Where are the descriptions to all these mods???
Moderator: bobingabout
Where are the descriptions to all these mods???
Why is there no information about what these mods do? Your description for the warfare is "Adds warfare stuffs." Thats it? What are you, 2 years old? Where the hell can i find detailed descriptions for your mods? I would like to try them out, but I am not going to throw a ton of new material and not have any idea how to use it...
Ill go to other mods until there is a detailed description
Ill go to other mods until there is a detailed description
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Re: Where are the descriptions to all these mods???
Read through this topic.
viewtopic.php?f=51&t=13919
Follow the links to each mod within this topic
This is how things used to be.
But since... 0.13, I've basically just been... "Make it work with the new upgrade.", then someone asks "Can you add this?", if you look even further back, the descriptions used to list every single recipe and what it costs. didn't take me long to give up on this. An example of one where I was listing per recipe can be seen here viewtopic.php?f=51&t=4130
Lets put it this way, You try updating every single one of my mods to work with the next version within a week, then tell me how much time you have to update all the extra information. The basic reason why the descriptions aren't up to date is... I'm tired.
And mod portal? Basically, when I first tried to upload the mods to it, there was lots of time out errors constantly, and when that happened you were forced to retype EVERYTHING, very beta. and all indications of how things worked, when you tried to download a mod from the game was basically... it tells you whatever is in the mod's info.json file, and that's it. whatever you put on the website can only be seen if you go to the website. it seemed like a low priority at the time, and I just haven't had the time to go back and update it.
viewtopic.php?f=51&t=13919
Follow the links to each mod within this topic
This is how things used to be.
But since... 0.13, I've basically just been... "Make it work with the new upgrade.", then someone asks "Can you add this?", if you look even further back, the descriptions used to list every single recipe and what it costs. didn't take me long to give up on this. An example of one where I was listing per recipe can be seen here viewtopic.php?f=51&t=4130
Lets put it this way, You try updating every single one of my mods to work with the next version within a week, then tell me how much time you have to update all the extra information. The basic reason why the descriptions aren't up to date is... I'm tired.
And mod portal? Basically, when I first tried to upload the mods to it, there was lots of time out errors constantly, and when that happened you were forced to retype EVERYTHING, very beta. and all indications of how things worked, when you tried to download a mod from the game was basically... it tells you whatever is in the mod's info.json file, and that's it. whatever you put on the website can only be seen if you go to the website. it seemed like a low priority at the time, and I just haven't had the time to go back and update it.
Re: Where are the descriptions to all these mods???
Hey pal, I completely agree with you. I created this thread because of your complain viewtopic.php?f=51&t=53620Hogweed wrote:Why is there no information about what these mods do? Your description for the warfare is "Adds warfare stuffs." Thats it? What are you, 2 years old? Where the hell can i find detailed descriptions for your mods? I would like to try them out, but I am not going to throw a ton of new material and not have any idea how to use it...
Ill go to other mods until there is a detailed description
Re: Where are the descriptions to all these mods???
Yes, i understand your position, I didnt realize how much work was involved, it just I have seen a lot of people making mods with no info.. its frustrating when you try to use it and nothing happens, or you dont know what goes with what.
But it is unfair of me to be so critical, now that I see what is really involved, and how much work you have done to keep this going. So I will spend the time to test and learn as i should have before i opened my big mouth.
Major Kudos to a great mod and to you, who obviously had busted his ass to get this going and keeping it updated. I stand humbled.
But it is unfair of me to be so critical, now that I see what is really involved, and how much work you have done to keep this going. So I will spend the time to test and learn as i should have before i opened my big mouth.
Major Kudos to a great mod and to you, who obviously had busted his ass to get this going and keeping it updated. I stand humbled.
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Re: Where are the descriptions to all these mods???
No need to apologise, the idea behind your post is a very reasonable request, I just wish I had both the drive and time to put into doing this right.
I mean, you can tell that thought has obviously gone into working out what works, balancing recipes and the like, I have notes scribbled all over the place, and text files full of numbers, with the odd comments here and there, and that works for me writing the mod, but it's not exactly something someone else can look at and see what it's saying, without first knowing what recipe chains it relates to in the mod... which you won't know without a thorough readme, or playing the mod first.
