Re: [0.16.x] Bob's Mods: General Discussion
Posted: Sat Mar 31, 2018 6:45 pm
Can someone tell me How this new Oil Generator thing works? 

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It's strange, it didn't change for me.Ghostling wrote:hmmm Science have changed a lot. as it is now our giant factorie gone on halt because all the science recipes have changed back to vanilla. is there a fix for this so that we again have the complicated science or does we have to wait till the mods have been updated again? and is it a problem in Bob's mods or is it in Angel's? All for the love for you mod guys using so much time on this.
well, then i don't know if we laugh or cry. we are running Factorio version 16.36 with the newest versions of all Bob's and angels mods (from the ingame updater) plus some other mods Like Logistic Train Network Auto fill and some other.gaelyte wrote:It's strange, it didn't change for me.Ghostling wrote:hmmm Science have changed a lot. as it is now our giant factorie gone on halt because all the science recipes have changed back to vanilla. is there a fix for this so that we again have the complicated science or does we have to wait till the mods have been updated again? and is it a problem in Bob's mods or is it in Angel's? All for the love for you mod guys using so much time on this.
Pretty sure it is not the science recipes which changed, but the transport belt which went back to vanilla. So now there is no more basic transport belt, so half my factorio is not connected any more, and express belts now again require lube, instead of cobalt steel.Ghostling wrote:well, then i don't know if we laugh or cry. we are running Factorio version 16.36 with the newest versions of all Bob's and angels mods (from the ingame updater) plus some other mods Like Logistic Train Network Auto fill and some other.gaelyte wrote:It's strange, it didn't change for me.Ghostling wrote:hmmm Science have changed a lot. as it is now our giant factorie gone on halt because all the science recipes have changed back to vanilla. is there a fix for this so that we again have the complicated science or does we have to wait till the mods have been updated again? and is it a problem in Bob's mods or is it in Angel's? All for the love for you mod guys using so much time on this.
can't select other han expensive science, but that's still vanilla.
Turn on Transport belt overhaul.mtilsted wrote:but the transport belt which went back to vanilla. So now there is no more basic transport belt, so half my factorio is not connected any more, and express belts now again require lube, instead of cobalt steel.
Martin
Hydrazine generator only checks if Revamp is installed to enable it.Pothrekr wrote:Hi Bob,
There is a conflict in Bob's Revamp with Bob's Power:
The only mods enabled are Library, Power and Revamp.
Regards
Poth
alright, looking into it now.Redstylt wrote:I was reporting the same error
Waiting the fix
Could this be just more loader redux problems? I'm playing with the new logistic options all enabled and upgrade planer works just fine for all tiers.bobingabout wrote:It seems my quite innocent change has broken a few other mods that try to intergrate into my mods.domi2612 wrote:I'm getting some crashes when trying to use the final two belt tiers with the upgrade planner mod.
This is what I get when I add any turbo or ultimate belt item (belts/undergrounds/splitters/loaders from loader redux mod)
(I tested every single one and it always says green underground belt in the error message, might be related?)
The first time my game crashed due to messing with upgrade planner I screenshotted this error message (it says green transport belt instead of underground belt), but I couldn't manage to reproduce it since then
I've already explained why I did the change. I swapped green and purple belts around in tier.
but this one change seems to have broken... well, at least 4 mods. Mini loaders, Loader redux, ShinyBobGFX and Upgrade planner.
Honestly, these mods could have avoided breaking as hard as they did with a few additional checks... checking to see if the item it's editing or accessing exists before trying to use it, rather than doing a "Is mod installed?" check.
They would still need updating either way though.
