[0.17.x] Bob's Mods: General Discussion
Moderator: bobingabout
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.17.x] Bob's Mods: General Discussion
An update a lot of you have been waiting for:
Enemies 0.17.3:
Changed Bob's spawner enemy spawns to be more in line with new base game.
Bob's nests spawn further out from the starting area.
Spitters and Worms will now target their spit to a position ahead of you and not home like 0.17 base game spit projectiles.
Added option to choose Leviathan spawn frequency (at Evolution Factor 1.0) (Between 0 and 1, default 0.05)
Added option to allow harder enemies to spawn at a lower Evolution Factor level
Added option to increase the health of most bob enemies between huge and behemoth
Added option to add a higher tier spawner
Also, I have a new icon.
Enemies 0.17.3:
Changed Bob's spawner enemy spawns to be more in line with new base game.
Bob's nests spawn further out from the starting area.
Spitters and Worms will now target their spit to a position ahead of you and not home like 0.17 base game spit projectiles.
Added option to choose Leviathan spawn frequency (at Evolution Factor 1.0) (Between 0 and 1, default 0.05)
Added option to allow harder enemies to spawn at a lower Evolution Factor level
Added option to increase the health of most bob enemies between huge and behemoth
Added option to add a higher tier spawner
Also, I have a new icon.
Re: [0.17.x] Bob's Mods: General Discussion
Options to improve the balance curve is always welcomed.
Robert the construction worker is somehow amusing to me, not sure why.
Robert the construction worker is somehow amusing to me, not sure why.
-
- Filter Inserter
- Posts: 362
- Joined: Mon Aug 01, 2016 2:38 pm
- Contact:
Re: [0.17.x] Bob's Mods: General Discussion
These are some welcomed changes. Thank you for your efforts to please everyone!
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.17.x] Bob's Mods: General Discussion
RocketManChronicles wrote: βFri Apr 12, 2019 12:06 am These are some welcomed changes. Thank you for your efforts to please everyone!
Although you can set Leviathan spawns to 1, I wouldn't recommend going above 0.3. Also if you don't like Leviathans, you can set it to 0, and they just don't spawn.
Setting leviathans to 0.1 and turning on the super nests, and health update does kind of make enemy attacks pretty brutal.not only are Leviathans more common, but the titans and behemoths are almost as hard to kill, and at end game, those are the only things that spawn from a super nest.
You can turn on the other option too and they'll spawn harder enemies at lower evolution factors. big at 0.4 instead of 0.5, everything is 0.1 earlier after that until leviathans that spawn at 0.9 instead of 0.95. Note, this option does not change base game spawners, only bob spawners.
Bob the Builder perhaps?
-
- Filter Inserter
- Posts: 362
- Joined: Mon Aug 01, 2016 2:38 pm
- Contact:
Re: [0.17.x] Bob's Mods: General Discussion
"Wouldn't recommend going above 0.3" LOL, I am putting that to the test!bobingabout wrote: βFri Apr 12, 2019 12:15 amRocketManChronicles wrote: βFri Apr 12, 2019 12:06 am These are some welcomed changes. Thank you for your efforts to please everyone!Although you can set Leviathan spawns to 1, I wouldn't recommend going above 0.3. Also if you don't like Leviathans, you can set it to 0, and they just don't spawn.
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.17.x] Bob's Mods: General Discussion
if you set it to 0.3, 1 in 3 enemies spawned by a super spawner will be a leviathan.RocketManChronicles wrote: βFri Apr 12, 2019 3:08 am"Wouldn't recommend going above 0.3" LOL, I am putting that to the test!bobingabout wrote: βFri Apr 12, 2019 12:15 amRocketManChronicles wrote: βFri Apr 12, 2019 12:06 am These are some welcomed changes. Thank you for your efforts to please everyone!Although you can set Leviathan spawns to 1, I wouldn't recommend going above 0.3. Also if you don't like Leviathans, you can set it to 0, and they just don't spawn.
it's a bit lower for other spawners, like 1 in 5.
