[1.0] bugs and balance issues.
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[1.0] bugs and balance issues.
Most of my mods have been updated for 1.0 and released (very few specific changes being made, most are just general changes I've been working on)
I'll release the others as 1.0 mods when I get around to it, but they have no changes, and none are required for 1.0 as far as I'm aware.
Post and issues you have here.
I'll release the others as 1.0 mods when I get around to it, but they have no changes, and none are required for 1.0 as far as I'm aware.
Post and issues you have here.
Re: [1.0] bugs and balance issues.
When I try to enable bobselctronics 1.0.0 I get a missing .png error. Anyone else getting similar issues with a few of the bob's mod packs?
Re: [1.0] bugs and balance issues.
I can boot up bobselectronics 1.0.0 without problems. Do you have additional mods? Can you specify the error message? Maybe upload a save to sync the mods to?
Re: [1.0] bugs and balance issues.
Iβm pretty sure the brain 2 using a superior circuit board instead of a multi-layer circuit board is a bug.
Re: [1.0] bugs and balance issues.
Huh turns out you are right, with just bob's mods enabled the game starts fine, no error about missing sprite, but when I add "Skandragon's advanced mining" (https://mods.factorio.com/mod/skan-advanced-mining) I get error in a bunch of Bob's mods.
Re: [1.0] bugs and balance issues.
Bob's mining already includes higher tiers of miners. Are you sure you need more different miners? In any case, for completeness I think you should post the actual error message. And ideally report this issue to Skandragon, as it is most likely caused by his mod.werdna87 wrote: βTue Aug 18, 2020 12:53 pmHuh turns out you are right, with just bob's mods enabled the game starts fine, no error about missing sprite, but when I add "Skandragon's advanced mining" (https://mods.factorio.com/mod/skan-advanced-mining) I get error in a bunch of Bob's mods.
Re: [1.0] bugs and balance issues.
Attaching the error message here, I don't actually need it, I had it because I was doing a more vanilla play-through before and just still had it on. It looks like that mod is not updated much anymore, just odd that it causes issues for Bob's mods but both work fine independently, and only Bob's mods (and a few others apparently) have the error when loadingvalneq wrote: βTue Aug 18, 2020 1:29 pmBob's mining already includes higher tiers of miners. Are you sure you need more different miners? In any case, for completeness I think you should post the actual error message. And ideally report this issue to Skandragon, as it is most likely caused by his mod.werdna87 wrote: βTue Aug 18, 2020 12:53 pmHuh turns out you are right, with just bob's mods enabled the game starts fine, no error about missing sprite, but when I add "Skandragon's advanced mining" (https://mods.factorio.com/mod/skan-advanced-mining) I get error in a bunch of Bob's mods.
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Re: [1.0] bugs and balance issues.
It's an known error in Skan's mod that has existed for YEARS and he refuses to fix.werdna87 wrote: βTue Aug 18, 2020 12:53 pmHuh turns out you are right, with just bob's mods enabled the game starts fine, no error about missing sprite, but when I add "Skandragon's advanced mining" (https://mods.factorio.com/mod/skan-advanced-mining) I get error in a bunch of Bob's mods.
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Re: [1.0] bugs and balance issues.
This is one I've not seen before... probably somebody trying to fix Skan's mod, without checking to make sure it's installed.werdna87 wrote: βTue Aug 18, 2020 1:47 pmAttaching the error message here, I don't actually need it, I had it because I was doing a more vanilla play-through before and just still had it on. It looks like that mod is not updated much anymore, just odd that it causes issues for Bob's mods but both work fine independently, and only Bob's mods (and a few others apparently) have the error when loadingvalneq wrote: βTue Aug 18, 2020 1:29 pmBob's mining already includes higher tiers of miners. Are you sure you need more different miners? In any case, for completeness I think you should post the actual error message. And ideally report this issue to Skandragon, as it is most likely caused by his mod.werdna87 wrote: βTue Aug 18, 2020 12:53 pmHuh turns out you are right, with just bob's mods enabled the game starts fine, no error about missing sprite, but when I add "Skandragon's advanced mining" (https://mods.factorio.com/mod/skan-advanced-mining) I get error in a bunch of Bob's mods.
Re: [1.0] bugs and balance issues.
wild uneducated guess: Skan's mod was updated only 6 months ago, which is before the mining drill redesigns. Maybe that is the root cause of the issue?
Re: [1.0] bugs and balance issues.
Using JUST Skan's mod works correctly though, I would think if that was the issue that it wouldnt work at all
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Re: [1.0] bugs and balance issues.
