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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 8535 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.

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

Posted: Mon Jul 18, 2016 7:16 am
by DRY411S
bobingabout wrote: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...
Thanks for confirming. The latest version of my Recycling Machines Mod (Download here) now fixes the bug where Bob's Electronics and Bob's Modules were not capable of being Recycled. :) I've also added localisation for Bob's Mods so that the "unknown key" messages don't appear anymore when selecting Bob's items for Recycling.

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

Posted: Tue Jul 19, 2016 9:30 am
by Adventurer
So if I use the adjustable inserters mod, my config for logistics should be..


-- If set to true, long versions of Burner, Fast, Smart and Express inserters are added.
bobmods.config.logistics.LongInserters = true

-- If set to true, Near (near side of standard belt) and Far (near side of long handed belt) inserters are added. Requires LongInserters to be true
bobmods.config.logistics.NearInserters = false

-- If set to true, short in long out, and long in short out combinations of Near, Standard, Far and Long inserters are added. Requires LongInserters and NearInserters to be true.
bobmods.config.logistics.MoreInserters = false


Correct?

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

Posted: Tue Jul 19, 2016 9:32 am
by Nexela
Adventurer wrote:So if I use the adjustable inserters mod, my config for logistics should be..
All three can be false and you will still get every inserter option.


Optionally all three can be true but whyyyyyyyy :)

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

Posted: Tue Jul 19, 2016 9:39 am
by Adventurer
Nexela wrote:
Adventurer wrote:So if I use the adjustable inserters mod, my config for logistics should be..
All three can be false and you will still get every inserter option.


Optionally all three can be true but whyyyyyyyy :)
Wait, really? How do you get long, fast inserters then?

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

Posted: Tue Jul 19, 2016 10:35 am
by Nexela
You can "program" the regular fast inserter to become a fast long inserter (might have to research it first though)

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

Posted: Tue Jul 19, 2016 10:56 am
by bobingabout
yup.

If you have the old long inserters research, and use the adjustable inserters mod, they have the same name, so it will remain unlocked when you disable the old style long inserters.


I'm in the process of removing all inserters unlocked by those 3 options.

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

Posted: Tue Jul 19, 2016 12:13 pm
by Adventurer
Bobingabout, there's a problem with using Adjustable Inserters as a standalone (at least I think this is from using it standalone): http://i.imgur.com/XtdOYgU.png

Honestly I kind of feel like that technology should be moved into Logistics.

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

Posted: Tue Jul 19, 2016 12:42 pm
by bobingabout
Adventurer wrote:Bobingabout, there's a problem with using Adjustable Inserters as a standalone (at least I think this is from using it standalone): http://i.imgur.com/XtdOYgU.png

Honestly I kind of feel like that technology should be moved into Logistics.
I agree, next release that technology will be moved.

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

Posted: Wed Jul 20, 2016 7:54 am
by appex213
How can I enable the old recipe for water from the water pump?
I tried changing the EnableGroundWater setting in the config mod but it doesn't do anything.

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

Posted: Wed Jul 20, 2016 10:33 am
by Proxy
Soo, Launching teh Game Crashes it, i didn't knew which mod Caused it so i Turned them off/on one by one to see the Problem maker... Turns out it was BobsLogistics.
Image
Factorio 0.13.5, Newest Bobs Mods Versions
Or i Screwed somehow up... Then I'm sorry for wasting Time xD