![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
I noticed something else, the green and purple underground belts should be in "transport-belt" fast-replaceable-group.
Moderator: bobingabout
*head desk* yeeeaaah... Another base game change I forgot to update for.fishycat wrote:Thank you for the new bots![]()
I noticed something else, the green and purple underground belts should be in "transport-belt" fast-replaceable-group.
Code: Select all
function open_gui()
--create gui
game.players[event.player_index].opened = gui
end
script.on_event(defines.events.on_gui_closed, function(event)
if is_my_mod(event) then
gui.close()
end
end)
that is a change I can make_npo6ka_ wrote:Thank you for your fashion. I have suggestions for the mod's Bob's Adjustable Inserters. Make it possible to close the interface of this mod by pressing the ESC key, since recently it can be done.
A small example:
Code: Select all
function open_gui() --create gui game.players[event.player_index].opened = gui end script.on_event(defines.events.on_gui_closed, function(event) if is_my_mod(event) then gui.close() end end)
personally, I agree, the a splitter is a splitter, a belt is a belt, and an UG belt is an UG belt. I changed it to conform to the new base game, as it was brought to my attention and the change requested.fishycat wrote:Though I like most of the base game changes, I really don't get the one with the splitters in transport-belt fast replaceable group. It is really annoying when you upgrade your mainbus and accidentally all the splitters...![]()
Fair enough, I can change it for my game, no problem. I like your addition to the inserters, nice one.
That actually would be perfect solution.bobingabout wrote:Perhaps one day I could add a setting to change the fast replace group of splitters and UG belts to their own group?
This mod might do this albeit partially:fishycat wrote:That actually would be perfect solution.bobingabout wrote:Perhaps one day I could add a setting to change the fast replace group of splitters and UG belts to their own group?
if it does base game and nobody elses, they didn't do it right.fishycat wrote:Yes, saw this mod, too. Now it changes only the vanilla stuff. But to have the option integrated in bob's would be better and then also his stuff is included.
What do you guys think I should do?FactorioBot wrote: Balancing
- Changed fluid wagon capacity from 75k to 25k (Same as storage tank).
- Lowered fluid wagon weight from 3000 to 1000 (same as cargo wagon).
- Changed fluid wagon recipe so it requires just 1 storage tank instead of 3.
- Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.)
- Lowered barelling speed from 1 to 0.2.
Lol, When reading the FFF thought about the Mk2 (@50k) and Mk3 (@75k) with similar thoughts to bring Bobs in-line with Vanilla some... Of course add in additional resources required per level like normal.fishycat wrote:i would be for, set barrel stacks to 5 and maybe do a MK2 (50k) and MK3 (75k) version for the fluid wagon, along with higher tier tech prerequisites.
Code: Select all
bobmods.lib.adjust_fluid_per_barrel(fluid_per_barrel)
local empty_barrel_name = "empty-barrel"
for name,fluid in pairs(data.raw["fluid"]) do
if (fluid.auto_barrel == nil or fluid.auto_barrel) and fluid.icon then
local barrel_fill_recipe, barrel_empty_recipe = get_or_create_barrel_recipes(fluid)
if barrel_fill_recipe then
barrel_fill_recipe.ingredients =
{
{type = "fluid", name = fluid.name, amount = fluid_per_barrel},
{type = "item", name = empty_barrel_name, amount = 1},
}
end
if barrel_empty_recipe then
barrel_empty_recipe.results = {
{type = "fluid", name = fluid.name, amount = fluid_per_barrel},
{type = "item", name = empty_barrel_name, amount = 1}
}
end
end
end
end
I think the current fluid wagon MK2 and MK3 offer X1.5 and X2 of the original (75k) giving 112.5k for MK2 and 150k for MK3. the new base standard would bring it to 37.5k and 50kfishycat wrote:i would be for, set barrel stacks to 5 and maybe do a MK2 (50k) and MK3 (75k) version for the fluid wagon, along with higher tier tech prerequisites.
I think that'd be overkill.fishycat wrote:yep, is X1.5 and X2 now. Would it be too much with X2 and X3 of the base X 25k?
edit: ah, yes, happy new gear to all