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Re: [MOD 0.12.35] ExtraChests v0.1.5 (ShinyBob_v0.13.4)

Posted: Tue Sep 06, 2016 5:17 pm
by qjm123
Thanks a lot for that Inequalitix, much appreciate for that. I think now I know why I was unable to upload mine, the size of the file, thanks to you now I've got my pics compressed and hopefully I'll be able to upload it myself once I'm done with the update. I'll be realising an last update for 0.13 and then a new one for 0.14, there is some work to be done there as Bob had made few changes that requires my attention. Unfortunately I won't to do any work until I get back home this weekend, meaning until Tuesday next week I don't think I'll be posting anything, sorry about that guys.

Re: [MOD 0.12.35] ExtraChests v0.1.5 (ShinyBob_v0.13.4)

Posted: Tue Sep 06, 2016 6:23 pm
by fishycat
uuuh, sounds nice with updates incoming, canĀ“t wait! :D

Even better, that your upload problem is fixed now.

Re: [MOD 0.12.35] ExtraChests v0.1.5 (ShinyBob_v0.13.4)

Posted: Tue Sep 06, 2016 9:04 pm
by Inequalitix
qjm123 wrote:Thanks a lot for that Inequalitix, much appreciate for that. I think now I know why I was unable to upload mine, the size of the file, thanks to you now I've got my pics compressed and hopefully I'll be able to upload it myself once I'm done with the update. I'll be realising an last update for 0.13 and then a new one for 0.14, there is some work to be done there as Bob had made few changes that requires my attention. Unfortunately I won't to do any work until I get back home this weekend, meaning until Tuesday next week I don't think I'll be posting anything, sorry about that guys.
It's unlikely this is the cause. YuokiTani's Engines addon is over 100 megabytes, and they update promptly.

Re: [MOD 0.12.35] ExtraChests v0.1.5 (ShinyBob_v0.13.4)

Posted: Tue Sep 13, 2016 8:27 pm
by qjm123
I really don't know what is going on here with the upload of the file in the forum. I gave up, two hours to upload two files and nothing, when to Dropbox and job done, not sure if it is chrome or what but for now it will have to be like that, sorry guys.

The last update for 0.13 is out, it should fix few things around as my new main update, Roboports!!! Here a look of what I've changed:

Image

Update for Factorio 0.14 is out too, few fixes to make it compatible with 0.14 but there is a lot that I need to update as Bob has changed recipes icons as plates and other things that I need to make sure will work if some Bob's mods are not present, please feedback would be appreciated as usual as I can't check all possible options. I will wait until Bob's update once more his mods as I am sure he will, my next update won't come out probably till end of month.

0.13 : https://www.dropbox.com/s/rnddg1emcz0vi ... 5.zip?dl=1
0.14 : https://www.dropbox.com/s/k48uyl4t5h6xh ... 0.zip?dl=1

Have fun :)

Re: [MOD 0.12.35] ExtraChests v0.1.5 (ShinyBob_v0.13.4)

Posted: Tue Sep 13, 2016 9:14 pm
by Nexela
qjm123 wrote:Update for Factorio 0.14 is out too
I haven't had a chance to check the latest version but keep in mind bob has changed the name of some items. (cargo-wagons, locos, tanks for sure).

Re: [MOD 0.12.35] ExtraChests v0.1.5 (ShinyBob_v0.13.4)

Posted: Tue Sep 13, 2016 9:14 pm
by Nexela
P.S Those roboports are hot :)

Re: [MOD 0.12.35] ExtraChests v0.1.5 (ShinyBob_v0.13.4)

Posted: Tue Sep 13, 2016 9:49 pm
by qjm123
Thanks Nexela for the warning, I've updated my mod with fixes up to today, anything else that will come out from tonight up till the end of month may break my mod though, that's all. My advice would be to wait in 0.13.20 till 0.14 is stable and all mods updated then move to 0.14

At least, that's what I'm doing as I'm not too sure about those new Bob's recipes with sulfur and oil! Well, wait and see

Re: [MOD 0.13.20] ShinyBob_v0.13.5 & v0.14.0

Posted: Tue Sep 13, 2016 11:13 pm
by Nexela
Also the bug with extra chests = false is still present, fix below

