Re: [0.17] Please post bugs and balance issues here.
Posted: Wed Aug 07, 2019 4:58 pm
Cant you just turn off the belt changes though?
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yes, in the mod options, startup, Bob's logistics mod section, turn off the Transport belt overhaul.
It's certainly a puzzling thing. I've reverted versions several times in the past, yet most of the configuration hasn't changed since I set them when mod settings were implemented. I fear the day it does occur as there's a lot of settings to comb through.bobingabout wrote: Wed Aug 07, 2019 7:41 pmI think the issue is that the rollback to a previous version reset his settings
I've had it happen to me, only when working with source access stuff, but simply changing a branch can put you 30 versions behind. if you compile and run the game in that state, it happens.Light wrote: Wed Aug 07, 2019 9:02 pmIt's certainly a puzzling thing. I've reverted versions several times in the past, yet most of the configuration hasn't changed since I set them when mod settings were implemented. I fear the day it does occur as there's a lot of settings to comb through.bobingabout wrote: Wed Aug 07, 2019 7:41 pmI think the issue is that the rollback to a previous version reset his settings
Hopefully the reason for this is eventually found as it seems to happen to some more than others.
It's probably in a different fast replace group, or maybe doesn't even have any, I'll look into it.enchant wrote: Thu Aug 22, 2019 1:24 pm I don't know if this is a problem with Bob's or vanilla.
When using the upgrade planner, I can't select a normal pumpjack as the to-be-replaced item. It only lists pumpjack 2-5. So I'm unable to upgrade existing vanilla pumpjacks with the upgrade planner.
Is this because in vanilla, there would be nothing you could replace a pumpjack with?
The colours are burned in to the different versions, and there's actually 2 different styles for the low tier and higher tier.RocketManChronicles wrote: Thu Aug 22, 2019 2:11 pm The Electrolyzers do not follow the 'new' color schemes from your recent overhauls. Right now, their color order is yellow, purple, red, green. Should these be similar to the Chemical Plants: Red, Blue, Purple, Green?
It really doesn't bother me too much, just more or less something I wanted to point out in case it was overlooked.bobingabout wrote: Thu Aug 22, 2019 2:47 pmThe colours are burned in to the different versions, and there's actually 2 different styles for the low tier and higher tier.RocketManChronicles wrote: Thu Aug 22, 2019 2:11 pm The Electrolyzers do not follow the 'new' color schemes from your recent overhauls. Right now, their color order is yellow, purple, red, green. Should these be similar to the Chemical Plants: Red, Blue, Purple, Green?
In theory, the "quick" way would be either to use the recolours someone else did, or swap them around so they're in the correct colour order, even if they start at yellow and have blue missing.
To do it properly, I'd have to edit the graphics, at the very least to make a mask before I can change their colours, I just haven't done it yet.
I thought there already was a cap on it. what version are you using?Rustmine22 wrote: Sun Aug 25, 2019 2:23 am Hello, Bobingabout
I can no longer use Bobs's logistics due to setting the mod settings, the underground transport being set to 1000 will crash the game and when I restart this happens. > Logistics error.PNG
If you have a way for me to set it to a low number/ put a number cap on it that would be great.
Sincerely Rustmine22
Code: Select all
{
type = "int-setting",
name = "bobmods-logistics-beltstarting",
setting_type = "startup",
default_value = 3,
minimum_value = 1,
maximum_value = 101,
},
{
type = "int-setting",
name = "bobmods-logistics-beltperlevel",
setting_type = "startup",
default_value = 4,
minimum_value = 0,
maximum_value = 30,
},
{
type = "int-setting",
name = "bobmods-logistics-pipestarting",
setting_type = "startup",
default_value = 11,
minimum_value = 1,
maximum_value = 101,
},
{
type = "int-setting",
name = "bobmods-logistics-pipeperlevel",
setting_type = "startup",
default_value = 4,
minimum_value = 0,
maximum_value = 30,
},
Okay, I looked into it. Even in base, the normal pumpjack has a fast replace group of "pumpjack", and my modded pumpjacks use the same one. therefore, there's no reason why it shouldn't work.bobingabout wrote: Thu Aug 22, 2019 2:47 pmIt's probably in a different fast replace group, or maybe doesn't even have any, I'll look into it.enchant wrote: Thu Aug 22, 2019 1:24 pm I don't know if this is a problem with Bob's or vanilla.
When using the upgrade planner, I can't select a normal pumpjack as the to-be-replaced item. It only lists pumpjack 2-5. So I'm unable to upgrade existing vanilla pumpjacks with the upgrade planner.
Is this because in vanilla, there would be nothing you could replace a pumpjack with?
Not as far as I know. I'm using several of yours, Angels warehouses, squeek thru, picker extended, auto deconstruct, long reach, and nanobots.bobingabout wrote: Sun Aug 25, 2019 10:46 amOkay, I looked into it. Even in base, the normal pumpjack has a fast replace group of "pumpjack", and my modded pumpjacks use the same one. therefore, there's no reason why it shouldn't work.
Are you possibly using any other mods that might change the base game pumpjacks fast replace group?
I looked again. They collission box size is different. They made a change a few versions ago that forced same size collission boxes.enchant wrote: Sun Aug 25, 2019 8:58 pmNot as far as I know. I'm using several of yours, Angels warehouses, squeek thru, picker extended, auto deconstruct, long reach, and nanobots.bobingabout wrote: Sun Aug 25, 2019 10:46 amOkay, I looked into it. Even in base, the normal pumpjack has a fast replace group of "pumpjack", and my modded pumpjacks use the same one. therefore, there's no reason why it shouldn't work.
Are you possibly using any other mods that might change the base game pumpjacks fast replace group?
are you sure there's nothing else affecting their crafting speed, such as having low power?jacew wrote: Mon Aug 26, 2019 5:28 pm I'm seeing an issue with Assemblers and their crafting speed. Currently using level 4 assemblers which should have a crafting speed of 2, but when crafting Chemical Science packs as a test (craft time of 14 seconds), it's taking 14 seconds. With the 2x crafting speed this should be 7 seconds. Swapping to the level 5 assemblers the crafting time drops, but only down to 12 seconds, not the ~5 it should be. Am I missing something here?
Power is ok no issue there. I'll try and get a recording of it later. Are there any other modifiers that would affect the speed negatively? We're running all your mods and Angels and a few other quality of life mods, nothing that should affect the speed of the assemblers. The electronics assemblers seems to be working as intended.bobingabout wrote: Tue Aug 27, 2019 12:33 amare you sure there's nothing else affecting their crafting speed, such as having low power?jacew wrote: Mon Aug 26, 2019 5:28 pm I'm seeing an issue with Assemblers and their crafting speed. Currently using level 4 assemblers which should have a crafting speed of 2, but when crafting Chemical Science packs as a test (craft time of 14 seconds), it's taking 14 seconds. With the 2x crafting speed this should be 7 seconds. Swapping to the level 5 assemblers the crafting time drops, but only down to 12 seconds, not the ~5 it should be. Am I missing something here?