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

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

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Thales7
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Re: [0.16.x] Bob's Mods: General Discussion

Post by Thales7 »

Now a simple suggestion:
If there is a form to create hacked insertors, should be a form to hacked buildings (chose the input and output of fluids).
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Re: [0.16.x] Bob's Mods: General Discussion

Post by mexmer »

bobingabout wrote:
mexmer wrote:
bobingabout wrote:
mexmer wrote:@bobingabout since you doing reordering, moving all loaders into logistic will be nice, atm. yellow,red,blue loader is in basic items, while green and purple is in logistic tab.

i'm talking about loaders from loader redux.
I'm all in favor of the loaders being moved, but... well... lets just look back at the previous post.
then just leave yours in general category, it's really annoying that you add another tier of loaders, but they are "elsewhere" to be found.
I don't add them nor move them. if they're elsewhere, then it's the mod that adds them that put them there.
my apologies then, i thought your logistic mod adds those tiers to loaders, since when playing without your logistic, they go only up to blue, and all stuff is in general.
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Re: [0.16.x] Bob's Mods: General Discussion

Post by bobingabout »

Thales7 wrote:Now a simple suggestion:
If there is a form to create hacked insertors, should be a form to hacked buildings (chose the input and output of fluids).
I don't understand the question.
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Re: [0.16.x] Bob's Mods: General Discussion

Post by Light »

bobingabout wrote:
Thales7 wrote:Now a simple suggestion:
If there is a form to create hacked insertors, should be a form to hacked buildings (chose the input and output of fluids).
I don't understand the question.
He's suggesting that since you can control where an inserter can pick up and drop stuff off, you could also control where the fluid inputs and outputs are laid out. So if water is on the left instead of right, you'd press a button to swap it.

As far as I know that's entirely controlled by the recipe itself, which is why these two mods exist:
https://mods.factorio.com/mod/GDIW - Creates the hundred+ recipes that swap input/output.
https://mods.factorio.com/mod/GDIWHotkey - Hides those cluttered mess of recipes in favor of a hotkey.
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Re: [0.16.x] Bob's Mods: General Discussion

Post by Arch666Angel »

Light wrote:
bobingabout wrote:
Thales7 wrote:Now a simple suggestion:
If there is a form to create hacked insertors, should be a form to hacked buildings (chose the input and output of fluids).
I don't understand the question.
He's suggesting that since you can control where an inserter can pick up and drop stuff off, you could also control where the fluid inputs and outputs are laid out. So if water is on the left instead of right, you'd press a button to swap it.

As far as I know that's entirely controlled by the recipe itself, which is why these two mods exist:
https://mods.factorio.com/mod/GDIW - Creates the hundred+ recipes that swap input/output.
https://mods.factorio.com/mod/GDIWHotkey - Hides those cluttered mess of recipes in favor of a hotkey.
There are two ways to control that: Either switch around the fluids position in the recipes or switch around the fluid box position in the entity definition. Either way you have to create a prototype for each possible variation.
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Re: [0.16.x] Bob's Mods: General Discussion

Post by bobingabout »

Yeeeeaaahh.... I'm not going to be doing that. fluid recipes that I added do actually keep an input/output order in mind to try and make things easier, such as Hydrogen always being released on the same side of the electrolyser. And the inputs of a factory that take the outputs of another are on the same side too. you can put a hydrogen chloride factory right up against the electrolyser producing the two gasses for example. You can't really do the same for Nitrogen oxide though, because the speeds and ratios are different, but at least it's the right way around.
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Re: [0.16.x] Bob's Mods: General Discussion

Post by pizzachef84 »

I may have missed someone else reporting this but cobalt steel gears and bearings appear to be marked as NOT eligible for productivity modules, unlike all other gears and bearings.
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Re: [0.16.x] Bob's Mods: General Discussion

Post by bobingabout »

pizzachef84 wrote:I may have missed someone else reporting this but cobalt steel gears and bearings appear to be marked as NOT eligible for productivity modules, unlike all other gears and bearings.
Yes, reported, fixed, but not released yet. It's being tied up because of other half finished edits.
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I also have a Patreon.
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Re: [0.16.x] Bob's Mods: General Discussion