I mean, you can tell that thought has obviously gone into working out what works, balancing recipes and the like, I have notes scribbled all over the place, and text files full of numbers, with the odd comments here and there, and that works for me writing the mod, but it's not exactly something someone else can look at and see what it's saying, without first knowing what recipe chains it relates to in the mod... which you won't know without a thorough readme, or playing the mod first.
Re: Where are the descriptions to all these mods???
Thank you. Today I was also looking for some description of these mods, and didn't found. This thread helped me.bobingabout wrote: ↑Thu Sep 07, 2017 8:04 am Read through this topic.
viewtopic.php?f=51&t=13919
Follow the links to each mod within this topic
This is how things used to be.
Re: Where are the descriptions to all these mods???
Who is "Bob" and why isn't he properly describing his mods??
OP is 100% right, I skipped everything Bob's Mods because I didn't know WTF I was adding.
OP is 100% right, I skipped everything Bob's Mods because I didn't know WTF I was adding.
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Re: Where are the descriptions to all these mods???
Only "The best mods for Factorio!", or so I've been told.
There used to be a description, but most of them are just not updated to the newer formats, such as the mod portal. (Yes, the mod portal is new on the lifespan of the mod)
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Re: Where are the descriptions to all these mods???
Just copy over the old descriptions...bobingabout wrote: ↑Mon Jan 07, 2019 9:03 am Only "The best mods for Factorio!", or so I've been told.
There used to be a description, but most of them are just not updated to the newer formats, such as the mod portal. (Yes, the mod portal is new on the lifespan of the mod)
Please call me simply Sandro.
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
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Re: Where are the descriptions to all these mods???
I need to find them all first.SuperSandro2000 wrote: ↑Mon Jan 07, 2019 9:05 amJust copy over the old descriptions...bobingabout wrote: ↑Mon Jan 07, 2019 9:03 am Only "The best mods for Factorio!", or so I've been told.
There used to be a description, but most of them are just not updated to the newer formats, such as the mod portal. (Yes, the mod portal is new on the lifespan of the mod)
If you look on the mod portal, there are actually a couple with full descriptions that I added one time when I was uploading a new version, but I really do need to do this, or write new ones for the rest of the mods.
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Re: Where are the descriptions to all these mods???
I would really appreciate it! Add it to your long list of things to do for the first 0.17 release.bobingabout wrote: ↑Mon Jan 07, 2019 9:14 am I need to find them all first.
If you look on the mod portal, there are actually a couple with full descriptions that I added one time when I was uploading a new version, but I really do need to do this, or write new ones for the rest of the mods.
Please call me simply Sandro.
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
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Re: Where are the descriptions to all these mods???
That list is depressing to look at.SuperSandro2000 wrote: ↑Mon Jan 07, 2019 10:45 am Add it to your long list of things to do for the first 0.17 release.
Most of them are pretty vague too, like "Look into crafting speed changes of all machines, then re-balance yours"
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Re: Where are the descriptions to all these mods???
At some point I stop counting how many times I offered my help to you.bobingabout wrote: ↑Mon Jan 07, 2019 10:48 am That list is depressing to look at.
Most of them are pretty vague too, like "Look into crafting speed changes of all machines, then re-balance yours"
Me might want to talk about this more in private but I am sure we could arrange something how I can help you or any other community member.
Even if we would just propose a change for all the crafting speed changes I think it would really speed up the process as most of the time is lost while thinking about how to do it and not doing the actual task.
Please call me simply Sandro.
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
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Re: Where are the descriptions to all these mods???
Since Bob is busy with other things and I have lots of experience doing technical writing, I figured I'd take a shot at updating the descriptions for these mods. This is going to be quite a long project, as I'm going to have to learn Lua and dig into the source code to really figure out the extent of what each of these mods is doing, but I figured I could start right away with some of the simpler mods. Here's my first draft of Bob's Greenhouses (in markup per the format required by the mod website). Let me know if anything needs to be changed.
Here's what this looks like on the mod website.
