Yeah, we've already talked about loaders here :
viewtopic.php?p=453693#p453693
Deadlock989 wrote: Fri Aug 30, 2019 10:33 am
Angel's mods aren't supported.
BlueTemplar wrote: Fri Aug 30, 2019 8:39 am
Oh, ok, I was thinking of Angel's
(graphics) loaders, which have their own techs, IIRC late Green/Blue/Prod ?
(emphasis mine)
I was talking about Optera's
Loader Redux, which you specifically support !
And by the way, there's no reason that "most" Bob's and Angel's mod wouldn't "just work" out of the box, let's see :
Bob's Logistics : New tiers of belts, inserters, chests (including logistic chests), trains, pumps, bots, roboports, storage tanks, pipes.
Check.
Bob's Power : New tiers of solar panels, steam power (coal and nuke), power poles, accumulators. And fluid burning generators.
Check.
Bob's Metals, Chemicals, and Intermediates : Adds a lot of stuff, might
still be compatible with DIR, as doesn't strictly require Bob's Ores.
Maybe Check ?
Bob's Warfare : Check.
Bob's Adjustable Inserters : Check
Bob's Assembling machines : Incompatible with your graphics, should still work, but will look bad.
Maybe Check ?
Bob's Tech : Adds a new post-Blue science "Logistic" science pack (still not renamed in 0.17 ??), and potentially Alien Science.
Maybe Check ?
Bob's Electronics : Yeah, this is likely to break hard, as DIR introduces its own electronic sub-circuits. Still, you never know, a merging mod could be made ?
Fail.
Bob's Mining : Most of it redundant with DIR - though what isn't might be nice to have (RIP pickaxes).
Probably Fail.
Bob's Modules : Fail, though here again a merging mod might be interesting to make for the pollution creating modules ?
Bob's Revamp : (Technologies and Recipes) :
Hard Fail.
Bob's Ores : Fail, though here again the possibility of merging seems interesting.
Bob's Greenhouse : Redundant - Fail, especially since they allow you to make free power !
Bob's Vehicle Equipment : Check.
Bob's Enemies : Check. (Also re-adds Alien Artifacts, which can be used with Bob's Tech.)
Clock : Check (though I always wondered why it was so UPS-heavy ?) - Doesn't require Bob's Library anyway...
Bob's Character classes (and extra bodies) : Check
Bob's Personal Equipment : Check
I don't understand why you decided to disable support for
all of these mods by marking Bob's Function Library mod as incompatible, instead of just blacklisting the
real offenders ?
Ok, now let's see Angel's :
Angel's Refining : Fail, redundant with DIR, though it's interesting to note that it can work as a vanilla-compatible standalone mod !
Angel's Petro Chemical Processing : Fail, depends on Angel's Refining anyway.
Angel's Smelting : Fail, redundant with DIR, depends on Refining and Petrochem anyway.
Angel's Bio Processing : Fail, sadly, as too tightly integrated with Smelting, Petrochem, and Refining.
Angel's Infinite Ores : Check. (Not forbidden by DIR anyway.)
Angel's Addons - Warehouses : Check. (though redundant with DIR - DIR has logistic silos, right ?) (Not forbidden by DIR anyway.)
Angel's Addons - Ore Silos : Check. (though redundant with DIR) (Not forbidden by DIR anyway.)
Angel's Addons - Pressure Tanks : Check. (Not forbidden by DIR anyway.)
Angel's Addons - Petrochem Train : Check. (Not forbidden by DIR anyway.)
Angel's Addons - Smelting Train : Check. (Not forbidden by DIR anyway.)
Angel's Addons - Crawler Autonomous Base : Check.
Check. (Not forbidden by DIR anyway.)
Angel's Industries : Adds Steel Age (- good job on explicitizing those BTW! -) ConBots (redundant with DIR), but, especially roboports, extenders, and Logibots (and 2x2 (logi)chests), roboport-Trains and roboport-Vehicles.
Fail sadly, as for historical reasons, unlike Bob's Logistics, depends on the 4 big angel's mods... I'm still hoping for this mod to become an
"Addon" someday...
P.S.: Of course, I might have made some mistakes somewhere (not to mention a lot of judgement calls)... especially since I've not yet played AB in 0.17 !