I don't know, I rarely change this setting.bobingabout wrote:And you're sure the offset is set to one side of the belt, rather than centred?gaelyte wrote:It's the second time it happens today : with rotative inserters, they can't sometimes put the items on the belts(because it's full), but once there is nothing left... they don't release the items, and I have to rotate the belt to make the inserter release the items.
[0.16.x] Bob's Mods: General Discussion
Moderator: bobingabout
Re: [0.16.x] Bob's Mods: General Discussion
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Re: [0.16.x] Bob's Mods: General Discussion
That sounds like 59316, which is marked as fixed in the next release.gaelyte wrote:It's the second time it happens today : with rotative inserters, they can't sometimes put the items on the belts(because it's full), but once there is nothing left... they don't release the items, and I have to rotate the belt to make the inserter release the items.
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Bob, is it intended that mk2 medium and big poles require brass plates, but substations require aluminum plate? Mk3 and mk4 are consistent.
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Re: [0.16.x] Bob's Mods: General Discussion
Yes, but I was thinking of revisiting those entities.coderpatsy wrote:That sounds like 59316, which is marked as fixed in the next release.gaelyte wrote:It's the second time it happens today : with rotative inserters, they can't sometimes put the items on the belts(because it's full), but once there is nothing left... they don't release the items, and I have to rotate the belt to make the inserter release the items.
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Bob, is it intended that mk2 medium and big poles require brass plates, but substations require aluminum plate? Mk3 and mk4 are consistent.
Re: [0.16.x] Bob's Mods: General Discussion
Can you please add this to tank entity mk2 + mk3. Now vanilla tanks are immune to trees and repairbots are happy again
Code: Select all
immune_to_tree_impacts = true,
Re: [0.16.x] Bob's Mods: General Discussion
What do people usually use for the recipe settings? I mean if belts, inserters or robots should require the previous tier. It seems like the high tier stuff gets extremely expensive if you always require the previous product.
You can no longer recycle then, but I have a recycling machine mod anyways, so that's fine
I like the new robot recipe
Not sure about what to use for inserters. The new inserter colors seem a bit confusing at first. On the other hand the more vanilla-friendly ones don't have a long fast inserter for example. With the new ones enabled I could toggle everything which is nice
You can no longer recycle then, but I have a recycling machine mod anyways, so that's fine
I like the new robot recipe
Not sure about what to use for inserters. The new inserter colors seem a bit confusing at first. On the other hand the more vanilla-friendly ones don't have a long fast inserter for example. With the new ones enabled I could toggle everything which is nice
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Re: [0.16.x] Bob's Mods: General Discussion
if you do have a recycling machine, then it is worth turning off the "requires previous tier" options to reduce the cost of the high end stuff...Serenity wrote:What do people usually use for the recipe settings? I mean if belts, inserters or robots should require the previous tier. It seems like the high tier stuff gets extremely expensive if you always require the previous product.
You can no longer recycle then, but I have a recycling machine mod anyways, so that's fine
I like the new robot recipe
Not sure about what to use for inserters. The new inserter colors seem a bit confusing at first. On the other hand the more vanilla-friendly ones don't have a long fast inserter for example. With the new ones enabled I could toggle everything which is nice
but the reason it exists is to try and make it more expensive, to give those lower tier resources something to be used for when you're getting into the Titanium and Nitinol tiers. Also mostly just because that's how things are in the base game, so being able to turn off the "requires previous tier" stuff is something that I like the idea of, but does eliminate a lower tier resource sink.
Re: [0.16.x] Bob's Mods: General Discussion
Is it possible to feed hydrogen or similar burnable gases into flamethrower turret?
If not, how about adding it?
If not, how about adding it?
Re: [0.16.x] Bob's Mods: General Discussion
with a flamethrower it is not only about it being burnable, it also has to be liquid. Otherwise you don't get any range out of it.
Re: [0.16.x] Bob's Mods: General Discussion
I know the game doesn't the game also has no clue about a fluid being burnable. Also https://youtu.be/aPQYK5ZMbWY?t=1166steinio wrote:Well the game doesn't distinguish between gas and liquid.
