[0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
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Re: [0.11.x][v0.7.6] Bob's Metals, Chemicals and Intermediat
Tungsten Gears should unlock with my research, because I add them too.
As for the others you listed, well, if lead, cobalt and zinc gears exist in dytech, you'd need to use dytech's research to unlock them.
As for the others you listed, well, if lead, cobalt and zinc gears exist in dytech, you'd need to use dytech's research to unlock them.
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Re: [0.11.x][v0.7.6] Bob's Metals, Chemicals and Intermediat
the thing is though, that your research overwrites dytech's research, so doing the dytech metal researches isn't possible
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Re: [0.11.x][v0.7.6] Bob's Metals, Chemicals and Intermediat
Unless there's a recent change, Dytech doesn't research metals indevidually, his metals research is all part of the Lava smelting tree.
are you telling me he recently changed his research tree, and fucked up his mod's compatabillity with mine in the process?
are you telling me he recently changed his research tree, and fucked up his mod's compatabillity with mine in the process?
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Re: [0.11.x][v0.7.6] Bob's Metals, Chemicals and Intermediat
It would seem that way, I've been poking around the DyTech files and the non-overwritten researches function exactly like they should, unlocking the tools and stuff, but the ones I mentioned which MCI and in the case of zinc, Logistics overwrite, don't. DyTech did get a major update/change a few days ago, and the mod parts got renamed and condensed so stuff like "DyTech-Metallurgy" isn't a separate module anymore, that got merged into MAIN-DyTech-Machine from what digging around the files is showing me.
Zinc: http://i.imgur.com/ujQgiOe.png
Tin: http://i.imgur.com/bxDKnvx.png
Zinc: http://i.imgur.com/ujQgiOe.png
Tin: http://i.imgur.com/bxDKnvx.png
Too many people have opinions on things they know nothing about. And the more ignorant they are, the more opinions they have. - Thomas Hildern, Fallout: New Vegas
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Re: [0.11.x][v0.7.6] Bob's Metals, Chemicals and Intermediat
I don't want to sound like an arse when I say this, but USUALLY, I end up changing my mod because I used something that someone else already did.
In this case, DySoch added something to DyTech that already existed, and he broke things, not me, so he should make the first effort to try and fix things. I go out of my way to accomodate him, so he should do the same.
I know he probably won't, so I'll probably end up fixing it eventually, but I shouldn't have to.
I'm not going to do it now for one simple reason. I'm not currently actively modding.
In this case, DySoch added something to DyTech that already existed, and he broke things, not me, so he should make the first effort to try and fix things. I go out of my way to accomodate him, so he should do the same.
I know he probably won't, so I'll probably end up fixing it eventually, but I shouldn't have to.
I'm not going to do it now for one simple reason. I'm not currently actively modding.
Re: [0.11.x][v0.7.6] Bob's Metals, Chemicals and Intermediat
Who cares about Dytech? It's broken imbalanced mod! Go bob or go broke.
Re: [0.11.x][v0.7.6] Bob's Metals, Chemicals and Intermediat
Not so imbalalnced i thinkcpy wrote:Who cares about Dytech? It's broken imbalanced mod! Go bob or go broke.
![Cool 8-)](./images/smilies/icon_cool.gif)
And i what the answer from bobingabout, and for example, his warfare mod, may be bobingabout right about dytechDySoch added something to DyTech that already existed, and he broke things, not me, so he should make the first effort to try and fix things. I go out of my way to accomodate him, so he should do the same.
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Re: [0.11.x][v0.7.6] Bob's Metals, Chemicals and Intermediat
XDcpy wrote:Who cares about Dytech? It's broken imbalanced mod! Go bob or go broke.
I'm happy to have you as a fan, even if your pony icon scares me sometimes.
Still, Many people use DyTech and Bob's mod's together, so I have to accomodate that possibility.
I'm not telling anyone to use DyTech, he just seems a bit... well, from what I've noticed, he just seems to do what he wants.aklesey1 wrote:And i what the answer from bobingabout, and for example, his warfare mod, may be bobingabout right about dytechDySoch added something to DyTech that already existed, and he broke things, not me, so he should make the first effort to try and fix things. I go out of my way to accomodate him, so he should do the same.
I will most likely go and look at DyTech and my mod together so I can make things work that have changed. just not right now.
Re: [0.11.x][v0.7.6] Bob's Metals, Chemicals and Intermediat
I found dytech easy, the only thing i was using from dytech when i used dytech was warfare, but i won't need to use it anymore because hopefully we'll get to see bob's warfare.
