Bob mods for 0.12 General Topic.

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

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Robotic Intermediates would be useful for Logistics and Warfare. Should I:

Poll ended at Fri Oct 09, 2015 10:38 pm

Mirror the research and intermediates in both mods.
2
6%
Create a new Robotic Overhaul and expansion mod. (Similar in style to the Electronics mod, which Logistics and Warfare use for their robots)
14
45%
Place the new intermediates in a common mod (The Intermediates part of Metals, Chemicals and Intermediates mod)
15
48%
 
Total votes: 31

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bobingabout
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Bob mods for 0.12 General Topic.

Post by bobingabout »

This topic is to post generic information and questions about the 0.12.x series of Bob's mods.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Re: Bob mods 12>

Post by callmewoof »

bobingabout wrote:This question has already been asked several times already.

Today, or tomorrow.


As for the "Big mods" section in the 0.12 section, Ssilk is going to add one in a few days.
Thanks for your hard work Bob! I really appreciate it. Take as long as you need ;it's worth the wait. :-)

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Re: Bob mods 12>

Post by bobingabout »

Warfare mod is a pain in the backside to fix. So much so I removed my turrets from data.lua to fix everything else and then come back to the turrets afterwards. That's where I am at the moment, fixing turrets.

Once all the mods work (And I'm close) I'm going to make a few tweaks before I release anything, then will release everything together. I'm not releasing anything untill I'm sure it all works.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Re: Bob mods for 0.12

Post by bobingabout »

Okay, I'm not done yet, but, here.

EDIT: Link not needed anymore, removed
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Re: Bob mods for 0.12

Post by callmewoof »

bobingabout wrote:Okay, I'm not done yet, but, here.

https://www.dropbox.com/s/vx7rfkexykwemsy/mods.rar?dl=0

Thank youuuuuuuuuuuuuuuu :D

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Re: Bob mods for 0.12

Post by Degraine »

You'll need to update the power settings for all your equipment since they rescaled everything to make it possible to power bots directly from armour power sources. Are you going to add the new negative production speed from productivity modules to yours as well?

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Re: Bob mods for 0.12

Post by bobingabout »

Degraine wrote:You'll need to update the power settings for all your equipment since they rescaled everything to make it possible to power bots directly from armour power sources.
Power settings is one of the things on my todo list. About the only ones I've changed are on the Turrets, since I had to completely re-write turrets.
Are you going to add the new negative production speed from productivity modules to yours as well?
Probably not. I would need to re-work a fair ammount of stats to make that work. Plus Raw Productivity would then need a part of all 4 modules instead of just 3, making the recipe "Too big", and MK8 would only be able to be made in assembly machine MK 6. Currently it can also be made in MK 5.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Re: Bob mods for 0.12

Post by kiba »

Unfortunately, it's in rar rather than zip. I don't feel like downloading some unrar stuff just to extract the mod.

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Re: Bob mods for 0.12

Post by phmarriel »

bobingabout wrote:Okay, I'm not done yet, but, here.
what you do is awesome.
greatly appreciate

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Re: Bob mods for 0.12

Post by Tristitan »

when i tried to run the mod pack, i got the error

1.245 Error Util.cpp:45: __bobwarfare__/data.lua:34: __bobwarfare__/prototypes/entity/turrets.lua:46: attempt to call global 'gun_turret_extension' (a table value)

am i prehaps doing something wrong?, if so what?

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Re: Bob mods for 0.12

Post by bobingabout »

no idea, but line 46 does indeed call that function, and it works fine on my end.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Re: Bob mods for 0.12

Post by aklesey1 »

Tristitan wrote:when i tried to run the mod pack, i got the error

1.245 Error Util.cpp:45: __bobwarfare__/data.lua:34: __bobwarfare__/prototypes/entity/turrets.lua:46: attempt to call global 'gun_turret_extension' (a table value)

am i prehaps doing something wrong?, if so what?
I runned only this this pack no another mods was installed on 0.12 version - all goes good :D
Nickname on ModPortal - Naron79

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Re: Bob mods for 0.12

Post by Ackos »

Tristitan wrote:when i tried to run the mod pack, i got the error

1.245 Error Util.cpp:45: __bobwarfare__/data.lua:34: __bobwarfare__/prototypes/entity/turrets.lua:46: attempt to call global 'gun_turret_extension' (a table value)

am i prehaps doing something wrong?, if so what?
Getting it too.

Update: Only get it when Treefarm AC mod is installed.

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Re: Bob mods for 0.12

Post by bobingabout »

Gun Turret Extension is a base game function, therefore I assumed that calling it would be safe. If memory serves me right, Treefarm AC has a "Glue turret", that could redefine the function... it shouldn't, but it might.
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I also have a Patreon.

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Re: Bob mods for 0.12

Post by Tristitan »

okay just had a friend who is a programmer look at it and we have got it working with this temporary workaround

in the info.json file of the treefarm ac, replace the dependencies line with

"dependencies": ["base >= 0.12.0","Treefarm-Lite >= 0.2.0", "? bobwarfare"],


and it will work, not sure if the turrets will though so be carefull

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Re: Bob mods for 0.12

Post by bobingabout »

You're right, doing that should make my mod load before tree farm AC, which means it loads my mod first with the base game definition before treefarm redefines it.


Anyway, the previous file with the mods in it is updated.


I'm still working on things, but I've been working on updating these mods for the last 6 hours.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Re: Bob mods for 0.12

Post by kiba »

bobingabout wrote:
Anyway, the previous file with the mods in it is updated.


I'm still working on things, but I've been working on updating these mods for the last 6 hours.
Can you use the more standard and convenient zip format in the future?

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Re: Bob mods for 0.12

Post by callmewoof »

For what it's worth, I don't find .rar a problem. Winrar is free and a tiny download, and heck I use it in place of winzip or windows for zip files too. Regardless, thanks Bob for everything. The update is awesome, and I waited until your updates before finally starting a game last night. So good. SO GOOD! Thanks!

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Re: Bob mods for 0.12

Post by cpy »

Winrar is not free but it's free for unpacking also that's why i use 7zip, it's completely free and offer better results.

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Re: Bob mods for 0.12

Post by bobingabout »

Winrar apears to have gone downhill since the release of the new rar5 format. as in, you get better results from the older rar software creating standard rar files than you do with the rar5 software, the new rar archives are bigger, like they're not compressed properly.


Still, the only reason why I used Zip at all for my mods is because you can drop the zip file directly in the mods folder, and have it work. if you check the bobores and bobplates archives, you'll see that the original versions were all rars.

When I finally release 0.12.0 versions of my mods, they WILL be in zip format as always. It will be soon, I promice. I'll also make proper posts about it, rather than just keep posting links in this topic.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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