[0.16.x] Bob's Mods: General Discussion
Moderator: bobingabout
Re: [0.16.x] Bob's Mods: General Discussion
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).
If there is a form to create hacked insertors, should be a form to hacked buildings (chose the input and output of fluids).
Re: [0.16.x] Bob's Mods: General Discussion
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.bobingabout wrote:I don't add them nor move them. if they're elsewhere, then it's the mod that adds them that put them there.mexmer wrote: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.bobingabout wrote:I'm all in favor of the loaders being moved, but... well... lets just look back at the previous post.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.
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Re: [0.16.x] Bob's Mods: General Discussion
I don't understand the question.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).
Re: [0.16.x] Bob's Mods: General Discussion
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.bobingabout wrote:I don't understand the question.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).
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
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.Light wrote: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.bobingabout wrote:I don't understand the question.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).
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.
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
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Re: [0.16.x] Bob's Mods: General Discussion
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
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
Yes, reported, fixed, but not released yet. It's being tied up because of other half finished edits.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.
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Re: [0.16.x] Bob's Mods: General Discussion
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
not at the moment.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.
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Re: [0.16.x] Bob's Mods: General Discussion
Thanks for the reply! Now I know that I found all available lamps.bobingabout wrote:not at the moment.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.
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Re: [0.16.x] Bob's Mods: General Discussion
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)
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)
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Re: [0.16.x] Bob's Mods: General Discussion
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.Light wrote:
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.
Re: [0.16.x] Bob's Mods: General Discussion
I only updated bob's mods and got this error.
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Re: [0.16.x] Bob's Mods: General Discussion
Well, this happened...
I think the name derpy tier is appropriate.
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
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
That means that the sprite width isn't quite rightLight wrote:Well, this happened...
I think the name derpy tier is appropriate.
Re: [0.16.x] Bob's Mods: General Discussion
same, happened here on my side as welligorhgf wrote:I only updated bob's mods and got this error.
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Re: [0.16.x] Bob's Mods: General Discussion
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 ).Wherelock wrote:same, happened here on my side as welligorhgf wrote:I only updated bob's mods and got this error.