Markup code for copy/paste:
![Header](https://i.imgur.com/6XGTONP.png)
#[Bob's Mods](viewforum.php?f=51)
1. [Bob's Assembling machines](https://mods.factorio.com/mod/bobassembly)
2. [Bob's Character classes](https://mods.factorio.com/mod/bobclasses)
3. [Bob's Config mod](https://mods.factorio.com/mod/bobconfig)
4. [Bob's Electronics](https://mods.factorio.com/mod/bobelectronics)
5. [Bob's Enemies](https://mods.factorio.com/mod/bobenemies)
6. Bob's Greenhouse mod <-- You are here
7. [Bob's Adjustable Inserters](https://mods.factorio.com/mod/bobinserters)
8. [Bob's Functions Library mod](https://mods.factorio.com/mod/boblibrary)
9. [Bob's Logistics mod](https://mods.factorio.com/mod/boblogistics)
10. [Bob's Mining](https://mods.factorio.com/mod/bobmining)
11. [Bob's Modules](https://mods.factorio.com/mod/bobmodules)
12. [Bob's Ores](https://mods.factorio.com/mod/bobores)
13. [Bob's Metals, Chemicals and Intermediaries](https://mods.factorio.com/mod/bobplates)
14. [Bob's Power](https://mods.factorio.com/mod/bobpower)
15. [Bob's Revamp mod](https://mods.factorio.com/mod/bobrevamp)
16. [Bob's Tech](https://mods.factorio.com/mod/bobtech)
17. [Bob's Research Progress Saver](https://mods.factorio.com/mod/bobtechsave)
18. [Bob's Vehicle Equipment](https://mods.factorio.com/mod/bobvehicleequipment)
19. [Bob's Warfare](https://mods.factorio.com/mod/bobwarfare)
20. [Clock](https://mods.factorio.com/mod/clock)
* [Provide feedback](viewtopic.php?f=51&t=53548)
* [Report bugs](viewforum.php?f=51)
* [Development and discussion](viewtopic.php?f=51&t=64435)
* [Official Discord server](https://discord.gg/k8rQz9y)
* [Bob did a YouTube](viewtopic.php?f=51&t=64868)
-----------------------------------------
![Header text centered](https://i.imgur.com/bJJuOeQ.png)
Bob's Greenhouses adds automated raw wood generation to the game. This is useful for supplying the wood required by circuits in Bob's Electronics (so much wood!), unless using another mod for this purpose.
Wood is grown inside of greenhouses, which are made from stone, iron, and glass. Greenhouses have a crafting speed of 0.75.
![Greenhouse recipe](https://i.imgur.com/qAoWxoa.png)
**Seedlings** are a new ingredient used to grow raw wood. Seedlings are crafted from raw wood.
![Seedling recipe](https://i.imgur.com/LpUcB0L.png)
**Basic wood production** requires only seedlings and water, placed inside of a greenhouse. This process takes 60 seconds to complete and yields 15 raw wood. A new research, "Greenhouse", is used to unlock greenhouses, seedlings, and the basic wood production recipe.
![Basic wood production recipe](https://i.imgur.com/rC31Q4l.png)
**Fertiliser** is a new ingredient used in advanced wood production, which is faster and yields more raw wood than the basic recipe. Fertiliser is crafted from ammonia and nitric acid inside of a chemical plant.
![Fertiliser recipe](https://i.imgur.com/ysJWvHi.png)
**Advanced wood production** uses fertiliser, seedlings, and water. This process takes 45 seconds to complete and yields 30 raw wood. A new research, "Fertiliser", is used to unlock fertiliser production and the advanced wood production recipe.
![Advanced wood production recipe](https://i.imgur.com/aeLToIm.png)
Since seedlings are made from raw wood and raw wood is made from seedlings, essentially wood is generated out of thin air. Some players consider this to be a bit "cheaty" and prefer to disable this mod when using other mods that can automate wood production, such as Angel's Petrochemical processing.
Requires [Bob's Functions Library mod](https://mods.factorio.com/mod/boblibrary) in order to work.
Here's what this looks like on the mod website.
