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Re: [0.13.x] Bob's Mods: General Discussion

Posted: Wed Jul 13, 2016 12:05 pm
by DRY411S
Frigidwalrus wrote:Okay, so I'm getting an odd error after updating to the new logistics version. Its saying "Error in assignID, technology with name 'stack-inserter' does not exist." This is during startup when it's loading mods, and the game CTD's right after it throws this error. I checked, and if I manually go in and remove the logistics mod, this error goes away and the game loads perfectly.

Update: After a bit of shuffling, it was throwing an error with the 0.13.0 version that included the Afraid of the Dark mod. Removed that mod, and then it threw an error about the Diesel locomotive 2. No idea, now.

Another Update: Nevermind! Found out that my factorio wasn't updating on its own. Loaded in 0.13.8 and it works just fine.
I have this error too. I'm on Factorio 0.13.5.At the very least, the mod needs an update of the info.json if it is dependent on a higher version of Factorio above 0.13.5.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Wed Jul 13, 2016 1:20 pm
by bobingabout
one of the later versions of 0.13 adds a seperate stack inserter research, that my new express stack inserters looks for.

so if you're getting the error, updating the base game will fix this issue.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Wed Jul 13, 2016 2:34 pm
by DRY411S
bobingabout wrote:one of the later versions of 0.13 adds a seperate stack inserter research, that my new express stack inserters looks for.

so if you're getting the error, updating the base game will fix this issue.
And if you were testing with a base version greater than ours, you could have put that in 'info.json' and the mod would't have loaded for us. :D

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Wed Jul 13, 2016 6:38 pm
by iamwyza
DRY411S wrote:
bobingabout wrote:one of the later versions of 0.13 adds a seperate stack inserter research, that my new express stack inserters looks for.

so if you're getting the error, updating the base game will fix this issue.
And if you were testing with a base version greater than ours, you could have put that in 'info.json' and the mod would't have loaded for us. :D
Mod makers get the same version we do.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Wed Jul 13, 2016 7:32 pm
by bobingabout
iamwyza wrote:
DRY411S wrote:
bobingabout wrote:one of the later versions of 0.13 adds a seperate stack inserter research, that my new express stack inserters looks for.

so if you're getting the error, updating the base game will fix this issue.
And if you were testing with a base version greater than ours, you could have put that in 'info.json' and the mod would't have loaded for us. :D
Mod makers get the same version we do.
Lets just say, I always try to use the latest version.
if there are gamebreaking changes (like 0.12.11 that completely changed the way scripts work) I usually do lock to that or later.
In this case, I simply forgot that the tech was added after the initial release... I will, as I said, release a version that checks if stack inserter technology exists before depending on it, so it will be compatible with the entire 0.13 chain so far.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Wed Jul 13, 2016 8:44 pm
by bobingabout
Greenhouse 0.13.2:
* Made greenhouse more power hungry. (4x)
* Made the basic greenhouse tree growing recipe last longer and give less wood.
* Made the advanced recipe last a little longer too.
* Added active animation

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Wed Jul 13, 2016 9:06 pm
by DRY411S
bobingabout wrote: Lets just say, I always try to use the latest version.
if there are gamebreaking changes (like 0.12.11 that completely changed the way scripts work) I usually do lock to that or later.
In this case, I simply forgot that the tech was added after the initial release... I will, as I said, release a version that checks if stack inserter technology exists before depending on it, so it will be compatible with the entire 0.13 chain so far.
I was developing all my mods all v0.13.0 until STEAM update me to v0.13.5 and would not let me wind back. So my mods all have a base of >= 0.13.5 in info.json. 8-)

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Thu Jul 14, 2016 12:46 am
by Aikonn
Hi,
there seems to be still some error with wall gate graphics.
Vertical reinforced gate have wrong upper end. Factorio 0.13.8
bobwarfare 0.13.4

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Thu Jul 14, 2016 4:01 am
by Aonova
DRY411S wrote: I was developing all my mods all v0.13.0 until STEAM update me to v0.13.5 and would not let me wind back. So my mods all have a base of >= 0.13.5 in info.json. 8-)
Are you sure? I find Steam to be very simple to maintain versioning of factorio:
screenshot

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Thu Jul 14, 2016 4:30 am
by Nexela
I believe unless the devs changed it back those first 5 versions will all give you .13.5 because they were tired of getting bug reports from people who picked a specific version and not the current experimental. Versions after 13.5 have some sort of warning or something about upgrading. You should be able to read more about it in the bug forums probably under not a bug.

