using the mining mod...
I'm going to have to look into this issue again.
This used to be in a migration script, however, things have changed since then and it's not so easy to include it in migration (since if you have the mod installed by itself, by default all ores are disabled), plus the fact that if you'd explored a fair distance, the game literally locks up for minutes.
Adding a new mod should flawlessly alter your game to include the new parts, so adding bob's mining shouldn't be an issue at all. you'll get new research available to you to unlock the new equipment, and items that are tacked onto old research should be unlocked automatically. Not only have the Devs improved this sort of detection in the game engine, but I also include migration scripts to unlock things that have been missed.
However... you can't place pumpjacks on water spots? This is... probably a bug, you're supposed to be able to do it, you're not supposed to want to due to it producing a horrible amount of pollution and being inefficient compared to a water pump, but you're supposed to be able to do it, for cases like yours where the you're not using the mining mod...
I'm going to have to look into this issue again.
- bobingabout
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Re: Mod Dependencies: Should I start again, again?
Ores mod, data-updates.lua file...
This line tells the mod to add the "water" mining category to all mining machines with the "basic-fluid" category... IE, make all pumpjacks able to mine water.
from the library mod, and this is snipped a bit
The ores mod calls the first function, the first function calls the second for every mining machine, the second checks to see if the mining machine mines "basic-fluid" (which makes it a pumpjack), and if it does, adds water to the list...
There's an error. the first function is looking for data.raw["recipe-category"][category], when it should be looking for data.raw["resource-category"][category], same for category_to_add.
The error is in my library mod.
Code: Select all
bobmods.lib.machine.type_if_add_resource_category("mining-drill", "basic-fluid", "water")
from the library mod, and this is snipped a bit
Code: Select all
function bobmods.lib.machine.type_if_add_resource_category(machine_type, category, category_to_add)
if data.raw["recipe-category"][category] and data.raw["recipe-category"][category_to_add] then
for i, machine in pairs(data.raw[machine_type]) do
bobmods.lib.machine.if_add_resource_category(machine, category, category_to_add)
end
end
end
function bobmods.lib.machine.if_add_resource_category(machine, category, category_to_add)
if machine and data.raw["resource-category"][category] and data.raw["resource-category"][category_to_add] then
if bobmods.lib.machine.has_resource_category(machine, category) then
bobmods.lib.machine.add_resource_category(machine, category_to_add)
end
end
end
There's an error. the first function is looking for data.raw["recipe-category"][category], when it should be looking for data.raw["resource-category"][category], same for category_to_add.
The error is in my library mod.
- bobingabout
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Re: Mod Dependencies: Should I start again, again?
Okay, I've done a "blind" update. I've fixed the code, but I can't test it, because I'm at work, but hopefully you should be able to mine water with a pumpjack now.
Re: Mod Dependencies: Should I start again, again?
Hey, it looks like it worked.
I updated the mods, went back to my saved-game. Tried exactly what I did before, and this time it worked.
Thanks a lot.
I updated the mods, went back to my saved-game. Tried exactly what I did before, and this time it worked.
Thanks a lot.