[0.16.x] Bob's Mods: General Discussion
Moderator: bobingabout
Re: [0.16.x] Bob's Mods: General Discussion
Seems to be an issue with nanobots 2.0.6?
https://mods.factorio.com/mod/Nanobots/ ... 0009b0112f
disabling nanobots "fixes" this allowing me to load, reverting it also seems to work?
https://mods.factorio.com/mod/Nanobots/ ... 0009b0112f
disabling nanobots "fixes" this allowing me to load, reverting it also seems to work?
Re: [0.16.x] Bob's Mods: General Discussion
The recent releases of Nanobots (2.0.3 to 2.0.6) are somehow causing bobpower to crash. Nexela is lost as to how has made a fix.
However the cause is because there is an inconsistency in boblibrary API calls as I mentioned here:
Either make the same changes until bobbingabout can make an official update or revert back to Nanobots 2.0.3 to keep playing with both mods.
However the cause is because there is an inconsistency in boblibrary API calls as I mentioned here:
Either make the same changes until bobbingabout can make an official update or revert back to Nanobots 2.0.3 to keep playing with both mods.
Last edited by gnemonix on Mon May 14, 2018 2:24 am, edited 1 time in total.
Re: [0.16.x] Bob's Mods: General Discussion
admalledd wrote:Seems to be an issue with nanobots 2.0.6?
https://mods.factorio.com/mod/Nanobots/ ... 0009b0112f
disabling nanobots "fixes" this allowing me to load, reverting it also seems to work?
Thanks guys! I'll revert nanobots.gnemonix wrote:The recent releases of Nanobots (2.0.3 to 2.0.6) are somehow causing bobpower to crash. Nexela is lost as to how.
However the cause is because there is an inconsistency in boblibrary API calls as I mentioned here:
Either make the same changes until bobbingabout can make an official update or revert back to Nanobots 2.0.3 to keep playing with both mods.
Edit: seems like Nexela managed to fix it!
Re: [0.16.x] Bob's Mods: General Discussion
Any plans for the Thorium ore yet? Because I have a lot of it in my map. Like insanely a lot.
Re: [0.16.x] Bob's Mods: General Discussion
Try MadClown's Nuclear mod.Dvx wrote:Any plans for the Thorium ore yet? Because I have a lot of it in my map. Like insanely a lot.
- bobingabout
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Re: [0.16.x] Bob's Mods: General Discussion
First update for... a month?
Power 0.16.5:
Increased maximum fluid usage of Oil Generator to 4 per second
Fixed Steam power technology prerequisites
Changed the steam power research to start at science pack 1 and Steel processing
Boiler MK2 now costs 5 steel plates instead of a steel furnace.
Replaced electrum with gold in solar panels MK3
Fixed fluid-generator-updates crash error
Classes 0.16.2:
Fixed trying to switch bodies on different surfaces causes a crash.
Builder's build speed bonus up from 20% to 100% (Doesn't effect existing players)
Miner's mining speed bonus down from 400% to 100% (Does effect existing players)
Added descriptions to the class button locale entries.
Power 0.16.5:
Increased maximum fluid usage of Oil Generator to 4 per second
Fixed Steam power technology prerequisites
Changed the steam power research to start at science pack 1 and Steel processing
Boiler MK2 now costs 5 steel plates instead of a steel furnace.
Replaced electrum with gold in solar panels MK3
Fixed fluid-generator-updates crash error
Classes 0.16.2:
Fixed trying to switch bodies on different surfaces causes a crash.
Builder's build speed bonus up from 20% to 100% (Doesn't effect existing players)
Miner's mining speed bonus down from 400% to 100% (Does effect existing players)
Added descriptions to the class button locale entries.
Re: [0.16.x] Bob's Mods: General Discussion
Why isn't there any recipe that need 6 or more items, even with the bob's assembling machines mod ?
Re: [0.16.x] Bob's Mods: General Discussion
Hi, is there a reason for this change? Electrum has now no use at all.bobingabout wrote:First update for... a month?
Power 0.16.5:
...
Replaced electrum with gold in solar panels MK3
...
Re: [0.16.x] Bob's Mods: General Discussion
electrum is planed to be removed, see discusion some time back. since it had no use (except one or two items)Maglay wrote:Hi, is there a reason for this change? Electrum has now no use at all.bobingabout wrote:First update for... a month?
Power 0.16.5:
...
Replaced electrum with gold in solar panels MK3
...
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Re: [0.16.x] Bob's Mods: General Discussion
Electrum will be removed in a future update.
As for recipies with more than 6 ingredients... there are a few all over the place, but for an easy example, Merged modules in the modules mod. Raw Productivity MK8 costs as many as 11 or 12 ingredients!
As for recipies with more than 6 ingredients... there are a few all over the place, but for an easy example, Merged modules in the modules mod. Raw Productivity MK8 costs as many as 11 or 12 ingredients!
Re: [0.16.x] Bob's Mods: General Discussion
Didn't see it.
And I noticed that exoskeleton MK II and III are missing a capital
And I noticed that exoskeleton MK II and III are missing a capital
Re: [0.16.x] Bob's Mods: General Discussion
Doing a playthrough right now, and I noticed that satellites require silver-zinc battery, not accumulator mk3.
Is this intentional? Original satellite uses accumulators, plus by using accumulator mk4 you now have a reason to produce cobalt for the rocket.
