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Re: [0.16.x] Bob's Mods: General Discussion
Posted: Tue Apr 03, 2018 2:22 pm
by jodokus31
Karlito15 wrote:I have an idea for the new belt overhaul: Make the belt speed part of the config.
+1
I like the belt overhaul so far. But im not sure about the speeds.
And the grey underground belt requiring regular stone.... Maybe bricks would be better? But maybe its time to give regular stone more use
bobingabout wrote:
I purposely tweaked the numbers of boilers so it was double this consumption value, meaning every boiler should be able to supply for 2 steam engines.
That's handy, Thanks.
Re: [0.16.x] Bob's Mods: General Discussion
Posted: Tue Apr 03, 2018 5:50 pm
by mexmer
jodokus31 wrote:Karlito15 wrote:I have an idea for the new belt overhaul: Make the belt speed part of the config.
+1
I like the belt overhaul so far. But im not sure about the speeds.
And the grey underground belt requiring regular stone.... Maybe bricks would be better? But maybe its time to give regular stone more use
what will you do with bricks? carve stone gearwheels from them?
i can imagine having iron gears + stone slabs, bricks will be too heavy, so stone makes more sense. also bricks are pain to make, smelting stone to bricks takes too long.
Re: [0.16.x] Bob's Mods: General Discussion
Posted: Tue Apr 03, 2018 5:57 pm
by fiery_salmon
Bricks make sense as part of tunnel construction. Fits even better than stone.
Re: [0.16.x] Bob's Mods: General Discussion
Posted: Tue Apr 03, 2018 6:14 pm
by jodokus31
The bricks are meant for tunnel construction, what fiery_salmon said.
And stone is not the stuff, the handcrafter wants to carry around. And there are very less usage for regular stone beside rails and stone furnaces. Also for crushers with angels.
Bricks are more likely to have in inventory for pathways or pipes.
It doesn't matter, just a minor detail, what comes to my mind.
Re: [0.16.x] Bob's Mods: General Discussion
Posted: Tue Apr 03, 2018 7:41 pm
by bobingabout
I'm going to leave them as stone for one main reason.
This is starting game technology level, okay, you do have to research the UG belts with 10 science pack 1s, but these belts are... you're using burner mining drills and stone furnaces type of tech level, it's not "Steel furnace" tech level yet.
so, here's the release
Logistics 0.16.20:
Fixed Green and Purple underground belt cover graphic allignment for real.
Added an option to make the belt speed change as part of belt overhaul optional.
Re: [0.16.x] Bob's Mods: General Discussion
Posted: Wed Apr 04, 2018 12:07 am
by manseaua
so Alien artifacts turned off by default is there a lot implemented with them if people turn them on, or just remnants of pre .15? if there is some implementation is there a reason there off lag/ups or something?
Re: [0.16.x] Bob's Mods: General Discussion
Posted: Wed Apr 04, 2018 12:26 am
by bobingabout
I thought they were on by default.
anyway, when they're turned on, you get a few new intermediates, which are primarily used for making the new type of ammos. there's also alien science packs, and high end equipment will require artifacts for construction.
Basically, everything you build with them is combat oriented, so if you have biters, it gives you an incentive to go kill them... to make better weapons to kill them faster.
Re: [0.16.x] Bob's Mods: General Discussion
Posted: Wed Apr 04, 2018 12:44 am
by manseaua
bobingabout wrote:I thought they were on by default.
anyway, when they're turned on, you get a few new intermediates, which are primarily used for making the new type of ammos. there's also alien science packs, and high end equipment will require artifacts for construction.
Basically, everything you build with them is combat oriented, so if you have biters, it gives you an incentive to go kill them... to make better weapons to kill them faster.
Thx if I were you I would either enable them by default in there next update or change the description. I was unsure if it was a working feature.
Re: [0.16.x] Bob's Mods: General Discussion
Posted: Wed Apr 04, 2018 8:52 am
by Termak
Any way to get inserter speeds into descriptions, like how many items/sec or rotation speed on "normal" mode. I know they get faster / slower depending on angles/lengths, but would be nice to know the rough values.
Re: [0.16.x] Bob's Mods: General Discussion
Posted: Wed Apr 04, 2018 11:33 am
by Redstylt
Hello !
Could you make your mod compatible to Deadlock's mod (especially the compressor).
He said
Thanks. I don't support other mods' items directly. It would be a never-ending task. Instead I provided a super-easy way for other mods to register their items with DSB, the choice is theirs whether they do that or not, or other people can write "helper" / "bridge" mods.
orzelek made such a support mod which bridges the gap between DSB and Bob-Angel: viewtopic.php?f=185&t=58341
Re: [0.16.x] Bob's Mods: General Discussion
Posted: Wed Apr 04, 2018 11:45 am
by fiery_salmon
For start, given that
orzelek made such a support mod which bridges the gap between DSB and Bob-Angel: viewtopic.php?f=185&t=58341
Is it even nevessary?
Re: [0.16.x] Bob's Mods: General Discussion
Posted: Wed Apr 04, 2018 3:20 pm
by jodokus31
bobingabout wrote:I'm going to leave them as stone for one main reason.
This is starting game technology level, okay, you do have to research the UG belts with 10 science pack 1s, but these belts are... you're using burner mining drills and stone furnaces type of tech level, it's not "Steel furnace" tech level yet.
so, here's the release
Logistics 0.16.20:
Fixed Green and Purple underground belt cover graphic allignment for real.
