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

Posted: Wed Jun 29, 2016 8:10 pm
by bobingabout
InHuMan wrote:Found some balancing issues:
1, Batteries capacity was increased in vanilla so batteries mk2 to mk6 are now useless (they have lower capacity than mk1)
2, same problem with Portable fusion reactors
Well, pointless, not useless. Thanks for the report, I'll add it to my list.
Actually, it looks like all the equipment power values were multiplied by 10... except batteries that are even bigger.

oh, and:


Ores 0.13.1:
* Fixed Lithia water spawning.

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

Posted: Wed Jun 29, 2016 8:24 pm
by Arch666Angel
were did you add the entities for the water and lithia water? Ores or plates?

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

Posted: Wed Jun 29, 2016 8:35 pm
by bobingabout
Arch666Angel wrote:were did you add the entities for the water and lithia water? Ores or plates?
bobores/prototypes/fluids.lua

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

Posted: Wed Jun 29, 2016 8:36 pm
by InHuMan
bobingabout wrote: Actually, it looks like all the equipment power values were multiplied by 10... or something like that.
Looks like it, but batteries were probably multiplied extra.
from 0.13.0 changelog:
"Increased battery equipment power storage, input, and output by a factor of 20."
bobingabout wrote: * Fixed Lithia water spawning.
Thanks! :)

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

Posted: Wed Jun 29, 2016 8:47 pm
by bobingabout
Warfare 0.13.2:
* Updated energy consumption values of personal equipment.

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

Posted: Wed Jun 29, 2016 8:59 pm
by McRib
bobingabout wrote:Warfare 0.13.2:
* Updated energy consumption values of personal equipment.
2 clicks and the mod is updated... i like this mod portal ;).

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

Posted: Wed Jun 29, 2016 9:01 pm
by Arch666Angel
Orzelek updated RSO to include configs for ground and lithia water.

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

Posted: Wed Jun 29, 2016 9:03 pm
by InHuMan
bobingabout wrote:Warfare 0.13.2:
* Updated energy consumption values of personal equipment.
"Energy shield mk2" energy consumption is still wrong

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

Posted: Wed Jun 29, 2016 9:13 pm
by bobingabout
InHuMan wrote:
bobingabout wrote:Warfare 0.13.2:
* Updated energy consumption values of personal equipment.
"Energy shield mk2" energy consumption is still wrong
Arrrrgh, I don't want to release a 0.13.3 so soon.

I'll fix it, but I won't post it just yet, let me know if there are any other issues to fix there first.

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

Posted: Wed Jun 29, 2016 9:19 pm
by InHuMan
bobingabout wrote: I'll fix it, but I won't post it just yet, let me know if there are any other issues to fix there first.
I can't see anything now, but I probably will once you release it... :D

They also changed bots/roboports electric consumption/recharge rates. So there is problem with mk2 to mk4 ones.

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

Posted: Wed Jun 29, 2016 9:59 pm
by bobingabout
InHuMan wrote:
bobingabout wrote: I'll fix it, but I won't post it just yet, let me know if there are any other issues to fix there first.
I can't see anything now, but I probably will once you release it... :D

They also changed bots/roboports electric consumption/recharge rates. So there is problem with mk2 to mk4 ones.
Arghs x3 well, logistics mod will need updating then.

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

Posted: Wed Jun 29, 2016 10:12 pm
by InHuMan
bobingabout wrote:Arghs x3 well, logistics mod will need updating then.
One should be able to connect Robochests (and maybe logistic zone expanders) to circut network.

Also inserters power consumption looks weird. For example: "Fast long" insterter consumes less energy than normal fast one.

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

Posted: Wed Jun 29, 2016 11:13 pm
by Nexela
Reinforced-gate has the wall connector on the wrong side leaving gaps between the wall and gate.

Top gate is reinforced, bottom gate is normal gate. Doesn't matter which type of wall it connects too.

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

Posted: Thu Jun 30, 2016 8:01 am
by bobingabout
InHuMan wrote: One should be able to connect Robochests (and maybe logistic zone expanders) to circut network.

Also inserters power consumption looks weird. For example: "Fast long" insterter consumes less energy than normal fast one.
The roboports, yeah, I was like.... should I just make them all connectable? just some? And I basically decided... just roboports because everything else is basically just part of the roboport.

Some other ideas I was playing with were adding a 1x1 roboport structure that did nothing other than add a connection to the network.
Or... just do a script to add the logistic connection tags to all roboports.


I'll have to add Inserter power usage to the list of things I need to look at.
Nexela wrote:Reinforced-gate has the wall connector on the wrong side leaving gaps between the wall and gate.
and gate graphics to my list too. the gate graphics for mine are actually just referencing the base game's graphics, so something must have changed between versions, in which case I could just copy and paste the references from the originals over mine again there.

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

Posted: Thu Jun 30, 2016 12:38 pm
by Phantum
bobingabout wrote:
InHuMan wrote:
bobingabout wrote:Warfare 0.13.2:
* Updated energy consumption values of personal equipment.
"Energy shield mk2" energy consumption is still wrong
Arrrrgh, I don't want to release a 0.13.3 so soon.

I'll fix it, but I won't post it just yet, let me know if there are any other issues to fix there first.
0.13.2.1 ;P

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

Posted: Thu Jun 30, 2016 1:13 pm
by bobingabout
Although I have used version numbers like that before, I don't think it's valid for Factorio. Then again I haven't tried yet.

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

Posted: Thu Jun 30, 2016 1:17 pm
by Sten
Having problems with password into Mod Portal, and I don't see Bob's Metals on Dropbox. Is Bob's Metals included in one of the others on Dropbox?

Found the problem; Factorio wasn't linked to Steam so the Mod Portal would work... THAT's a mess in the forums. :)

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

Posted: Thu Jun 30, 2016 2:29 pm
by InHuMan
bobingabout wrote: Plates 0.13.1:
* Changed default inventory starting size to 90
You should also change it in bobconfig. :)

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

Posted: Thu Jun 30, 2016 4:41 pm
by bobingabout
Sten wrote:Is Bob's Metals included in one of the others on Dropbox?
It might be listed as Bob's Plates... but I'm fairly sure it's listed as "Bob's Metals, Chemicals and Intermediates".

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

Posted: Thu Jun 30, 2016 5:20 pm
by faraddox
Tried to generate new ores with commands
/c remote.call("bobores", "Regenerate")
/c game.regenerate_entity(<orename>)
and got this. Started to play with standart ore generation (only set more oil frequency). Added bob's mods in middle-game.
Screenshot