Technology-updates.lua lines 1-3

Code: Select all

if data.raw.technology["titanium-processing"] and extra_chests_titanium_tungsten then  table.insert(data.raw.technology["titanium-processing"].effects,{type = "unlock-recipe", recipe = "titanium-chest"}) end
if data.raw.technology["tungsten-processing"] and extra_chests_titanium_tungsten then  table.insert(data.raw.technology["tungsten-processing"].effects,{type = "unlock-recipe", recipe = "tungsten-chest"}) end
if data.raw.technology["logistic-chests-bigger1"] and extra_chests_titanium_tungsten then table.insert(data.raw.technology["logistic-chests-bigger1"].effects,{type = "unlock-recipe", recipe = "logistic-chest-titanium-storage"}) end

Re: [MOD 0.13.20] ShinyBob_v0.13.5 & v0.14.0

Posted: Wed Sep 14, 2016 3:15 am
by Nexela
Also missing category

Code: Select all

		{
			type = "item-subgroup",
			name = "addon-cars-tanks",
			group = "logistics",
			order = "e-2",
		},

Re: [MOD 0.13.20] ShinyBob_v0.13.5 & v0.14.0

Posted: Wed Sep 14, 2016 4:22 pm
by qjm123
Hi Nexela, thanks for pointing out the first issue with the titanium and tungsten chests been off in config.lua, triggering a error while loading Factorio. I never saw it as I never turned it off :D I will fix it with next update 0.14.1.

I am not sure I understand what you mean with the second one? What is wrong with that missing category? I don't see it missing in my files so far, category.lua line 88 in both version, 0.13.5 and 0.14.0,, thanks again for taking time to help out. :)

Re: [MOD 0.13.20] ShinyBob_v0.13.5 & v0.14.0

Posted: Wed Sep 14, 2016 5:42 pm
by TheSAguy
FYI, got this error using the latest 0.14 release posted above and latest bobs
Image

Re: [MOD 0.13.20] ShinyBob_v0.13.5 & v0.14.0

Posted: Wed Sep 14, 2016 6:06 pm
by qjm123
TheSAguy wrote:FYI, got this error using the latest 0.14 release posted above and latest bobs
Image
Sorry about that, let see, could you try to change line 402 in prototypes/addon-functions.lua that right now should look like this

Code: Select all

	if change ~= "" and change  ~= nil then	
for this one instead

Code: Select all

	if data.raw["splitter"][item] and change ~= "" and change  ~= nil then	
This should solve your problem, adding this to update 0.14.1 and this one coming out soon as there is already two mistakes that need to get fixed. Thanks again TheSAguy.

Re: [MOD 0.13.20] ShinyBob_v0.13.5 & v0.14.0

Posted: Wed Sep 14, 2016 8:01 pm
by Nexela
qjm123 wrote: I am not sure I understand what you mean with the second one? What is wrong with that missing category? I don't see it missing in my files so far, category.lua line 88 in both version, 0.13.5 and 0.14.0,, thanks again for taking time to help out. :)
Well that is weird. I will chalk it up to a merge error :)

Re: [MOD 0.13.20] ShinyBob_v0.13.5 & v0.14.0

Posted: Wed Sep 14, 2016 9:24 pm
by Nexela
Also if you are interested here are some additional tweaks for mods. Just drop them in at the bottom of your other-mods section in data-updates.lua

Code: Select all

--Angels Ores Plates pulver and block, thermal-water
addon_subgroup_order("item","thermal-water-barrel","bob-barrel","f2")
addon_subgroup_order("recipe", "angelsore3-crushed-smelting", "bob-material", "aaa1")
addon_subgroup_order("recipe", "copper-plate-processed", "bob-material", "aaa2")
addon_subgroup_order("recipe", "copper-plate-ingot", "bob-material", "aaa3")
addon_subgroup_order("recipe", "angelsore1-crushed-smelting", "bob-material", "aab1")
addon_subgroup_order("recipe", "iron-plate-processed", "bob-material", "aab2")
addon_subgroup_order("recipe", "iron-plate-ingot", "bob-material", "aab3")
addon_subgroup_order("recipe", "concrete-brick", "bio-processing")
addon_subgroup_order("recipe", "concrete-pulver", "bio-processing")
addon_subgroup_order("recipe", "concrete-from-pulver", "bio-processing")