Another ore not represented is nickel, but TBH nickel production is pretty simple, so it's quite boring and it's absence isn't really missed. (in saying so though, it's current usage is fine, and a limited production is still required for other things).
However with cobalt, there's a copper production line that has cobalt as a by-product. This makes it interesting, and having so little use for cobalt honestly makes me a little sad : Would be fixed by requiring accumulator mk-3s for satellite, which will require accumulator mk-2s, which require lithium cobalt oxide.
Plus now makes making satellites that much more interesting.
On another note, the only other thing that requires cobalt are miners. I say lets make cobalt a little more represented hey?
p.s. I might start a new thread to argue this point
Is this intentional? Original satellite uses accumulators, plus by using accumulator mk4 you now have a reason to produce cobalt for the rocket.
Another ore not represented is nickel, but TBH nickel production is pretty simple, so it's quite boring and it's absence isn't really missed. (in saying so though, it's current usage is fine, and a limited production is still required for other things).
However with cobalt, there's a copper production line that has cobalt as a by-product. This makes it interesting, and having so little use for cobalt honestly makes me a little sad : Would be fixed by requiring accumulator mk-3s for satellite, which will require accumulator mk-2s, which require lithium cobalt oxide.
Plus now makes making satellites that much more interesting.
On another note, the only other thing that requires cobalt are miners. I say lets make cobalt a little more represented hey?
p.s. I might start a new thread to argue this point
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Re: [0.16.x] Bob's Mods: General Discussion
Tier (3?) belts now require cobalt steel bearings with the right boblogistics settings.CMH wrote:On another note, the only other thing that requires cobalt are miners. I say lets make cobalt a little more represented hey?
Re: [0.16.x] Bob's Mods: General Discussion
Also tier3 inserters, and together this means the pink logistics science pack also needs lots cobaltsteel.MadClown01 wrote:Tier (3?) belts now require cobalt steel bearings with the right boblogistics settings.CMH wrote:On another note, the only other thing that requires cobalt are miners. I say lets make cobalt a little more represented hey?
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Re: [0.16.x] Bob's Mods: General Discussion
And the only reason this isn't the default is because of the Drama those "Experimental" versions caused.
but it will be the default for 0.17
but it will be the default for 0.17
Re: [0.16.x] Bob's Mods: General Discussion
I did but for some reason I cannot mine Thorium.steinio wrote:Try MadClown's Nuclear mod.Dvx wrote:Any plans for the Thorium ore yet? Because I have a lot of it in my map. Like insanely a lot.
I have the miners, they are on the thorium, they are full of sulfuric acid but...!
...no output. Nothing happens, they just sit there. Anyone have any ideas?
Re: [0.16.x] Bob's Mods: General Discussion
Are enriched solid fuel cubes supposed to cost no solid fuel at all? I've been burning through solid fuel which costs 50 light oil for hours, until I saw enriched requires just 30 light oil that's converted into liquid fuel. A major 75MJ jump in power for nearly half of light oil and nothing else.
I suspected it was an oversight given how broken it becomes when you know that. I've since modified my recipe but I had to bring it up.
I've also wondered if liquid fuel is meant to be a 1:1 easy recipe or if that's lacking something from an oversight as well. It's extremely potent flamethrower fuel that takes zero effort to make at no cost to the player, making its use as ammunition the obvious choice. It's either lacking a more costly ratio or a catalyst to convert it at a slower pace without it being free OP fuel on the fly.
Liquid fuel has been something I've overlooked until today. But unlike modules, these can be properly balanced. Please give it some further thought.
I suspected it was an oversight given how broken it becomes when you know that. I've since modified my recipe but I had to bring it up.
I've also wondered if liquid fuel is meant to be a 1:1 easy recipe or if that's lacking something from an oversight as well. It's extremely potent flamethrower fuel that takes zero effort to make at no cost to the player, making its use as ammunition the obvious choice. It's either lacking a more costly ratio or a catalyst to convert it at a slower pace without it being free OP fuel on the fly.
Liquid fuel has been something I've overlooked until today. But unlike modules, these can be properly balanced. Please give it some further thought.
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Re: [0.16.x] Bob's Mods: General Discussion
I'll look into it... sometime.
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Re: [0.16.x] Bob's Mods: General Discussion
Out of curiosity... any plans on making the overdrive components (Vehicle overdrive motor, and Vehicle overdrive engine) to increase max speed, or is acceleration enough.
I have had a look at the API (thinking of getting into modding, mainly compat fixes and balancing to start with) and noticed the max speed bonus was only applicable to "fuel".
Im dreaming of MK3 trains going even faster
I have had a look at the API (thinking of getting into modding, mainly compat fixes and balancing to start with) and noticed the max speed bonus was only applicable to "fuel".
Im dreaming of MK3 trains going even faster
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Re: [0.16.x] Bob's Mods: General Discussion
unfortunately there is no interface to do that. I did make a big fuss about it when the abillity to add it was introduced back in 0.14, but nothing happened, and I've not looked into it since (though have been looking to see if the hook was added occasionally)pezzawinkle wrote:Out of curiosity... any plans on making the overdrive components (Vehicle overdrive motor, and Vehicle overdrive engine) to increase max speed, or is acceleration enough.
I have had a look at the API (thinking of getting into modding, mainly compat fixes and balancing to start with) and noticed the max speed bonus was only applicable to "fuel".
Im dreaming of MK3 trains going even faster
to note, on tanks that don't have a max speed, and their top speed is dependant entirely on throttle vs resistance, more power = higher max speed.