but that's still A LOT of Leviathans
-
- Filter Inserter
- Posts: 362
- Joined: Mon Aug 01, 2016 2:38 pm
- Contact:
Re: [0.17.x] Bob's Mods: General Discussion
Notes taken. I will probably play with it to a point where my defenses barely hold... which means I might be upping the factor as I research infinite tech.bobingabout wrote: βFri Apr 12, 2019 9:17 amif you set it to 0.3, 1 in 3 enemies spawned by a super spawner will be a leviathan.RocketManChronicles wrote: βFri Apr 12, 2019 3:08 am"Wouldn't recommend going above 0.3" LOL, I am putting that to the test!bobingabout wrote: βFri Apr 12, 2019 12:15 amRocketManChronicles wrote: βFri Apr 12, 2019 12:06 am These are some welcomed changes. Thank you for your efforts to please everyone!Although you can set Leviathan spawns to 1, I wouldn't recommend going above 0.3. Also if you don't like Leviathans, you can set it to 0, and they just don't spawn.
it's a bit lower for other spawners, like 1 in 5.
but that's still A LOT of Leviathans
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.17.x] Bob's Mods: General Discussion
If that's what you're after, try turning on the health overhaul first. it can make the titans and behemoths (bob's) pretty hard to kill.RocketManChronicles wrote: βFri Apr 12, 2019 11:01 amNotes taken. I will probably play with it to a point where my defenses barely hold... which means I might be upping the factor as I research infinite tech.bobingabout wrote: βFri Apr 12, 2019 9:17 amif you set it to 0.3, 1 in 3 enemies spawned by a super spawner will be a leviathan.RocketManChronicles wrote: βFri Apr 12, 2019 3:08 am"Wouldn't recommend going above 0.3" LOL, I am putting that to the test!bobingabout wrote: βFri Apr 12, 2019 12:15 amRocketManChronicles wrote: βFri Apr 12, 2019 12:06 am These are some welcomed changes. Thank you for your efforts to please everyone!Although you can set Leviathan spawns to 1, I wouldn't recommend going above 0.3. Also if you don't like Leviathans, you can set it to 0, and they just don't spawn.
it's a bit lower for other spawners, like 1 in 5.
but that's still A LOT of Leviathans
Re: [0.17.x] Bob's Mods: General Discussion
Something that would be worth revisiting would be the distinction of different nest types. It's very hard to tell in 0.17 when past versions were very clear to tell apart.
All five nest types are in here, but it would be nice if they stood out just a little bit better. Especially the super one.
All five nest types are in here, but it would be nice if they stood out just a little bit better. Especially the super one.
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.17.x] Bob's Mods: General Discussion
Unfortunately that's due to a change in the base game mask. There's not really anything I can do about it unless I go with "Major surgery", AKA, custom edit of the graphics. Since everything is currently just done in a simple function to create the graphics... yeah, major surgery.Light wrote: βSat Apr 13, 2019 2:03 am Something that would be worth revisiting would be the distinction of different nest types. It's very hard to tell in 0.17 when past versions were very clear to tell apart.
All five nest types are in here, but it would be nice if they stood out just a little bit better. Especially the super one.
I did choose a colour for super nests that would stand out though, It's bright magenta/pink. Though, now that you put them all together, it is pretty hard to tell the difference betwen the top right one being spitter and the right one being super.
Keep in mind that I do not want to go playing graphic surgery, so the base game spitter and biter nests would remain as they are, and the mask isn't going to change... what colours would you recommend?
I think base game spitter spawner is red, and biter is orange. Which doesn't help when my spitter nest is also orange.
Re: [0.17.x] Bob's Mods: General Discussion
The changes wouldn't need to be drastic to achieve a good result:bobingabout wrote: βSat Apr 13, 2019 2:45 pmUnfortunately that's due to a change in the base game mask. There's not really anything I can do about it unless I go with "Major surgery", AKA, custom edit of the graphics. Since everything is currently just done in a simple function to create the graphics... yeah, major surgery.Light wrote: βSat Apr 13, 2019 2:03 am Something that would be worth revisiting would be the distinction of different nest types. It's very hard to tell in 0.17 when past versions were very clear to tell apart.
All five nest types are in here, but it would be nice if they stood out just a little bit better. Especially the super one.
I did choose a colour for super nests that would stand out though, It's bright magenta/pink. Though, now that you put them all together, it is pretty hard to tell the difference betwen the top right one being spitter and the right one being super.
Keep in mind that I do not want to go playing graphic surgery, so the base game spitter and biter nests would remain as they are, and the mask isn't going to change... what colours would you recommend?
I think base game spitter spawner is red, and biter is orange. Which doesn't help when my spitter nest is also orange.
Lowering the brightness of the elemental nests on bottom by 40% was enough to achieve the brown colour from pre-0.17. The more distinct purple tint of the super nest will easily stand out among 50+ nests, which is most important as it's the biggest threat.