--Flow control
-- change express pump speed if bobs-pump-2 present
-- default pump speed is 2.5 and only requires steel
-- if data.raw.item["express-pump"] and data.raw.item["small-pump-2"] then
-- 	data.raw["pump"]["express-pump"].pumping_speed = 1
-- end
addon_subgroup_order("item", "express-pump","addon-water-pump-jacks" ,"g2")
addon_subgroup_order("item","check-valve","bob-storage","j")
addon_subgroup_order("item","overflow-valve","bob-storage","k")

if not data.raw.item["copper-pipe-straight"] then
	addon_subgroup_order("item", "pipe-straight", "pipe-straight", "a")
	addon_subgroup_order("item", "pipe-junction", "pipe-straight", "b")
	addon_subgroup_order("item", "pipe-elbow", "pipe-straight", "c")
end




-- If color coding and more floors present move most floors to color-coding tab)
if data.raw["item-subgroup"]["color-concrete"] and data.raw["item"]["hexagonb"] then
	local terrain = {
		"wood-floor", "smooth-concrete", "reinforced-concrete", "diamond-plate", "rusty-metal", "rusty-grate",
		"arrow-grate", "green_grass", "sand_light", "gravel", "circuit-floor", "asphalt", "lava", "snow",
		"alien-metal",  "metal-scraps", "hexagonb", "hazard-concrete", "fire-hazard-concrete"
	}
	for _, name in pairs(terrain) do
		addon_subgroup_order("item", name ,"color-concrete", "d-[more-floors-"..name.. "]")
	end
	addon_subgroup_order("recipe", "hazard-concrete" ,"color-concrete", "d-[more-floors-hazard-concrete]")
else
	--Color Coding -- Move fire hazard if more floors is not present.
	addon_subgroup_order("item", "fire-hazard-concrete", "bob-material", "aaf2")
end

--Warehousing present -- To use these 4 new categories need to be defined. 
-- Categories put in category.lua in the logistics section
-- {type = "item-subgroup", name = "logistic-network-storage",	group = "logistics", order = "f-1"},
-- {type = "item-subgroup", name = "logistic-network-passive", group = "logistics", order = "f-2"},
-- {type = "item-subgroup", name = "logistic-network-active", group = "logistics", order = "f-3"},
-- {type = "item-subgroup", name = "logistic-network-requester", group = "logistics", order = "f-4",},

-- if data.raw.item["warehouse-storage"] or data.raw.item["storehouse-storage"] then
-- 	local chests = {
-- 		storage = {
	-- 		"logistic-chest-storage", "logistic-chest-storage-2", "logistic-chest-titanium-storage", 
	-- 		"logistic-chest-tungsten-storage",	"storehouse-storage", "warehouse-storage",
	-- 	},
	-- 	passive = {
	-- 		"logistic-chest-passive-provider", "logistic-chest-passive-provider-2",	"storehouse-passive-provider",
	-- 		"warehouse-passive-provider",
	-- 	},
	-- 	active = {
	-- 		"logistic-chest-active-provider", 	"logistic-chest-active-provider-2",	"storehouse-active-provider",
	-- 		"warehouse-active-provider",
	-- 	},
	-- 	requester = {
	-- 		"logistic-chest-requester",	"logistic-chest-requester-2",	"storehouse-requester",	"warehouse-requester",
	-- 	}
	-- }
-- 
-- 	for type, group in pairs(chests) do
-- 		for i, name in ipairs(group) do
-- 			addon_subgroup_order("item", name, "logistic-network-"..type, i.."-["..type.."]["..name .."]")
-- 		end
-- 	end
-- end

--Hide items that should be hidden!
local lamp = data.raw.item["concrete-lamp"]
if lamp and not lamp.flags["hidden"] then lamp.flags[#lamp.flags + 1] = "hidden" end
local uranium = data.raw.item["nuclear-fission-reactor-chest-9"]
if uranium then
	local items = {
		"nuclear-fission-reactor-chest-9",
		"nuclear-fission-reactor-chest-25",
		"turbine-generator-cold-leg-box",
		"turbine-generator-feed-water-box",
		"turbine-generator-low-p-steam-box-01",
		"turbine-generator-low-p-steam-box-02",
		"turbine-generator-low-p-steam-box-03",
		"turbine-generator-low-p-steam-box-04",
		"steam-generator-01-cold-input",
		"reactor-pipe-bus-vert",
		"reactor-pipe-bus-horiz",
		"fission-reactor-fuel",
	}
	for _, name in pairs(items) do
		if data.raw.item[name] and not data.raw.item[name].flags["hidden"] then
			data.raw.item[name].flags[#data.raw.item[name].flags + 1] = "hidden"
		end
	end
end