Added an option to make the belt speed change as part of belt overhaul optional.
Thanks for the belt speed option

I guess I will stay on old speed for my current playthrough and maybe change it for a new one.
The argument for using stone makes sense to me.
Thanks for your work.
Re: [0.16.x] Bob's Mods: General Discussion
Posted: Wed Apr 04, 2018 9:30 pm
by bobingabout
Redstylt wrote:Hello !
Could you make your mod compatible to Deadlock's mod (especially the compressor).
He said
Thanks. I don't support other mods' items directly. It would be a never-ending task. Instead I provided a super-easy way for other mods to register their items with DSB, the choice is theirs whether they do that or not, or other people can write "helper" / "bridge" mods.
orzelek made such a support mod which bridges the gap between DSB and Bob-Angel: viewtopic.php?f=185&t=58341
fiery_salmon wrote:For start, given that
orzelek made such a support mod which bridges the gap between DSB and Bob-Angel: viewtopic.php?f=185&t=58341
Is it even nevessary?
There's a 3rd party mod, I guess by Orzelek which does this.
Re: [0.16.x] Bob's Mods: General Discussion
Posted: Thu Apr 05, 2018 11:15 pm
by AndrolGenhald
Hey Bob,
Could you update your storage tanks to fix this?
0.15.10
Bugfixes.
- Fixed that storage tanks used 4 directions although visually only showed 2 so they would conflict in blueprints. (more)
Re: [0.16.x] Bob's Mods: General Discussion
Posted: Fri Apr 06, 2018 3:34 am
by bobingabout
AndrolGenhald wrote:Hey Bob,
Could you update your storage tanks to fix this?
0.15.10
Bugfixes.
- Fixed that storage tanks used 4 directions although visually only showed 2 so they would conflict in blueprints. (more)
I'll take a look, but I thought I already had.
Re: [0.16.x] Bob's Mods: General Discussion
Posted: Sat Apr 07, 2018 6:12 am
by Panpan
Hello!
I can't seem to be able to find some information on the resources mod (the one which introduces new ores ).
Basically, do i make a new map as per usual once activating the mod? Or is there something beyond that i need to do?
Re: [0.16.x] Bob's Mods: General Discussion
Posted: Sat Apr 07, 2018 4:27 pm
by bobingabout
Panpan wrote:Hello!
I can't seem to be able to find some information on the resources mod (the one which introduces new ores ).
Basically, do i make a new map as per usual once activating the mod? Or is there something beyond that i need to do?
options -> mod settings gives you the list of ores.
if Metals, chemicals and intermediates is installed, there's a resources override option that turns most of them on behind the scenes, so you don't need to worry about it.
If you start a new map, those that are turned on (Either if you turned them on, or MCI did) then they'll spawn on the map. Only Tin, Quartz and Lead will spawn in the starting area, the rest only spawn outside of it.
if you want to add to an existing map, you can use a command to force them to spawn.
/c remote.call("bobores", "Regenerate")
commands are listed on this post
viewtopic.php?f=51&t=3797#p28011
Re: [0.16.x] Bob's Mods: General Discussion
Posted: Wed Apr 11, 2018 12:26 am
by bobingabout
Logistics 0.16.21:
removed high-tech-science-pack from logistic system 2.
Fixed storage tanks used 4 directions instead of 2.
Updated the logistic robot technology icons to use new robot graphics.
Updated the Logistic tab icon too.
Moved long handed technology to Logistics.
The long toggle can only be used if inserter overhaul is turned on.
The inserter configuration button only appears if the inserter overhaul is turned on. It also doesn't appear until you research long inserters.
added remote.call("boblogistics", "blacklist_inserter", inserter_name) to prevent inserter configuration from being able to configure this inserter
added remote.call("boblogistics", "blacklist_inserters", table_of_inserter_names) same as above for multiple entries at once.
To confirm. the changes to inserter configuration effect the Logistics mod only, if you install the Inserters mod, everything will function as normal.
Re: [0.16.x] Bob's Mods: General Discussion
Posted: Wed Apr 11, 2018 5:25 pm
by bobingabout
Logistics 0.16.22:
Fixed crash when researching long inserters technology completes.
Re: [0.16.x] Bob's Mods: General Discussion
Posted: Thu Apr 12, 2018 12:17 am
by bobingabout
bobinserters 0.16.8:
Changed technology unlocks to the following:
Logistics -> Near/Long
Logistics 2 -> More
Logistics 3 -> Long2/More2
added remote.call("bobinserters", "blacklist_inserter", inserter_name) to prevent inserter configuration from being able to configure this inserter
added remote.call("bobinserters", "blacklist_inserters", table_of_inserter_names) same as above for multiple entries at once.
These remote calls are the same and function the same as the ones previously added in logistics. If you want to blacklist an inserter from being configurable, such as the hidden ones in miniloaders mod, then you should add them both to on_init and on_configuration_changed, the named inserter will be added to the global table and saved, so there is no need to call it on_load.
Here is an example using the burner inserter:
Code: Select all
if remote.interfaces.boblogistics then
remote.call("boblogistics", "blacklist_inserter", "burner-inserter")
end
if remote.interfaces.bobinserters then
remote.call("bobinserters", "blacklist_inserter", "burner-inserter")
end
To be clear, these remote calls are aimed at other modders.