[0.18.x] Bob's Mods: General Discussion

Some mods, made by Bob. Basically streaks every Factroio-area.

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Re: [0.18.x] Bob's Mods: General Discussion

Post by bobingabout »

Inserters 0.18.3:
Fixed Factorio 0.18.22 start-up crash

Logistics 0.18.9:
Fixed issue where hand overrides wouldn't be applied to the placed inserter if it was your last inserter (Hand became empty by placing it)
Fixed Factorio 0.18.22 start-up crash

Warfare 0.18.5:
Fixed icon mipmap log error messages
Balance: adjusted explosives cost of Explosive artillery shell with explosive fluid to match explosives on other artillery shell types.
Added expensive mode recipe to Scatter cannon shells, and all my Artillery shells.
Balance: Plastic as an ingredient to Artillery shells.
Balance: Removed Radar from Artillery shell, and set Explosive cannon shells to 3 down from 4.
Added Atomic artillery shell. It's basically an Artillery launched Atomic Bomb.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
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Re: [0.18.x] Bob's Mods: General Discussion

Post by Well »

viewtopic.php?p=492101#p492101
I found this post. If this is easy to fix, can you explain a little more? Where are these lines. FNEI and Helmod mods have the same problems. Maybe I can fix a few lines myself?

Thanks for the quick update.

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Re: [0.18.x] Bob's Mods: General Discussion

Post by bobingabout »

Well wrote:
Thu Apr 30, 2020 5:46 pm
viewtopic.php?p=492101#p492101
I found this post. If this is easy to fix, can you explain a little more? Where are these lines. FNEI and Helmod mods have the same problems. Maybe I can fix a few lines myself?

Thanks for the quick update.
you're basically looking for an entry of type = "custom-input", and then need to change the line consuming to wither "all" or "none" as it says in that topic.

In both effected bob's mods, these were in the file data.lua, in other mods, they could pretty much be in any .lua file. If it's not in data.lua itself, look at the files listed in the require lines.
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Re: [0.18.x] Bob's Mods: General Discussion

Post by Well »

Thanks a lot. Everything worked. It's really very simple.
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Re: [0.18.x] Bob's Mods: General Discussion

Post by bobingabout »

Well wrote:
Thu Apr 30, 2020 6:48 pm
Thanks a lot. Everything worked. It's really very simple.
I'd filter it to *.lua, the program I use to do things like this will mess up png files and the like if the data just so happens to have a string of bytes that form the same data as the words you're searching for.
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Re: [0.18.x] Bob's Mods: General Discussion

Post by brysamo »

bobingabout wrote:
Thu Apr 30, 2020 6:12 pm
Well wrote:
Thu Apr 30, 2020 5:46 pm
viewtopic.php?p=492101#p492101
I found this post. If this is easy to fix, can you explain a little more? Where are these lines. FNEI and Helmod mods have the same problems. Maybe I can fix a few lines myself?

Thanks for the quick update.
you're basically looking for an entry of type = "custom-input", and then need to change the line consuming to wither "all" or "none" as it says in that topic.

In both effected bob's mods, these were in the file data.lua, in other mods, they could pretty much be in any .lua file. If it's not in data.lua itself, look at the files listed in the require lines.
Neither of those inputs fixed it for me

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Re: [0.18.x] Bob's Mods: General Discussion

Post by steinio »

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Re: [0.18.x] Bob's Mods: General Discussion

Post by bobingabout »

Technically, "all" should become "game-only", as there's a functional difference between that and none. (though, if those are the only two options now, shouldn't it be more of a true/false option than "game-only" and "none"?)

game-only overrides base game functionality of a button, none does not.


But it's a good addition to the mod's list.
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Re: [0.18.x] Bob's Mods: General Discussion

Post by steinio »

None does nothing to the game but fixes the mods. I will not check if the fix makes sense for the mod devs.

Bought as seen.
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Re: [0.18.x] Bob's Mods: General Discussion

Post by TheBreadbird »

Is there not an option to disable the different barreling recipes? I would like to only have barrels.

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Re: [0.18.x] Bob's Mods: General Discussion

Post by bobingabout »

TheBreadbird wrote:
Tue May 05, 2020 11:38 am
Is there not an option to disable the different barreling recipes? I would like to only have barrels.
Currently, there is no option for that, but other people have mentioned it as an issue previously, so I do have a note to look into that already.