Re: [MOD 0.13.20] ShinyBob_v0.13.5 & v0.14.0

Posted: Wed Sep 14, 2016 9:47 pm
by mooklepticon
This is amazing. This was my biggest complaint about Bob's. Thank you.

Re: [MOD 0.13.20] ShinyBob_v0.13.5 & v0.14.0

Posted: Wed Sep 14, 2016 11:06 pm
by Inequalitix
Would it be possible for me to handle Mod Portal distribution? I'm unsure as to whether or not that's approved by you.

Re: [MOD 0.13.20] ShinyBob_v0.13.5 & v0.14.0

Posted: Thu Sep 15, 2016 2:03 pm
by qjm123
Hi Inequalitix, yes, please do so as I'm tired to try to upload them in there, if you don't mind, I'm happy that you upload them, thanks again.

Nexela, I'll have a look at your code, but if there isn't anything that goes directly against my main purpose, yellow, red, blue, purple and green code, all good to add it in next update. I'm already working trying to include the new recipes from Bob's base or Bob's revamp mod.

Re: [MOD 0.13.20] ShinyBob_v0.13.5 & v0.14.0

Posted: Thu Sep 15, 2016 8:49 pm
by Nexela
qjm123 wrote:Hi Inequalitix, yes, please do so as I'm tired to try to upload them in there, if you don't mind, I'm happy that you upload them, thanks again.

Nexela, I'll have a look at your code, but if there isn't anything that goes directly against my main purpose, yellow, red, blue, purple and green code, all good to add it in next update. I'm already working trying to include the new recipes from Bob's base or Bob's revamp mod.
The biggest issue will be weird placement if someone turns off the bobs sorting stuff but leaves on the other mod sorting but nobody does that right :)

Nothing that goes against the main theme of the mod

Angels ores:
Just moves the additional (base) plate recipes to be next to the new location for (base) plates
The pulver/bricks are because of missing subgroup on recipe

Flow Control:
Moves the pump valves and straight pipes to be with all of bobs pipes
If bobs-pump-2 is present then nerf express-pump to be in line with all the rest of the pumps --(need to uncomment if you want to use this)

Color Coding and More Floors:
Both add lots of floors, if More floors is not present move fire concrete to be with hazard concrete otherwise move all additional floors to color coding

Warehousing:
Need to un comment and add categories if you want to use but just adds a subgroup row for each available type organized by size

Hide Stuff:
Hides item / recipe icons that should be hidden (i.e. not buildable or attached to scripts)

Re: [MOD 0.13.20] ShinyBob_v0.13.5 & v0.14.0

Posted: Fri Sep 16, 2016 4:14 am
by Nexela
And more changes

Add these to other_mods_graphics section

Code: Select all

	
addon_change_icon("fluid","superheated-steam","__ShinyBob__/graphics/icons/othermods/superheated-steam.png")
addon_change_icon("fluid","low-pressure-steam","__ShinyBob__/graphics/icons/othermods/low-pressure-steam.png")
--Orignal icons from uranium power modified to remove black background
And the graphics:
graphics.zip
(9.11 KiB) Downloaded 146 times

Re: [MOD 0.13.20] ShinyBob_v0.13.5 & v0.14.0

Posted: Sat Sep 17, 2016 2:25 am
by Nexela
Minor changes for Flow control

Code: Select all

--Category, place in bobs-logistics section of category.lua
{type = "item-subgroup", name = "flow-control-1", group = "bob-logistics", order = "d-a-3"}

if not data.raw.item["pipe-copper-straight"] then -- fixed name
   addon_subgroup_order("item", "pipe-straight", "pipe-straight", "a")
   addon_subgroup_order("item", "pipe-junction", "pipe-straight", "b")
   addon_subgroup_order("item", "pipe-elbow", "pipe-straight", "c")
end