viewtopic.php?f=49&t=28359

edit: Added Link

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Thu Jul 14, 2016 4:08 pm
by DRY411S
Aonova wrote:
DRY411S wrote: I was developing all my mods all v0.13.0 until STEAM update me to v0.13.5 and would not let me wind back. So my mods all have a base of >= 0.13.5 in info.json. 8-)
Are you sure? I find Steam to be very simple to maintain versioning of factorio:
screenshot
Yes I see that it but when I wound back, the 'About' screen and the window title still said v0.13.5, so I didn't think it was safe to continue with that 'version'.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Fri Jul 15, 2016 7:03 pm
by WoodyDaOcas
0.13.9 o.O
I hope it won't break any mods :) Also, have a nice weekend )

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Sat Jul 16, 2016 2:32 am
by Aikonn
Is it normal that bitters fight each other? I suppose it is started when they injure each other accidentally with AE attack.
Well ... it is great for collecting artifacts: 1.) sacrifice building to start fight 2.) come later to harvest
Field of artifacts

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Sat Jul 16, 2016 11:25 am
by orzelek
Aikonn wrote:Is it normal that bitters fight each other? I suppose it is started when they injure each other accidentally with AE attack.
Well ... it is great for collecting artifacts: 1.) sacrifice building to start fight 2.) come later to harvest
Field of artifacts
There was a similar issue in Natural Evolution mod.
Devs are on fence a bit with it so currently best solution is to remove the aoe attacks from biters. Those dropped artifacts and fights might eat up your UPS.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Sat Jul 16, 2016 11:31 am
by DRY411S
I have all Bob's Mods downloaded and enabled. It seems that for some modules, there is more than one way to build them. Is this deliberate? Not quite sure how to handle it in my Recycling Machines mod... ;?
2 recipes per item.PNG
2 recipes per item.PNG (518.98 KiB) Viewed 8524 times

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Sat Jul 16, 2016 11:43 am
by bobingabout
DRY411S wrote:I have all Bob's Mods downloaded and enabled. It seems that for some modules, there is more than one way to build them. Is this deliberate? Not quite sure how to handle it in my Recycling Machines mod... ;?
2 recipes per item.PNG
yes, it is deliberate that there is more than one way to build merged modules.

Basically, the official recipe is to build it stright up from the parts, but you could also make it by combining 2 or more non-merged modules for the same effect. the latter was added as a method to allow you to do something with any old imperfect modules you wanted rid of, by turning them into the "perfect" merged versions.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Sat Jul 16, 2016 11:48 am
by WoodyDaOcas
That's a good idea, I like this kind of manufacturing :)
Wish me luck, DLed all latest version, mirroring this forum (for examples + mod modules descriptions) and factorio.rotol.me for quick glance on what's what for offline(!) gaming for a week, hope I'll have everything :)

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Sun Jul 17, 2016 6:39 am
by DRY411S
bobingabout wrote:
DRY411S wrote:I have all Bob's Mods downloaded and enabled. It seems that for some modules, there is more than one way to build them. Is this deliberate? Not quite sure how to handle it in my Recycling Machines mod... ;?
2 recipes per item.PNG
yes, it is deliberate that there is more than one way to build merged modules.

Basically, the official recipe is to build it stright up from the parts, but you could also make it by combining 2 or more non-merged modules for the same effect. the latter was added as a method to allow you to do something with any old imperfect modules you wanted rid of, by turning them into the "perfect" merged versions.
Hmm, I've found a flaw with my Recycling Machines mod and the way it interacts with Bob's Electronics and Bob's Modules. I'm ignoring your new crafting categories. "electronics" and "electronics-machine". I only handle the 'vanilla' categories.

This is relatively straight forward to fix, but before I publish a new version, are there any other new categories you have created in any of your other mods please?

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Sun Jul 17, 2016 1:50 pm
by bobingabout
Assuming you want to forget specialised categories like Electrolysis...

electronics
electronics-machine
crafting-machine

along with base game's crafting and crafting-with-fluid

crafting-machine is a rarely used category to force machine crafting, but allow it in assembling machine 1, when fluids aren't needed (plus machine 1 can't use fluids)
I can't even remember what uses crafting-machine...

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Sun Jul 17, 2016 5:07 pm
by madtulip
Hey bob. I would have 2 requests - if possible.

We play with RSO and more enemies. One of the restrictions is that patches of ore and oil (apart from the starting position) are only to be connected to the base by trains. In order to facilitate that kind of game it would be very nice if.:

- poles attract enemies so that outer bases are encouraged to have theire own independent power supply. This could be done if they would emit pollution if i understand that correctly. ofc there is the option to just build it that way but some enforcement by the game engine would help us beeing strict about it :). So far poles are ignored by the enemies.

- turret push is something i would like to not do - but its just to effective to push enemiy bases siege tank like row after row with sniper turrets. maybe turrets could have something like an initial cooldown of say 2minutes right after beeing placed? a charging mechanic like the roboport comes to mind.

- both things could be optional via the config script.

would be very nice if you were willing to add these features. thanks a lot.