This only took a minute in Photoshop, so if you need a custom sprite sheet for those changes then I'd be willing to quickly do that for you, provided it can't be achieved by code.
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.17.x] Bob's Mods: General Discussion
Changing tints are easily achievable in code, that's pretty much the only thing different between them, they have a tint.Light wrote: βSat Apr 13, 2019 7:38 pmThe changes wouldn't need to be drastic to achieve a good result:bobingabout wrote: βSat Apr 13, 2019 2:45 pmUnfortunately that's due to a change in the base game mask. There's not really anything I can do about it unless I go with "Major surgery", AKA, custom edit of the graphics. Since everything is currently just done in a simple function to create the graphics... yeah, major surgery.Light wrote: βSat Apr 13, 2019 2:03 am Something that would be worth revisiting would be the distinction of different nest types. It's very hard to tell in 0.17 when past versions were very clear to tell apart.
All five nest types are in here, but it would be nice if they stood out just a little bit better. Especially the super one.
I did choose a colour for super nests that would stand out though, It's bright magenta/pink. Though, now that you put them all together, it is pretty hard to tell the difference betwen the top right one being spitter and the right one being super.
Keep in mind that I do not want to go playing graphic surgery, so the base game spitter and biter nests would remain as they are, and the mask isn't going to change... what colours would you recommend?
I think base game spitter spawner is red, and biter is orange. Which doesn't help when my spitter nest is also orange.
Lowering the brightness of the elemental nests on bottom by 40% was enough to achieve the brown colour from pre-0.17. The more distinct purple tint of the super nest will easily stand out among 50+ nests, which is most important as it's the biggest threat.
This only took a minute in Photoshop, so if you need a custom sprite sheet for those changes then I'd be willing to quickly do that for you, provided it can't be achieved by code.
I don't want to go with brown, I looked at them and decided... Biter is orange, spitter is red, lets do a hue shift. now elemental Biter is Yellow (instead of green) and elemental spitter is purpley (instead of orange, it's more red with a slight purple tint in it)
so what colour is super nests? Blue.
I could revert, keep elemental biter nests green, go Yellow for elemental spitter nests, and then a deeper purple (like your example) for super nests.
The problem with belt speeds
I love the overhault belts and inserters. The colors and recipes for the tires just fit all over. That said the speed overhaul is pretty broken, which is probably nothing you can do about.
When using the default speed override of 12.5 what you actually get is 11.2 or so. Internaly items seem to move an integer amount of pixels every now and then. With 60 ticks/s there is only a limited number of speeds that works right. I'm not even sure there are other speeds than the 7.5 / 15 / 30 / 45 / 60 sequence that works out nicely internally.
I want at least a speed of 12 because many recipes result in 1, 2, 3, 4 or 6 item/s which are all factors of 12. From testing with come combinators to measure belt speed I tried to find one that's just about 12 items/s and here is what I've got:
Setting speed to 12.5 gives ~11.2 items/s. That remains up to speed 13.1. Setting speed 13.2 (or was it 13.3?) it jumps to a real speed of 13.15 items/s. That seems to be the smallest speed above 12.
Bob: Since you have source access could you maybe look up the formula for the belt speed and limit the values for belt speed to values the belt will actually achieve please. It's annoying to see speed 12.5 when hovering over a belt but actually only getting 11.2 items/s. Or maybe kick that to the devs to show the actual speed in the tool tip.
When using the default speed override of 12.5 what you actually get is 11.2 or so. Internaly items seem to move an integer amount of pixels every now and then. With 60 ticks/s there is only a limited number of speeds that works right. I'm not even sure there are other speeds than the 7.5 / 15 / 30 / 45 / 60 sequence that works out nicely internally.
I want at least a speed of 12 because many recipes result in 1, 2, 3, 4 or 6 item/s which are all factors of 12. From testing with come combinators to measure belt speed I tried to find one that's just about 12 items/s and here is what I've got:
Setting speed to 12.5 gives ~11.2 items/s. That remains up to speed 13.1. Setting speed 13.2 (or was it 13.3?) it jumps to a real speed of 13.15 items/s. That seems to be the smallest speed above 12.
Bob: Since you have source access could you maybe look up the formula for the belt speed and limit the values for belt speed to values the belt will actually achieve please. It's annoying to see speed 12.5 when hovering over a belt but actually only getting 11.2 items/s. Or maybe kick that to the devs to show the actual speed in the tool tip.