I've said it before, YEARS AGO, There was an error reported where skan-dragon's advanced mining was trying to set a graphic from my mod, that didn't actually exist. And although it keeps getting reported over and over and over, he still hasn't fixed it.
Re: [1.0] bugs and balance issues.
Bug: can't place Exoskeleton in Spidertron Equipment Grid with Bob's Vehicle Equipment mod
Factorio version: 1.0.0
Bob's Vehicle Equiment mod version: 1.0.0
When this mod is activated, the Exoskeleton is not allowed as equipment for the Spidertron. Reproduced it with existing save game, a fresh game, and with any other mods disabled.
Please fix, thank you.
Factorio version: 1.0.0
Bob's Vehicle Equiment mod version: 1.0.0
When this mod is activated, the Exoskeleton is not allowed as equipment for the Spidertron. Reproduced it with existing save game, a fresh game, and with any other mods disabled.
Please fix, thank you.
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Re: [1.0] bugs and balance issues.
It's not a bug. Spidertron is a vehicle, you need to use Vehicle equipment instead. There's a Vehicle Engine Equipment or something, I can't remember the exact name of the equipment, but it makes the Spidertron faster, the same as an exoskeleton would.FunkJazz wrote: βWed Sep 02, 2020 4:30 pm Bug: can't place Exoskeleton in Spidertron Equipment Grid with Bob's Vehicle Equipment mod
Factorio version: 1.0.0
Bob's Vehicle Equiment mod version: 1.0.0
When this mod is activated, the Exoskeleton is not allowed as equipment for the Spidertron. Reproduced it with existing save game, a fresh game, and with any other mods disabled.
Please fix, thank you.
The only thing that Personal equipment has that Vehicle equipment doesn't (though things change a little between Personal and Vehicle variations) is the belt immunity equipment, and spidertron doesn't really care about that anyway.
Re: [1.0] bugs and balance issues.
That's not strictly true...bobingabout wrote: βWed Sep 02, 2020 5:33 pmis the belt immunity equipment, and spidertron doesn't really care about that anyway.
Re: [1.0] bugs and balance issues.
And belt immunity equipment is also useful for other vehicles AFAIK. Not sliding on belts is helpful for cars and tanks too.kirazy wrote: βWed Sep 02, 2020 10:53 pmThat's not strictly true...bobingabout wrote: βWed Sep 02, 2020 5:33 pmis the belt immunity equipment, and spidertron doesn't really care about that anyway.
Re: [1.0] bugs and balance issues.
I hadn't thought about using the Overdrive engine, good suggestion. Works like a charm.bobingabout wrote: βWed Sep 02, 2020 5:33 pmIt's not a bug. Spidertron is a vehicle, you need to use Vehicle equipment instead. There's a Vehicle Engine Equipment or something, I can't remember the exact name of the equipment, but it makes the Spidertron faster, the same as an exoskeleton would.FunkJazz wrote: βWed Sep 02, 2020 4:30 pm Bug: can't place Exoskeleton in Spidertron Equipment Grid with Bob's Vehicle Equipment mod
Factorio version: 1.0.0
Bob's Vehicle Equiment mod version: 1.0.0
When this mod is activated, the Exoskeleton is not allowed as equipment for the Spidertron. Reproduced it with existing save game, a fresh game, and with any other mods disabled.
Please fix, thank you.
The only thing that Personal equipment has that Vehicle equipment doesn't (though things change a little between Personal and Vehicle variations) is the belt immunity equipment, and spidertron doesn't really care about that anyway.
Re: [1.0] bugs and balance issues.
Why laser vehicle equipment is so strong ? It's annihilate everything, especially with laser damage research. As well as photon turrets are too OP (HUGE damage, AOE, long radius)
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Re: [1.0] bugs and balance issues.
I'm currently working on a skin-changer (@Pi-C might have talked to you?) when i noticed that in bobclasses gui you use
You should instead use
to respect characters with procedurally generated names.
Given that your mod probably assumes that it's the only one doing any character changes i'm not sure how important that is to you. But it should be an easy fix. And...well, experience says that localised_name is always preferred over guessing the name yourself :D.
Code: Select all
caption = {"entity-name." .. entity.name}
Code: Select all
caption = game.entity_prototypes[entity.name].localised_name
Given that your mod probably assumes that it's the only one doing any character changes i'm not sure how important that is to you. But it should be an easy fix. And...well, experience says that localised_name is always preferred over guessing the name yourself :D.
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Mod support languages: ζ₯ζ¬θͺ, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.