(the SCguy)
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Hey Davy,DavyJones3 wrote: Wed Nov 21, 2018 5:01 am I just built the prototype artillery. It says that the shooting speed is 30/s. I highly doubt this is correct and I think I have read somewhere saying it should be less than a second. Also, the prototype artillery recipe says the range is 90 while the ammo says 85. The ammo also says the speed is inf/s, which looks like a bug. Your mod is really cool and I hope you continue updating this stuff. I know your forum and mod page say that there is a "bio cannon" (which sounds cool) and that was clearly changed into the prototype artillery, but I think it would be really cool if you added another artillery unit under that name ("Bio Cannon") and maybe it'd be an upgrade from the vanilla artillery units. Bigger, Better, Huge Range and more Expensive. "Bio-Cannon"
Hey Wakaba,Wakaba-chan wrote: Mon Oct 29, 2018 2:03 am Hello!
First of all, thank you for fun mod!
I've found a bug. Your mod makes game hang if you place prototype artillery, turn on the map, turn on turret coverage and zoom in pretty closely. Game just hang and don't respond anymore so you need to terminate and restart it.
Here is proof-save: https://drive.google.com/open?id=1P8jbr ... 6Kc1jDK6RE
Also it does not show turret coverage at global view... But it's not as annoying as crashing.
But there is no available 0.17. https://factorio.com/download/experimentalTheSAguy wrote: Sat Feb 23, 2019 3:12 pm 0.17 Update.
I'm out of town Mon-Wed, so won't be able to update the mod till Thu.
IF anyone wants to..![]()
in 0.16 (and i don't know why this would be different in 0.17) there were several mods that just checked for bobslibrary and then assumed that the full bobs or even bobs+angel suite was used, even when bobslibrary was only enabled to use his inserter mod or his greenhouse mod. thus i had to decide whether to use the full suite (surely not!), to give up on those other mods or on bobs inserters and/or greenhouses. by requiring bobslibrary this mod would join bobs inserters and greenhouse (in respect to the mods that have problems with them).Astree wrote: Thu Feb 28, 2019 5:35 pmIt tells me I need boblibrary, I didn't need it with 0.16. Is it really necessary now with 0.17 ?
Thanks jamiechi1 ,jamiechi1 wrote: Thu Feb 28, 2019 1:57 am Re: Bio_Industries_0.17.0.
I get an error on line 26 of migration file Bio_Industries_2.1.0.lua thus preventing me to load a new game in ver 0.17.2.
"bi_tech_advanced_biotechnology" is nil ...
Are these migration files necessary for a new save?
I deleted the migration folder and the game loaded ok.
Bob wrote some great "functions" that I use in my mod. Before I copied these functions into my mod, but had to update them each time Bob updated his, now I just use his directly. Much easier. It's only functions and has nothing to do with the rest of Bob's great work.Anson wrote: Thu Feb 28, 2019 11:26 pmin 0.16 (and i don't know why this would be different in 0.17) there were several mods that just checked for bobslibrary and then assumed that the full bobs or even bobs+angel suite was used, even when bobslibrary was only enabled to use his inserter mod or his greenhouse mod. thus i had to decide whether to use the full suite (surely not!), to give up on those other mods or on bobs inserters and/or greenhouses. by requiring bobslibrary this mod would join bobs inserters and greenhouse (in respect to the mods that have problems with them).Astree wrote: Thu Feb 28, 2019 5:35 pmIt tells me I need boblibrary, I didn't need it with 0.16. Is it really necessary now with 0.17 ?
that would be no bug in this mod or in that library but "only" a problem of those other mods. but there are several of them and i don't think that all those mod authors will adjust their modsthus please (if possible) don't require any of bobs mods as dependency if not absolutely necessary; at most make it optional.
yes, that's how it should work, having a library and access it instead of doing everything over and over again.TheSAguy wrote: Fri Mar 01, 2019 1:59 amBob wrote some great "functions" that I use in my mod. Before I copied these functions into my mod, but had to update them each time Bob updated his, now I just use his directly. Much easier. It's only functions and has nothing to do with the rest of Bob's great work.
You DON'T need Bob's. You only need boblibrary That is a set of functions Bob wrote.SounLee wrote: Mon Mar 11, 2019 7:09 pm so sad that bio industries does not run without bobs anymore (i have come to a point in my first modded 0.17 playthrough were i would startup woodproduktion for wood/coal gasification...)[this mod was a good companion in manymany playthrough´s... far well god friend as i do not tend to play with bobs mods)
i completely agree that is how it should work and that this mod seems to do everything right.TheSAguy wrote: Mon Mar 11, 2019 7:42 pmYou DON'T need Bob's. You only need boblibrary That is a set of functions Bob wrote.SounLee wrote: Mon Mar 11, 2019 7:09 pmso sad that bio industries does not run without bobs anymore ...
far well god friend as i do not tend to play with bobs mods)
It won't add any of Bob's stuff, only functions that get used to adjust some stuff in my mod.
Anson wrote: Fri Mar 01, 2019 6:32 pmno idea what can be done about this problem, how to convince those other mod authors [to refrain from their bad behavior]
This should be resolved with 0.17.9 release. Let me now if you have any other issues.ussdefiant wrote: Tue Mar 19, 2019 11:26 pm A bit of an oddity i've found is that there doesn't seem to be a way to convince the 0.17 upgrade planner to do anything with the rails from this mod. Rails don't appear in the menu that goes with it and trying a drag select doesn't do anything either. This makes it quite a PITA to say, change a BP meant for vanilla rails to instead use Wooden Straight Rails. Anyone got any advice for that?