Also: https://youtu.be/TRz_JA5lcBI
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Re: [0.16.x] Bob's Mods: General Discussion
I think I added fuel oil because that makes sense.
I didn't add hydrogen, because it doesn't (it's a gas, and as mentioned, you'd have no range from it)
other fluids that COULD be added, that weren't, would basically be Glycerol, or lubricant, but it doesn't make sense to convert to those fluids to use in the flamethrower, so I didn't.
I didn't add hydrogen, because it doesn't (it's a gas, and as mentioned, you'd have no range from it)
other fluids that COULD be added, that weren't, would basically be Glycerol, or lubricant, but it doesn't make sense to convert to those fluids to use in the flamethrower, so I didn't.
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Re: [0.16.x] Bob's Mods: General Discussion
Bob's Logistics:
Is it possible that the new update (0.16.37) gave logistic chest MK3 only titanium textures in the inventory (at least that is what it looks like to me) Crafting interface is fine and shows the actuall models, in game as well just inventory
Is it possible that the new update (0.16.37) gave logistic chest MK3 only titanium textures in the inventory (at least that is what it looks like to me) Crafting interface is fine and shows the actuall models, in game as well just inventory
Re: [0.16.x] Bob's Mods: General Discussion
I've somehow ended up with productivity modules that don't reduce the speed of the machine. See screenshot.
Kinda nice, but not quite intended, right? Or am I missing something?
Using all the latest versions of the mods.
Kinda nice, but not quite intended, right? Or am I missing something?
Using all the latest versions of the mods.
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Re: [0.16.x] Bob's Mods: General Discussion
It's an option in mod settings - it might be actually off by default. You can decide if productivity reduces speed or not.DrJones wrote:I've somehow ended up with productivity modules that don't reduce the speed of the machine. See screenshot.
Kinda nice, but not quite intended, right? Or am I missing something?
Using all the latest versions of the mods.
Re: [0.16.x] Bob's Mods: General Discussion
actually i don't think productivity reduces speed at all.orzelek wrote:It's an option in mod settings - it might be actually off by default. You can decide if productivity reduces speed or not.DrJones wrote:I've somehow ended up with productivity modules that don't reduce the speed of the machine. See screenshot.
Kinda nice, but not quite intended, right? Or am I missing something?
Using all the latest versions of the mods.
there is another set of modules with "raw" prefix, which only add bonuses (eg. raw productivity, raw speed), that have no penalties. (eg. no additional polution or energy consumption), but i don't think i've seen any module that adds productivity and speed at same time, except god module, but god modules are disabled by default.
unless by speed reduction is meant penalty to speed (eg. production is slower), i think that is in efficiency module, not productivity. i'm too lazy to load factorio now
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Re: [0.16.x] Bob's Mods: General Discussion
In the base game, productivity modules reduce speed.mexmer wrote:actually i don't think productivity reduces speed at all.orzelek wrote:It's an option in mod settings - it might be actually off by default. You can decide if productivity reduces speed or not.DrJones wrote:I've somehow ended up with productivity modules that don't reduce the speed of the machine. See screenshot.
Kinda nice, but not quite intended, right? Or am I missing something?
Using all the latest versions of the mods.
there is another set of modules with "raw" prefix, which only add bonuses (eg. raw productivity, raw speed), that have no penalties. (eg. no additional polution or energy consumption), but i don't think i've seen any module that adds productivity and speed at same time, except god module, but god modules are disabled by default.
unless by speed reduction is meant penalty to speed (eg. production is slower), i think that is in efficiency module, not productivity. i'm too lazy to load factorio now
I decided that for my mod, they should not. And as usual, people complained that it was too easy.
As a result, I added an option to turn on the negative speed side effect of productivity modules.