Removing the canister for ferric chloride and fuel should be easy enough because that's just an override in bobplates (MCI) to change the graphics and item used, but the bottles are a bit harder, they use a custom version of the auto-barrel script, half-hardcoded in the library mod. I'd either need to re-write it, or do the opposite of what I do with the canisters, over-write their crafting category, graphics and items after they've been created.
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Re: [0.18.x] Bob's Mods: General Discussion

Post by bobingabout »

I think I've left this list built up a bit too much between updates.

Code: Select all

Assemly 0.18.5:
Fixed icon mipmap log error messages
Reduced polution of Steam assembling machine at max power to 5.
Updated to work with MCI 0.18.8
Changed technology icons for fluid powered furnaces and multipurpose furnace.
Reduced cost of electric (and chemical mixing) furnaces to match base game costs.
Added recipes to convert between Chemical <-> Normal <-> Mixing furnaces of fluid burning types.
Added recipes to convert between item fuelled <-> fluid fuelled furnaces of Normal, Chemical and Mixing types.
Fixed smoke position on fluid burning steel furnaces.

Classes 0.18.6:
Added missing locale entries for Engineer and Prospector class technologies.

Enemies 0.18.5:
Removed Stickers (Damage over Time effects) from Giant Fire/Poison biters.

Modules 0.18.3:
Removed MK from beacon name numbers.

Ores 0.18.3:
Lead map colour is now a dark blue (grey was too hard to see, and black is coal, so I made it a dark blue)
Tungsten Map colour is now a dark red (Brown was too hard to see, Dark red is kind of close and easier to see)
Gem Ore map colour is now a brighter green. (Easier to distinguish from Uranium)
Thorium map colour is now a bright greeny yellow. (More distinct from Sulfur and Bauxite)
Gold map colour is brighter and slightly more yellow (Somewhere between the red-orange of copper, and Yellow)
Sulfur map colour is now pure yellow. (easier to distinguish from Bauxite, Thorium and Gold)
Lithia water map colour is more a more greeny aqua. (Easier to distinguish from Pure water)
Silver map colour is now a much ligher greyish cyan. (Somewhere between Zinc, tin and Quartz, but easier to distinguish from Tin and Iron)
Nickel map colour is now brighter. (Easier to distinguish from Iron)

MCI 0.18.8:
Updated Salt-water-electrolysis icon to size 64
Renamed technology Alloy processing 2 to Steel mixing furnace
Moved Chemical steel furnace to it's own technology
Renamed Chemical processing 3 to Electric chemical furnace
Moved enriched-fuel-from-liquid-fuel to Advanced oil processing
Fixed solid-fuel-from-light-oil technology migration
Fixed solid-fuel-from-heavy-oil technology migration
Fixed Locale entry typo for Electrolysis description.
Removed the chemical science pack requirement from gem processing 2.
Changed the Chemical and Mixing stone furnaces to cost stone instead of stone bricks (to match the normal stone furnace)
Reduce cost of Electric furnaces to match that of the base game.
Added recipes to convert between Chemical <-> Normal <-> Mixing furnaces of stone, steel and electric types.
Fixed smoke on Stone Chemical furnace, Stone mixing furnace and Steel chemical furnace.

Power 0.18.6:
Fixed icon mipmap log error messages
Moved Fluid burning boilers and Heat exchangers into their own subgroups (They get their own lines in the crafting menu)
Added recipes to convert between Fluid burning boiler <-> Boiler <-> Heat Exchanger of all tiers.

Revamp 0.18.5:
Fixed solid-fuel-from-light-oil technology migration
Fixed solid-fuel-from-heavy-oil technology migration
new oil update moves enriched-fuel-from-liquid-fuel unlock onto solid-fuel technology
Updated for MCI 0.18.8

Warfare 0.18.6:
Added updated resistances to Artillery wagon.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Re: [0.18.x] Bob's Mods: General Discussion

Post by bobingabout »

Just a small update to classes. The GUI didn't look right after the 0.18.27 update, so I made a few changes to it.

Classes 0.18.7:
Changed table style to fix spacing issues with 0.18.27 update.
Added a check to make sure the global table for a player exists in the on_init (and on_configuration_changed) function.
Added information about the current character to the Avatar GUI.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
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Re: [0.18.x] Bob's Mods: General Discussion

Post by bobingabout »

I'm calling this release the GUI overhaul.
While cleaning up the inserters mod I was able to simplify things enough to make adding the requested "Rotate the inserter drop location" hotkey easy, so I finally added it.

Code: Select all

Classes 0.18.8:
Fixed issue where character entity would be deleted if you entered editor mode using a command, then selected a character from the Avatar switcher.
Class select window will re-open when closing editor mode if you've never selected a class before.
Updated header/button filler styles
Added close buttons to the top right corner of both GUIs.
Removed the big green close button from bottom right corner of class select GUI
Updated Locale entries to refer to the GUIs as Windows.