Markup code for copy/paste:
![Header](https://i.imgur.com/6XGTONP.png)
#[Bob's Mods](viewforum.php?f=51)
1. [Bob's Assembling machines](https://mods.factorio.com/mod/bobassembly)
2. [Bob's Character classes](https://mods.factorio.com/mod/bobclasses)
3. [Bob's Config mod](https://mods.factorio.com/mod/bobconfig)
4. [Bob's Electronics](https://mods.factorio.com/mod/bobelectronics)
5. [Bob's Enemies](https://mods.factorio.com/mod/bobenemies)
6. Bob's Greenhouse mod <-- You are here
7. [Bob's Adjustable Inserters](https://mods.factorio.com/mod/bobinserters)
8. [Bob's Functions Library mod](https://mods.factorio.com/mod/boblibrary)
9. [Bob's Logistics mod](https://mods.factorio.com/mod/boblogistics)
10. [Bob's Mining](https://mods.factorio.com/mod/bobmining)
11. [Bob's Modules](https://mods.factorio.com/mod/bobmodules)
12. [Bob's Ores](https://mods.factorio.com/mod/bobores)
13. [Bob's Metals, Chemicals and Intermediaries](https://mods.factorio.com/mod/bobplates)
14. [Bob's Power](https://mods.factorio.com/mod/bobpower)
15. [Bob's Revamp mod](https://mods.factorio.com/mod/bobrevamp)
16. [Bob's Tech](https://mods.factorio.com/mod/bobtech)
17. [Bob's Research Progress Saver](https://mods.factorio.com/mod/bobtechsave)
18. [Bob's Vehicle Equipment](https://mods.factorio.com/mod/bobvehicleequipment)
19. [Bob's Warfare](https://mods.factorio.com/mod/bobwarfare)
20. [Clock](https://mods.factorio.com/mod/clock)
* [Provide feedback](viewtopic.php?f=51&t=53548)
* [Report bugs](viewforum.php?f=51)
* [Development and discussion](viewtopic.php?f=51&t=64435)
* [Official Discord server](https://discord.gg/k8rQz9y)
* [Bob did a YouTube](viewtopic.php?f=51&t=64868)
-----------------------------------------
![Header text centered](https://i.imgur.com/bJJuOeQ.png)
Bob's Greenhouses adds automated raw wood generation to the game. This is useful for supplying the wood required by circuits in Bob's Electronics (so much wood!), unless using another mod for this purpose.
Wood is grown inside of greenhouses, which are made from stone, iron, and glass. Greenhouses have a crafting speed of 0.75.
![Greenhouse recipe](https://i.imgur.com/qAoWxoa.png)
**Seedlings** are a new ingredient used to grow raw wood. Seedlings are crafted from raw wood.
![Seedling recipe](https://i.imgur.com/LpUcB0L.png)
**Basic wood production** requires only seedlings and water, placed inside of a greenhouse. This process takes 60 seconds to complete and yields 15 raw wood. A new research, "Greenhouse", is used to unlock greenhouses, seedlings, and the basic wood production recipe.
![Basic wood production recipe](https://i.imgur.com/rC31Q4l.png)
**Fertiliser** is a new ingredient used in advanced wood production, which is faster and yields more raw wood than the basic recipe. Fertiliser is crafted from ammonia and nitric acid inside of a chemical plant.
![Fertiliser recipe](https://i.imgur.com/ysJWvHi.png)
**Advanced wood production** uses fertiliser, seedlings, and water. This process takes 45 seconds to complete and yields 30 raw wood. A new research, "Fertiliser", is used to unlock fertiliser production and the advanced wood production recipe.
![Advanced wood production recipe](https://i.imgur.com/aeLToIm.png)
Since seedlings are made from raw wood and raw wood is made from seedlings, essentially wood is generated out of thin air. Some players consider this to be a bit "cheaty" and prefer to disable this mod when using other mods that can automate wood production, such as Angel's Petrochemical processing.
Requires [Bob's Functions Library mod](https://mods.factorio.com/mod/boblibrary) in order to work.
Re: Where are the descriptions to all these mods???
To much details imho.
Description of the ingredents of the recipes is not neccessary.
Also judging over the cheatyness is written like a disadvantage.
Description of the ingredents of the recipes is not neccessary.
Also judging over the cheatyness is written like a disadvantage.
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Re: Where are the descriptions to all these mods???
Nice job gmilliken83.
That's pretty solid. Did you make the diagrams too?
That's pretty solid. Did you make the diagrams too?
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Re: Where are the descriptions to all these mods???