I've not updated to 0.16.37 yet, I've been in a bit of a modding slump and haven't even looked at the game in 2 weeks.jocrafter2012 wrote:Bob's Logistics:
Is it possible that the new update (0.16.37) gave logistic chest MK3 only titanium textures in the inventory (at least that is what it looks like to me) Crafting interface is fine and shows the actuall models, in game as well just inventory
However, there is absolutely no reason why a recipe icon and item(in inventory) icon should be different in any way at all, the recipe actually uses the icon of the item.
If the two look different, it means that compound item icons are broken.
This is the icon definition on the passive provider chest.
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icons = {
{
icon = "__boblogistics__/graphics/icons/titanium-chest.png",
},
{
icon = "__boblogistics__/graphics/entity/logistic-chest/logistic-chest-port.png",
},
{
icon = "__boblogistics__/graphics/entity/logistic-chest/logistic-chest-mask.png",
tint = {r = 0.9, g = 0.2, b = 0.1, a = 1}
}
},
Re: [0.16.x] Bob's Mods: General Discussion
Was just about to post this before you did:
After .16.37 I had the same issue above with textures on logistic chests showing their base chest image (Brass Chest in my case), so I tried to revert Factorio using the beta tab in Steam to .16.36 so I could play - that seemingly broke something as any version I try under that beta tab now removes all the inserters from Bobs Inserters (and their recipes, along with recipes for Alien Artifacts from small artifacts) from my game on load.
Any ideas?
After .16.37 I had the same issue above with textures on logistic chests showing their base chest image (Brass Chest in my case), so I tried to revert Factorio using the beta tab in Steam to .16.36 so I could play - that seemingly broke something as any version I try under that beta tab now removes all the inserters from Bobs Inserters (and their recipes, along with recipes for Alien Artifacts from small artifacts) from my game on load.
Any ideas?
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Re: [0.16.x] Bob's Mods: General Discussion
if you saved in a newer version of the game, well, you can't go back because save games change slightly from version to version. a newer version will account for differences in a previous version, but not the other way around. So you'd have to load a save game saved in the version you're playing.ohbi78 wrote:Was just about to post this before you did:
After .16.37 I had the same issue above with textures on logistic chests showing their base chest image (Brass Chest in my case), so I tried to revert Factorio using the beta tab in Steam to .16.36 so I could play - that seemingly broke something as any version I try under that beta tab now removes all the inserters from Bobs Inserters (and their recipes, along with recipes for Alien Artifacts from small artifacts) from my game on load.
Any ideas?
Re: [0.16.x] Bob's Mods: General Discussion
I havent saved anything since the update - I get the removed inserters/recipes from any of the 100 saves I've made this .16.36 play through? The recipes dont show for any non vanilla inserters any more.
Cant load the autosave made under .16.37 in .16.36, but like you say - thats to be expected and not what I'm after.
I'm just trying to figure out if its something I did or is something likely broken by the update - I've tried reinstalling the Bobs inserters mod then retried a few diff of the betas, always removes the recipes.
But you mention in your other reply about the broken image and not having had a chance to look, so will wait and see what comes!
Cant load the autosave made under .16.37 in .16.36, but like you say - thats to be expected and not what I'm after.
I'm just trying to figure out if its something I did or is something likely broken by the update - I've tried reinstalling the Bobs inserters mod then retried a few diff of the betas, always removes the recipes.
But you mention in your other reply about the broken image and not having had a chance to look, so will wait and see what comes!
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Re: [0.16.x] Bob's Mods: General Discussion
I'd say in the mean time, check the settings, make sure they haven't changed, such as turning on/off the inserters overhaul.ohbi78 wrote:I havent saved anything since the update - I get the removed inserters/recipes from any of the 100 saves I've made this .16.36 play through? The recipes dont show for any non vanilla inserters any more.
Cant load the autosave made under .16.37 in .16.36, but like you say - thats to be expected and not what I'm after.
I'm just trying to figure out if its something I did or is something likely broken by the update - I've tried reinstalling the Bobs inserters mod then retried a few diff of the betas, always removes the recipes.
But you mention in your other reply about the broken image and not having had a chance to look, so will wait and see what comes!