- BlueTemplar
- Smart Inserter
- Posts: 3147
- Joined: Fri Jun 08, 2018 2:16 pm
- Contact:
Re: The problem with belt speeds
See also :mrvn wrote: βMon Apr 15, 2019 11:26 am When using the default speed override of 12.5 what you actually get is 11.2 or so. Internaly items seem to move an integer amount of pixels every now and then. With 60 ticks/s there is only a limited number of speeds that works right. I'm not even sure there are other speeds than the 7.5 / 15 / 30 / 45 / 60 sequence that works out nicely internally.
viewtopic.php?p=423448#p423448
BlueTemplar wrote: βTue Apr 16, 2019 5:14 pm Not sure why 7/8px/ti works, but 20i/s gets rounded down to 10/8px/ti=5/4px/ti, rather than up to 11/8px/ti ??
BobDiggity (mod-scenario-pack)
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.17.x] Bob's Mods: General Discussion
Yeah, as I said in the other topic:
viewtopic.php?f=7&t=67856
I also have a bug report about it, which seems to be being ignored.bobingabout wrote: βTue Apr 16, 2019 7:01 pm in either case, the default of 12.5/s doesn't work as intended, you should either leave the speed overhaul off where you get 7.5, 15, 30, 45, 60, 75 (which is the same end result of 12.5, 25, 37.5, 50, 62.5, 75, which is why I chose it) or manually change the speed per step to 15 and get 15, 30, 45, 60, 75, 90.
viewtopic.php?f=7&t=67856
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.17.x] Bob's Mods: General Discussion
Assembly 0.17.3:
Chemical plant power usage reduced from 210kW to 160kW
Assembling machine 3 power usage reduced from 375kW to 210kW
Updated for 0.17.29 pollution method
Updated furnace and oil refinery graphics to HD
Removed upgrade from non-effect technologies
Added colours update option
Electronics 0.17.3:
Added prerequisite of chemical processing and alloy processing to Electronics (for Carbon and Solder)
Inserters 0.17.4:
Removed the option, the GUI now just opens with Shift + E in the center and with the main GUI on the left.
Logistics 0.17.7:
Removed upgrade from non-effect technologies
Renamed bob-infinite-worker-robots-storage technologiy to bob-infinite-worker-robots-storage-1 to make it display a number
Fixed iron underground pipe fast replace (And all other methods such as upgrade planner)
Changed default value of belt speed overhaul speed per level to 15. strange things happen unless you use specific numbers (multiples of 3.75)
Mining 0.17.3:
Added upgrade to steel-axe technology
Removed upgrade from non-effect technologies
Updated for 0.17.29 pollution method
Modules 0.17.3:
Removed upgrade from non-effect technologies
MCI 0.17.3:
Changed cheaper steel energy_required to match 0.17 values
Added new steel alternative recipe in the options, on by default.
Removed upgrade from non-effect technologies
Updated for 0.17.29 pollution method
Power 0.17.4:
Fixed oil generator smoke. It's a bit heavy, but there seems to be a bug where anything less than the current frequency causes it to not show at all.
Updated for 0.17.29 pollution method
Removed upgrade from all technologies
Revamp 0.17.2:
Removed upgrade from chemical plant technology
Changes to satellite recipe now effect space science pack technology (Which unlocks the satellite in 0.17) instead of rocket silo.
Change rocket-fuel-updates.lua to check for what rocket-fuel.lua created instead of what it's looking for, to prevent it tripping up from other non-bob mods.
Vehicle equipment 0.17.1:
Vehicle Roboport no longer draws power. Like personal version.
Removed upgrade from all technologies
Warfare 0.17.4:
Fixed battery-equipment and energy-shield-equipment technologies locale entries
Removed upgrade from non-effect technologies
Chemical plant power usage reduced from 210kW to 160kW
Assembling machine 3 power usage reduced from 375kW to 210kW
Updated for 0.17.29 pollution method
Updated furnace and oil refinery graphics to HD
Removed upgrade from non-effect technologies
Added colours update option
Electronics 0.17.3:
Added prerequisite of chemical processing and alloy processing to Electronics (for Carbon and Solder)
Inserters 0.17.4:
Removed the option, the GUI now just opens with Shift + E in the center and with the main GUI on the left.