Yeah, I started with LibreOffice Draw, then switched to Inkscape because I couldn't export with background color visible, then switched back because I realized all the images on the mod website have that ugly white border around them.
Visio is still a bit easier to use, but Inkscape seems to do everything I need it to, for free.
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Re: Where are the descriptions to all these mods???
I must admit it is a bit long winded.
Linking to mods.factorio.com/mods/bobingabout is probably sufficient for a mods list, as it should list everything I've published, or to my "mods" forum page.
Adding an addition link to the 3rd party but official boblocale mod would be the only one I'd link in the "header"
I'd also suggest linking dependencies too (Keep in mind none of this is going to help when browsing for mods in game, only on the website)
As for the mod description part... going into detail of every recipe might work on something small and simple like the greenhouse, but look at mods such as MCI, the list of recipes is pretty large.
A brief description of what the mod actually does is probably preferable over a full list of every recipe in image form, and should work in the in game mod browser too. (as it's just text)
in the case of greenhouse I might say.
This is a mod for creating a renewable supply of wood. For a cost of only Water and electricity, you can multiply your wood using a greenhouse.
Once you've researched and built a greenhouse, you can process wood into seedlings, then grow them into even more wood.
As you advance through the game, you can increase your wood production with fertiliser.
Those short sentences pretty much cover everything you need to know about the greenhouse mod.
Also, your mod is named "clock" yet you've described my greenhouse mod.
In any case, I have put some effort into descriptions of some of the mods... Take a look at bob inserters for example. bobpower has a simple description too
Some sort of full mod recipe breakdown would likely be best done in some sort of Wiki format.
Bob's mods themselves can be a bit complex, and may require some system where you can pick what mods you have installed, and see how that changes recipes (EG, revamp will drastically change some recipes, different settings will also change recipes, like if you turn on robot parts)
Linking to mods.factorio.com/mods/bobingabout is probably sufficient for a mods list, as it should list everything I've published, or to my "mods" forum page.
Adding an addition link to the 3rd party but official boblocale mod would be the only one I'd link in the "header"
I'd also suggest linking dependencies too (Keep in mind none of this is going to help when browsing for mods in game, only on the website)
As for the mod description part... going into detail of every recipe might work on something small and simple like the greenhouse, but look at mods such as MCI, the list of recipes is pretty large.
A brief description of what the mod actually does is probably preferable over a full list of every recipe in image form, and should work in the in game mod browser too. (as it's just text)
in the case of greenhouse I might say.
This is a mod for creating a renewable supply of wood. For a cost of only Water and electricity, you can multiply your wood using a greenhouse.
Once you've researched and built a greenhouse, you can process wood into seedlings, then grow them into even more wood.
As you advance through the game, you can increase your wood production with fertiliser.
Those short sentences pretty much cover everything you need to know about the greenhouse mod.
Also, your mod is named "clock" yet you've described my greenhouse mod.
In any case, I have put some effort into descriptions of some of the mods... Take a look at bob inserters for example. bobpower has a simple description too
Some sort of full mod recipe breakdown would likely be best done in some sort of Wiki format.
Bob's mods themselves can be a bit complex, and may require some system where you can pick what mods you have installed, and see how that changes recipes (EG, revamp will drastically change some recipes, different settings will also change recipes, like if you turn on robot parts)
Re: Where are the descriptions to all these mods???
The True Bob's Greenhouse Description:bobingabout wrote: ↑Tue Feb 26, 2019 9:01 amin the case of greenhouse I might say.
This is a mod for creating a renewable supply of wood. For a cost of only Water and electricity, you can multiply your wood using a greenhouse.
Once you've researched and built a greenhouse, you can process wood into seedlings, then grow them into even more wood.
As you advance through the game, you can increase your wood production with fertiliser.
Those short sentences pretty much cover everything you need to know about the greenhouse mod.
"Do you dream of turning the entire planet into a giant tree? Does seeing the ground upset you enough to want it covered in leaves permanently? Download this mod and create millions of trees in under an hour and embrace your love for trees. *Bob's modules highly recommended for maximum tree production."
(This was basically my thought when first using the mod, as it created more raw wood than I ever could have imagined in such a short period. When combined with a mod that adds plantable seedlings, you could cover every single tile with seeds made from raw wood until it became a fully forested planet.)