Clock 0.18.1:
Internal changes to improve performance. (up to a 400% speed improvement)
GUI update (each value's name is now in bold), this required a GUI re-write, so the GUI is auto-closed on_configuration_changed.
Removed the word GUI from the clock window name
Added an Admin panel to the Clock window that lets you change time related things in the game.

Inserters 0.18.4:
Updated header/button filler styles
GUI Style update for 0.18.27
Added inserter preview window to the center GUI.
Updated locale method to display inserter name correctly.
Updated Locale entries to refer to the GUIs as Windows.
Internal code restructure to make things easier to read.
Fixed issue where the drop offset wouldn't be calculated correctly when using using the top menu in inserter configuration mode to place an inserter before researching near inserters.
Added Drop position rotation key combination CTRL + Shift + R as default. (Made possible by the internal restructure)
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Re: [0.18.x] Bob's Mods: General Discussion

Post by bobingabout »

Updates are slow right now because I'm playing Satisfactory instead of modding.

Having said that, Factorio version 0.18.32 was released today, so... here's a small update.

Code: Select all

Modules 0.18.4:
Fixed beacon fast_replaceable_group and next_upgrade (To fix the upgrade planner)
Updated for Factorio 0.18.32
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Re: [0.18.x] Bob's Mods: General Discussion

Post by slippycheeze »

bobingabout wrote:
Sun Jun 07, 2020 10:38 pm
I'm calling this release the GUI overhaul.

Code: Select all

Clock 0.18.1:
Internal changes to improve performance. (up to a 400% speed improvement)
GUI update (each value's name is now in bold), this required a GUI re-write, so the GUI is auto-closed on_configuration_changed.
Removed the word GUI from the clock window name
Thank you so much for the clock. I did have a wishlist-y thing: it'd be great to be able to have an icon for the, uh, "type of time of day" -- dark, sunset, dusk, etc -- as well as the time. Nicer still if that could show along with whatever info was displayed, even if it isn't the in-game time-of-day clock.

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Re: [0.18.x] Bob's Mods: General Discussion

Post by bobingabout »

June update release:

Code: Select all

Assembly 0.18.6:
Fixed alignment of multipurpose furnaces
Internally renamed the furnaces to a standard naming scheme.
Updated for MCI 0.18.9 compatabillity.
Added fuel values and polution multipliers to Light/Heavy/Crude oil and Petroleum Gas to match MCI and Power mods. (to fuel the Fluid burning furnaces)

MCI 0.18.9:
Updated electric furnace graphics and colours.
Internally renamed the furnaces to a standard naming scheme.
Changed distillery from type assembling-machine (pick a recipe) to furnace (auto recipe)
Updated my oil processing recipe icon
Added Bobingabout process to productivity filters

Power 0.18.7:
Compatabillity for Assembly 0.18.6
Added next_upgrade for fluid-generators 1 to 3. it won't automatically try to upgrade to Hydrazine generator.
Removed a conditional require (could break multiplayer games. Just made it not conditional)

Revamp 0.18.6:
Changed Rocket Silo recipe, makes use of some Rocket parts, and bob materials.
Updated oil icons
Removed ammonium-chloride-recycling from productivity module list.
Added a lot of byproducts as Catalyst (you don't get this result from Productivity bonus)
Added recipe for ammonia venting
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Re: [0.18.x] Bob's Mods: General Discussion

Post by 343N »

I'm sure this has been asked many times, but recently, it seems as though the water pump recipes have been disabled and the option for using them in the mod settings menu has disappeared, despite still being in the code. I have Angel's, AAI, as well as a few others. Does anyone know what popular mod does this, or if not, if there's a way for me to find out easily? Thanks.

EDIT: Nevermind, looks like it's an Angels' Refining thing to hide the setting.

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Re: [0.18.x] Bob's Mods: General Discussion

Post by bobingabout »

Library 0.18.10:
Added a few more safety checks to Technology prerequisites.
Technology functions now take difficulty into account.
Added function versions for editing a specific difficulty.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Re: [0.18.x] Bob's Mods: General Discussion

Post by CharonM72 »

I'm sure this has been asked before, but what are the plans for 1.0? And is there a timeframe for when Bob's mods will be fully ready to use with 1.0?

I've been abstaining on Factorio until 1.0 and I plan to dive in headfirst with a Bob's+Angel's campaign.

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