I just wish i had more friends to play Factorio with because nobody likes to play with me because i don't play long enough before starting new game. Eh well i love to reiterate my work quite often. I even found perfect settings for bob games, i manually tuned every resource so you will never have too much of everything. 10-20 hour might be short for one game but, rocket defense and move on!![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
I might post seed as an example. I consider those settings as normal mode, not hard but finding good ratio was quite pain.
Resource spawn overhaul is good too, but tweaking it is even harder than normal generator also you have to configure it to work with bob or any other mod except dytech.
PVP might spice things up. You can be damn sure i will post good pvp seeds in future.
I just wish i had more friends to play Factorio with because nobody likes to play with me because i don't play long enough before starting new game. Eh well i love to reiterate my work quite often. I even found perfect settings for bob games, i manually tuned every resource so you will never have too much of everything. 10-20 hour might be short for one game but, rocket defense and move on!
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
I might post seed as an example. I consider those settings as normal mode, not hard but finding good ratio was quite pain.
Resource spawn overhaul is good too, but tweaking it is even harder than normal generator also you have to configure it to work with bob or any other mod except dytech.
PVP might spice things up. You can be damn sure i will post good pvp seeds in future.
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Re: [0.11.x][v0.7.6] Bob's Metals, Chemicals and Intermediat
I'm interested to know what resource settings you use. I might be able to tweak the values to make the normal settings be more in line if I know what I need to make more or less rare.
Re: [0.11.x][v0.7.6] Bob's Metals, Chemicals and Intermediat
I'll post my settings but i need to get home first, i need to see savegame, also random generator is sometimes derpy but that setting will be quite good most of the time.
This one is older but, might work as well, i have dytech warfare here in the MES. In this save i used dytech warfare so that's why there are dytech gen items.
![Image](https://forums.factorio.com/images/ext/0e1e455ac0c153825023b0deb981883d.jpg)
For more comfortable start you can set copper and iron from [very low - big - very poor] --to-> [low - big - very poor]
You NEED treefarm.
This one is older but, might work as well, i have dytech warfare here in the MES. In this save i used dytech warfare so that's why there are dytech gen items.
![Image](https://forums.factorio.com/images/ext/0e1e455ac0c153825023b0deb981883d.jpg)
Code: Select all
>>>AAALAAgAAQACAhIAAAALAAAAYmF1eGl0ZS1vcmUCAgEEAAAAY29h
bAICAQoAAABjb3BwZXItb3JlAQQACQAAAGNydWRlLW9pbAEBAQoAAAB
lbmVteS1iYXNlBAQCCQAAAGdlbXN0b25lcwEDBAgAAABnb2xkLW9yZQ
ICAQgAAABpcm9uLW9yZQEEAAgAAABsZWFkLW9yZQICAQUAAABtYWdtY
QEDAg8AAABtZXRhbGx1cmd5LW9yZXMBAwIGAAAAcXVhcnR6AgIBCgAA
AHJ1dGlsZS1vcmUBAQEKAAAAc2lsdmVyLW9yZQICAQUAAABzdG9uZQI
CBAcAAAB0aW4tb3JlAgIBDAAAAHR1bmdzdGVuLW9yZQEBAQgAAAB6aW
5jLW9yZQICAdox9kFLGAAADpAAAAAAAAAAAAAABAAiMTV+<<<
You NEED treefarm.
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Re: [0.11.x][v0.7.6] Bob's Metals, Chemicals and Intermediat
looks like a bit of a tough game, but from what I can see, you just need more Rutile and Tungsten.
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Re: [0.11.x][v0.7.6] Bob's Metals, Chemicals and Intermediat
@cpy I mostly just use dytech for the warfare module, and slightly cheaper belts, I much prefer factorio bobingabout style! ![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
Too many people have opinions on things they know nothing about. And the more ignorant they are, the more opinions they have. - Thomas Hildern, Fallout: New Vegas
Re: [0.11.x][v0.7.6] Bob's Metals, Chemicals and Intermediat
I find collision between you mod and Dytech mods, it is "lead gear wheel". I can't craft dytech geothermal extraction because necessary lead gear wheels dissappear when you mod install, I checked it.