Post by fiery_salmon »

Maybe I am missing something - but is there an upgraded lamp somewhere among bobmods? Usually I am ignoring upgraded buildings but in this case I would be happy to build some floodlights with light range greater than a tiny lamp.
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Re: [0.16.x] Bob's Mods: General Discussion

Post by bobingabout »

fiery_salmon wrote:Maybe I am missing something - but is there an upgraded lamp somewhere among bobmods? Usually I am ignoring upgraded buildings but in this case I would be happy to build some floodlights with light range greater than a tiny lamp.
not at the moment.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
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Re: [0.16.x] Bob's Mods: General Discussion

Post by fiery_salmon »

bobingabout wrote:
fiery_salmon wrote:Maybe I am missing something - but is there an upgraded lamp somewhere among bobmods? Usually I am ignoring upgraded buildings but in this case I would be happy to build some floodlights with light range greater than a tiny lamp.
not at the moment.
Thanks for the reply! Now I know that I found all available lamps.
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Re: [0.16.x] Bob's Mods: General Discussion

Post by bobingabout »

Alright, Time for some updates.

Plates 0.16.3:
Added productivity filter for cobalt gears and bearings
Fixed lithium Ion and silver zinc battery energy_required costs.


Logistics 0.16.16:
Removed pipe size (english) locale entries.
Added a check to not apply the inserter long-handed over-ride if the entity is revived.
Swapped green and purple colours around.
Removed the option for final tier belts (they're always on now)
Added belt overhaul option (it only overhauls belt speeds, and adds black underground and splitter)
Added underground distance overhaul option and values options to set belt and pipe underground distances.


warfare 0.16.6:
Fixed an issue where infinite research for gun turrets has the bonus set too low.


Tech 0.16.4:
Change science pack colour order to yellow, red, blue, purple, green. (optional)
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
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Re: [0.16.x] Bob's Mods: General Discussion

Post by Light »

Image
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Re: [0.16.x] Bob's Mods: General Discussion

Post by bobingabout »

Light wrote:Image
that would be because the filename is black-underground-belt-structure. also, I probably fixed the HR version but not the normal version because I use HR mode.

I don't have a clue why my graphics for black use underground-belt in their name when everything else uses transport-belt-to-ground. I don't remember renaming them.

Should be fixed now.
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I also have a Patreon.
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Re: [0.16.x] Bob's Mods: General Discussion

Post by igorhgf »

I only updated bob's mods and got this error.
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Light
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Re: [0.16.x] Bob's Mods: General Discussion

Post by Light »

Well, this happened...

Image

I think the name derpy tier is appropriate.
Last edited by Light on Fri Mar 30, 2018 3:38 am, edited 1 time in total.
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Re: [0.16.x] Bob's Mods: General Discussion

Post by ultralance12 »

Any chance the whole tin/yellow belt thing is going to be changed? I started a new base and it has changed things too much for my liking. I'm not sure if I should go back to 16.7 logistics (as suggested) to play the way I'm accustomed to and be able to grab blueprints online. But I"m also scared to keep playing if it's going to change again later. Just seeing if any definitive decisions have been made. THanks.
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Re: [0.16.x] Bob's Mods: General Discussion

Post by MadClown01 »

Light wrote:Well, this happened...

Image

I think the name derpy tier is appropriate.
That means that the sprite width isn't quite right
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Re: [0.16.x] Bob's Mods: General Discussion

Post by Wherelock »

igorhgf wrote:I only updated bob's mods and got this error.
same, happened here on my side as well
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Re: [0.16.x] Bob's Mods: General Discussion

Post by fiery_salmon »

Wherelock wrote:
igorhgf wrote:I only updated bob's mods and got this error.
same, happened here on my side as well
bob1.JPG
What is happening without LoaderRedux? If everything works fine without it then you need to report it to the LoaderRedux author (not bobingabout according to https://mods.factorio.com/mods/Optera/LoaderRedux ).
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