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

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

Moderator: bobingabout

User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [1.0.x] Bob's Mods: General Discussion

Post by bobingabout »

Iorek wrote: Thu Sep 17, 2020 2:12 pm Not sure if this should go here or if it's more of a general modding question but.
does mod order matter for duplicate files entities.


I am attempting to "tone down" the insane plasma weapons on turrets and vehicles.
I notice both, Bobs warfare and bobs vehicle equipment has a projectiles.lua with

Code: Select all

  type = "projectile",
    name = "bob-plasma-projectile",
identical stats / name. Does each mod have it's own identical version of this projectile that only effects that mod. or do mods load up in a certain order and this file is a duplicate for when the mods are loaded up "stand alone".


eg if I change ' amount = 25, type = "plasma" ' in bobs warfare, will this effect vehicle plasma damage..
They exist in both because they're used by both, and both are the same. Whichever loads last should be the one being used.
you can figure out load order by looking at the log file.

However, editing the mod itself isn't recomended, if you update it will be over-written. A better practice would be to create your own mod that redefines the projectile in data-updates.lua, that way even if my mods update, your changes aren't lost.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
mgla
Burner Inserter
Burner Inserter
Posts: 6
Joined: Wed Sep 02, 2020 3:54 pm
Contact:

Re: [1.0.x] Bob's Mods: General Discussion

Post by mgla »

Hi,

I just wanted to say that I have been playing with your mods on a server with friends for the past 2 months, and we enjoying them immensively.

Thanks for all your work! We really appreciate it!
H_Sage
Inserter
Inserter
Posts: 38
Joined: Wed Sep 21, 2016 3:58 pm
Contact:

Re: [1.0.x] Bob's Mods: General Discussion

Post by H_Sage »

0.18
Image

1.0
Image

Did I do something wrong? Why icons changed? I realy like the first one. Maybe some mod changed it? But which one? Tell me please!

Image
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [1.0.x] Bob's Mods: General Discussion

Post by bobingabout »

H_Sage wrote: Fri Oct 30, 2020 11:11 am 0.18
Image

1.0
Image

Did I do something wrong? Why icons changed? I realy like the first one. Maybe some mod changed it? But which one? Tell me please!

Image
The first one is a broken link for some reason, so I can't see it.

The second one you're calling 1.0 though, that's my icons, that's what they looked like in 0.18 too.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
H_Sage
Inserter
Inserter
Posts: 38
Joined: Wed Sep 21, 2016 3:58 pm
Contact:

Re: [1.0.x] Bob's Mods: General Discussion

Post by H_Sage »

The first one from viewtopic.php?t=46948
Title: "Original Bob's electronics"
Image

I always play with this icons before update to 1.0, so i'm confuse. I thought these were original icons.

Same pics:
(from this post: viewtopic.php?f=51&t=28456)
Image
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [1.0.x] Bob's Mods: General Discussion

Post by bobingabout »

H_Sage wrote: Fri Oct 30, 2020 1:34 pm Image
I think the last time I used these graphics was back in 0.16
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
H_Sage
Inserter
Inserter
Posts: 38
Joined: Wed Sep 21, 2016 3:58 pm
Contact:

Re: [1.0.x] Bob's Mods: General Discussion

Post by H_Sage »

These are really great icons. They can be clearly seen on the conveyor belt, they differ well from each other and are clearly drawn. They also show what rank they are, without even knowing it. I think that the difference in rank should be seen in style, not color, and these icons clearly show that.

It would be great to be able to select a style in the mod settings.

These icons are also great if done in their own style. Colored ones hurt your eyes, merge with conveyors and you can't see the difference between them.
Image

(Basic - wooden board+resistors, advanced - fiberglass board+transistor, high rank - soldermask +microchips. Nice clear and style!)
Last edited by H_Sage on Fri Oct 30, 2020 4:59 pm, edited 4 times in total.
User avatar
valneq
Smart Inserter
Smart Inserter
Posts: 1261
Joined: Fri Jul 12, 2019 7:43 am
Contact:

Re: [1.0.x] Bob's Mods: General Discussion

Post by valneq »

H_Sage wrote: Fri Oct 30, 2020 4:47 pm These are really great icons. They can be clearly seen on the conveyor belt, they differ well from each other and are clearly drawn. They also show what rank they are, without even knowing it. I think that the difference in rank should be seen in style, not color, and these icons clearly show that.