Logistics 0.17.7:
Removed upgrade from non-effect technologies
Renamed bob-infinite-worker-robots-storage technologiy to bob-infinite-worker-robots-storage-1 to make it display a number
Fixed iron underground pipe fast replace (And all other methods such as upgrade planner)
Changed default value of belt speed overhaul speed per level to 15. strange things happen unless you use specific numbers (multiples of 3.75)
Mining 0.17.3:
Added upgrade to steel-axe technology
Removed upgrade from non-effect technologies
Updated for 0.17.29 pollution method
Modules 0.17.3:
Removed upgrade from non-effect technologies
MCI 0.17.3:
Changed cheaper steel energy_required to match 0.17 values
Added new steel alternative recipe in the options, on by default.
Removed upgrade from non-effect technologies
Updated for 0.17.29 pollution method
Power 0.17.4:
Fixed oil generator smoke. It's a bit heavy, but there seems to be a bug where anything less than the current frequency causes it to not show at all.
Updated for 0.17.29 pollution method
Removed upgrade from all technologies
Revamp 0.17.2:
Removed upgrade from chemical plant technology
Changes to satellite recipe now effect space science pack technology (Which unlocks the satellite in 0.17) instead of rocket silo.
Change rocket-fuel-updates.lua to check for what rocket-fuel.lua created instead of what it's looking for, to prevent it tripping up from other non-bob mods.
Vehicle equipment 0.17.1:
Vehicle Roboport no longer draws power. Like personal version.
Removed upgrade from all technologies
Warfare 0.17.4:
Fixed battery-equipment and energy-shield-equipment technologies locale entries
Removed upgrade from non-effect technologies
-
- Filter Inserter
- Posts: 362
- Joined: Mon Aug 01, 2016 2:38 pm
- Contact:
Re: [0.17.x] Bob's Mods: General Discussion
Wow! Major updates. Thank you for your hard work Bob!
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.17.x] Bob's Mods: General Discussion
I've been slowly working on all this for over a month. I just decided it was about time to actually release all the stuff sitting on my hard drive.RocketManChronicles wrote: βMon Apr 22, 2019 4:42 pm Wow! Major updates. Thank you for your hard work Bob!
- septemberWaves
- Fast Inserter
- Posts: 225
- Joined: Tue Jul 26, 2016 7:49 pm
- Contact:
Re: [0.17.x] Bob's Mods: General Discussion
I just thought I'd share the compact setup I'm using for basic electronic boards. Easily tileable; six of the arrays (two are pictured) will almost fill one side of a grey belt; simple modifications to the output inserters to drop on the opposite side of the belt allows a (nearly) full output belt with twelve arrays. If anyone wants the blueprint I will be happy to provide it. Obviously this only covers the end stage of the process; production for the intermediates used in this array is not nearly so neat (currently).
Apologies if this is not the correct place to share such setups.
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.17.x] Bob's Mods: General Discussion
Anyway... update time.
Warfare 0.17.5:
updated bob-power-armor-3 prerequisites for 0.17.35 changes
Tech 0.17.3:
updated personal-roboport-equipment-2 for 0.17.35 changes
MCI 0.17.4:
Updated for 0.17.35 player -> character changes
Assembly 0.17.4:
Updated for 0.17.35 player -> character changes
electronics 0.17.4:
Updated for 0.17.35 player -> character changes
there's also a related change to classes... but while these versions WILL work in older versions of the game, Classes will not. and the game isn't smart enough to not try to install it.
I guess I don't really have a topic dedicated to factory layouts.
Warfare 0.17.5:
updated bob-power-armor-3 prerequisites for 0.17.35 changes
Tech 0.17.3:
updated personal-roboport-equipment-2 for 0.17.35 changes
MCI 0.17.4:
Updated for 0.17.35 player -> character changes
Assembly 0.17.4:
Updated for 0.17.35 player -> character changes
electronics 0.17.4:
Updated for 0.17.35 player -> character changes
there's also a related change to classes... but while these versions WILL work in older versions of the game, Classes will not. and the game isn't smart enough to not try to install it.
It's not a bad setup.septemberWaves wrote: βWed May 01, 2019 5:14 pm
I just thought I'd share the compact setup I'm using for basic electronic boards. Easily tileable; six of the arrays (two are pictured) will almost fill one side of a grey belt; simple modifications to the output inserters to drop on the opposite side of the belt allows a (nearly) full output belt with twelve arrays. If anyone wants the blueprint I will be happy to provide it. Obviously this only covers the end stage of the process; production for the intermediates used in this array is not nearly so neat (currently).
Apologies if this is not the correct place to share such setups.
I guess I don't really have a topic dedicated to factory layouts.