Before install you mod
![Image](http://imhocloud.com/images/2015/02/06/Leadgearwheelf1692.jpg)
After install
![Image](http://imhocloud.com/images/2015/02/06/Withoutleadgearwheelfc18c.jpg)
Where are lead gear wheel?![Crying or Very Sad :cry:](./images/smilies/icon_cry.gif)
Before install you mod
![Image](http://imhocloud.com/images/2015/02/06/Leadgearwheelf1692.jpg)
After install
![Image](http://imhocloud.com/images/2015/02/06/Withoutleadgearwheelfc18c.jpg)
Where are lead gear wheel?
![Crying or Very Sad :cry:](./images/smilies/icon_cry.gif)
Re: [0.11.x][v0.7.6] Bob's Metals, Chemicals and Intermediat
This is DYTECH problem! Lead gears are not in Bob's mod. Now move on and ask in correct mod section. Also don't mix so many mods if you don't want problems.
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Re: [0.11.x][v0.7.6] Bob's Metals, Chemicals and Intermediat
Technically, A problem with both our mods, but it is DyTech's fault. I made the research first, DyTech added it much later. Instead of checking to see if it already existed in another mod, he just went and added it with the same internal name. Now this has some good points, and some bad points. The good points is that one research works for both mods IF configured correctly. The bad points is that if it is not configured correctly (like here) then you get issues where it doesn't unlock everything.cpy wrote:This is DYTECH problem! Lead gears are not in Bob's mod. Now move on and ask in correct mod section. Also don't mix so many mods if you don't want problems.
I CAN fix it in my mod, but because it is DySoch's fault, I shouldn't have to. (Which is why I havn't yet, I've been giving DySoch a chance to fix it first. That and I'm not actively modding right now.)
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Re: [0.11.x][v0.7.7] Bob's Metals, Chemicals and Intermediat
v0.7.7
* New German Locale Translated by Talon
* New DyTech Core research compatability
Yeah, I had a bit of time, so I fixed it. Let me know if there's any problems with it.
* New German Locale Translated by Talon
* New DyTech Core research compatability
Yeah, I had a bit of time, so I fixed it. Let me know if there's any problems with it.
Re: [0.11.x][v0.7.7] Bob's Metals, Chemicals and Intermediat
Thank you,I see now lead wheel in tech tree. But unfortunatly...
![Image](https://forums.factorio.com/images/ext/795ce5d1f2d32b654c40e9fa43ba190b.jpg)
![Image](https://forums.factorio.com/images/ext/795ce5d1f2d32b654c40e9fa43ba190b.jpg)
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Re: [0.11.x][v0.7.7] Bob's Metals, Chemicals and Intermediat
the problem is likely because although I changed the way research is defined to allow outside influences to add unlocks to it, I did not check to see if any unlocks outside of my own mod were missed, and unlock them. This is A LOT harder to do for someone elses mod than my own mod. Basically, if you're loading the new version in an old save that was broken by having both the new DyTech and the old version of my mod, the only way to fix it is with a bunch of commands entered into the console.
try these
try these
Code: Select all
/c game.player.force.recipes["tin-gear-wheel"].enabled = true
/c game.player.force.recipes["zinc-gear-wheel"].enabled = true
/c game.player.force.recipes["lead-gear-wheel"].enabled = true
/c game.player.force.recipes["cobalt-gear-wheel"].enabled = true
Re: [0.11.x][v0.7.7] Bob's Metals, Chemicals and Intermediat
bobingabout wrote:the problem is likely because although I changed the way research is defined to allow outside influences to add unlocks to it, I did not check to see if any unlocks outside of my own mod were missed, and unlock them. This is A LOT harder to do for someone elses mod than my own mod. Basically, if you're loading the new version in an old save that was broken by having both the new DyTech and the old version of my mod, the only way to fix it is with a bunch of commands entered into the console.
try theseCode: Select all
/c game.player.force.recipes["tin-gear-wheel"].enabled = true /c game.player.force.recipes["zinc-gear-wheel"].enabled = true /c game.player.force.recipes["lead-gear-wheel"].enabled = true /c game.player.force.recipes["cobalt-gear-wheel"].enabled = true
hello I have a question I made for myself a couple of calcium chloride retsptov. introduced in the codes
technology
{
type = "unlock-recipe",
recipe = "calcium-chloride-2"
}
recipe
{
type = "recipe",
name = "calcium-chloride-2"
category = "chemistry",
subgroup = "bob-resource-chemical",
energy_required = 1,
enabled = "false",
ingredients =
{
{type = "item", name = "stone", amount = 1}
{type = "item", name = "lead-plate", amount = 1}
}
result = "calcium-chloride",
order = "f [calcium-chloride]"
}
but the changes in the game does not display, how to make it yato would appear?