It would be great to be able to select a style in the mod settings.

These icons are great too (0.17.5):
Image
Admit it, deep inside you actually want to use this:
https://mods.factorio.com/mod/reskins-bobs
H_Sage
Inserter
Inserter
Posts: 38
Joined: Wed Sep 21, 2016 3:58 pm
Contact:

Re: [1.0.x] Bob's Mods: General Discussion

Post by H_Sage »

valneq wrote: Fri Oct 30, 2020 4:49 pm Admit it, deep inside you actually want to use this:
https://mods.factorio.com/mod/reskins-bobs
Thanks, but I prefer a different rank distinction. The factory rainbow doesn't look good. Devices will look better if the colors are less conspicuous. It is better to paint not walls, but patterns and lines. Thus, the style of the device will remain the same, but the differences in rank will still be visible, but there will be no feeling of a toy factory.
H_Sage
Inserter
Inserter
Posts: 38
Joined: Wed Sep 21, 2016 3:58 pm
Contact:

Re: [1.0.x] Bob's Mods: General Discussion

Post by H_Sage »

In the mod files, I found two versions of the icons. One of them is located in the "colour-coded" folder and are installed by default. Is it possible to somehow switch the use of "color" to "standard" in the settings? I searched but couldn't find.
User avatar
kirazy
Filter Inserter
Filter Inserter
Posts: 426
Joined: Tue Mar 06, 2018 12:18 am
Contact:

Re: [1.0.x] Bob's Mods: General Discussion

Post by kirazy »

H_Sage wrote: Fri Oct 30, 2020 5:09 pm In the mod files, I found two versions of the icons. One of them is located in the "colour-coded" folder and are installed by default. Is it possible to somehow switch the use of "color" to "standard" in the settings? I searched but couldn't find.
You have to uncheck the "Color Update" setting under one of Bob's mods.
H_Sage
Inserter
Inserter
Posts: 38
Joined: Wed Sep 21, 2016 3:58 pm
Contact:

Re: [1.0.x] Bob's Mods: General Discussion

Post by H_Sage »

kirazy wrote: Fri Oct 30, 2020 6:14 pm
You have to uncheck the "Color Update" setting under one of Bob's mods.
Thanks a lot, I found it!

For others: its "Bob's Metals, Chemicals and Intermediates mod" in settings.
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [1.0.x] Bob's Mods: General Discussion

Post by bobingabout »

H_Sage wrote: Fri Oct 30, 2020 6:35 pm
kirazy wrote: Fri Oct 30, 2020 6:14 pm
You have to uncheck the "Color Update" setting under one of Bob's mods.
Thanks a lot, I found it!

For others: its "Bob's Metals, Chemicals and Intermediates mod" in settings.
Actually, it appears under the header for whatever mod loads last that includes the option, several mods that add the option.
It would be better to say that it "Most commonly" shows up in MCI's settings.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
Mecejide
Fast Inserter
Fast Inserter
Posts: 171
Joined: Mon Sep 23, 2019 8:12 pm
Contact:

Re: [1.0.x] Bob's Mods: General Discussion

Post by Mecejide »

Is there a reason why the miner 2 class character recipe uses an electric furnace instead of an electric furnace 2? The builder 2 and fighter 2 require the upgraded versions of their predecessors’ ingredients.
kalebsrevenge
Manual Inserter
Manual Inserter
Posts: 2
Joined: Fri Dec 06, 2019 3:58 pm
Contact:

Re: [1.0.x] Bob's Mods: General Discussion

Post by kalebsrevenge »

As someone still playing 1.0 i thank you for making all your mods so very modular. I appreciate your existince.
Post Reply

Return to “Bob's mods”