I should probably contact the guys who make Mini loaders and Loader Redux, they might need to edit their higher tier loaders to match the new top end belt speeds (though it should work either way, because a loader running at 66.66ips will still interface properly to a 60ips belt, etc.)
as far as I can tell, it's an upgrade planner problem, and as far as I know, Klonan fixed it.mrvn wrote:Could this be just more loader redux problems? I'm playing with the new logistic options all enabled and upgrade planer works just fine for all tiers.bobingabout wrote:It seems my quite innocent change has broken a few other mods that try to intergrate into my mods.domi2612 wrote:I'm getting some crashes when trying to use the final two belt tiers with the upgrade planner mod.
This is what I get when I add any turbo or ultimate belt item (belts/undergrounds/splitters/loaders from loader redux mod)
(I tested every single one and it always says green underground belt in the error message, might be related?)
The first time my game crashed due to messing with upgrade planner I screenshotted this error message (it says green transport belt instead of underground belt), but I couldn't manage to reproduce it since then
I've already explained why I did the change. I swapped green and purple belts around in tier.
but this one change seems to have broken... well, at least 4 mods. Mini loaders, Loader redux, ShinyBobGFX and Upgrade planner.
Honestly, these mods could have avoided breaking as hard as they did with a few additional checks... checking to see if the item it's editing or accessing exists before trying to use it, rather than doing a "Is mod installed?" check.
They would still need updating either way though.
I should probably contact the guys who make Mini loaders and Loader Redux, they might need to edit their higher tier loaders to match the new top end belt speeds (though it should work either way, because a loader running at 66.66ips will still interface properly to a 60ips belt, etc.)
How are the ratios now?bobingabout wrote:Power 0.16.4:
Added extra checks before adding hydrazine generator.
Given fluid generators their own category (line on the recipe screen)
Added steam engine MK4, and scaled everything to match. (Steam engine tiers now match Boiler tiers)
Boiler and Steam engine research unified into Steam power research (you'll have to research it again)
The ratios should be easy to calculate:steinio wrote:How are the ratios now?bobingabout wrote:Power 0.16.4:
Added extra checks before adding hydrazine generator.
Given fluid generators their own category (line on the recipe screen)
Added steam engine MK4, and scaled everything to match. (Steam engine tiers now match Boiler tiers)
Boiler and Steam engine research unified into Steam power research (you'll have to research it again)
1 boiler and 2 steam engines for every Mk?
not sure how is it after last update, but your formula is wrong.Haphollas wrote:The ratios should be easy to calculate:steinio wrote:How are the ratios now?bobingabout wrote:Power 0.16.4:
Added extra checks before adding hydrazine generator.
Given fluid generators their own category (line on the recipe screen)
Added steam engine MK4, and scaled everything to match. (Steam engine tiers now match Boiler tiers)
Boiler and Steam engine research unified into Steam power research (you'll have to research it again)
1 boiler and 2 steam engines for every Mk?
(Boiler Energy consumption x Boiler Efficiency) / Steam Engine Power Output = max. supported engines per boiler
Steam Engine Liquid Consumption = Water needed for your boiler setup
yes.steinio wrote:How are the ratios now?bobingabout wrote:Power 0.16.4:
Added extra checks before adding hydrazine generator.
Given fluid generators their own category (line on the recipe screen)
Added steam engine MK4, and scaled everything to match. (Steam engine tiers now match Boiler tiers)
Boiler and Steam engine research unified into Steam power research (you'll have to research it again)
1 boiler and 2 steam engines for every Mk?
Code: Select all
0.2kW * 0.5 * 60 * 150 = 900kW * 1 = 900kW (SE1 with B1)
0.2kW * 0.6 * 60 * 220 = 1584kW * 1.066 = 1688.5kW (SE2 with B2)
0.2kW * 0.7 * 60 * 290 = 2436kW * 1.133 = 2760kW (SE3 with B3)
0.2kW * 0.8 * 60 * 360 = 3456kW * 1.2 = 4147.2kW (SE4 with B4)
ugh... and I was hoping to be done with Logistics.npuldon wrote:Think you might have a graphics bug:
https://imgur.com/a/QLZWZ