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Re: [0.15.x] Bob's Mods: General Discussion

Posted: Tue Jun 27, 2017 1:42 am
by iamwyza
MisterFister wrote:Hello there, new to Factorio modding, experienced with modding other games.

Where do I go for some fort of "table of contents" with an actual useful description of what each individual mod does and how it affects gameplay? So far all I'm keenly understanding is that it introduces new types of ore into the game, but no solid idea of the other stuff or how the new ores would affect gameplay.

I get that there's a centralized library that is used by other modlets in the same suite, but no itemized description of what each modlet does in isolation from the others so that I can consider installing some without installing the whole thing.

All I can find now is a version history with update notes and base-game version migrations, which is useful, but not the info I'm seeking at this point.

Thanks!
The individual mod pages on the modportal linked to in the Downloads section stickied in this forum contain most of what you're looking for. In general while many mods provide general overviews of what they add, either by design or by accident, most mods don't detail every change. Part of that is the joy of Factorio. Figuring it out :) .Since each of Bob's can be used individually or collectively (more or less), there isn't a need for a collective document that lists all the changes.

In general though, you have:
new ores
new machines
new production chains
new fluids/gasses
new functionality in inserters
new science
new enemies
new weapons

basically Bob's is a completely new game compared to vanilla. It's dramatically more complex. and it's glorious.

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Tue Jun 27, 2017 7:57 am
by bobingabout
I really haven't updated it in a while, but this page would be an asset to you
viewtopic.php?f=51&t=13919
if a link to a topic is provided, there's more information in the first page of that topic.

not everything will be up to date though, as said, since all this information hasn't really been updated since 0.12, but it does provide a basic overview of the mods.

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Wed Jun 28, 2017 8:44 pm
by Pygman
Hey Bob, thanks for your great mods! I am currently playing my first all-bob-run on 15.12 and am wondering about one thing: as far as I can tell, productivity modules don't lower the speed of production. Is that a bug or a feature? ;)

(I only researched tier 1 and 2 so far)

Cheers!

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Wed Jun 28, 2017 10:13 pm
by Mobius1
Pygman wrote:Hey Bob, thanks for your great mods! I am currently playing my first all-bob-run on 15.12 and am wondering about one thing: as far as I can tell, productivity modules don't lower the speed of production. Is that a bug or a feature? ;)

(I only researched tier 1 and 2 so far)

Cheers!
The red productivity ones doesn't slower, the purple ones does.

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Thu Jun 29, 2017 12:06 am
by Pygman
Mobius1 wrote:
Pygman wrote:Hey Bob, thanks for your great mods! I am currently playing my first all-bob-run on 15.12 and am wondering about one thing: as far as I can tell, productivity modules don't lower the speed of production. Is that a bug or a feature? ;)

(I only researched tier 1 and 2 so far)

Cheers!
The red productivity ones doesn't slower, the purple ones does.
Yeah, thats how I understand it, too. But even the purple/pink ones don't slow anything down for me.

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Thu Jun 29, 2017 12:22 am
by Exasperation
There's a checkbox in the mod options for "productivity modules affect speed", I believe.

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Thu Jun 29, 2017 1:03 am
by Pygman
Exasperation wrote:There's a checkbox in the mod options for "productivity modules affect speed", I believe.
Ah, thanks, found it! Its called "speed on Productivity Modules"

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Thu Jun 29, 2017 2:25 am
by timer67
Didn't know where to post this so i thought i'd start here,

Since the last update all of the Gem pictures and names are (consistently) Wrong.
Example being that Topaz has the pictures for Emeralds (all the way down the production) and has those funny Hollow square symbols in front of the names.

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Thu Jun 29, 2017 6:13 am
by Mobius1
timer67 wrote:Didn't know where to post this so i thought i'd start here,

Since the last update all of the Gem pictures and names are (consistently) Wrong.
Example being that Topaz has the pictures for Emeralds (all the way down the production) and has those funny Hollow square symbols in front of the names.
Do you use ShinyBob, CMH or any mod that changes the looks of the items/recipes?

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Thu Jun 29, 2017 7:56 am
by bobingabout
Pygman wrote:
Exasperation wrote:There's a checkbox in the mod options for "productivity modules affect speed", I believe.
Ah, thanks, found it! Its called "speed on Productivity Modules"
Yes. The modules lack the speed alteration because... well, I can't remember why, all I remember is that I did it on purpose, most likely because I saw them as too expensive. People, like you, complained that it made them too easy, so I added the option for speed penalty in.
timer67 wrote:funny Hollow square symbols
I'm not sure what you're talking about there.... can you post a screenshot?

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Thu Jun 29, 2017 10:25 am
by Air
bobingabout wrote:I'm not sure what you're talking about there.... can you post a screenshot?
It's probably this Image

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Thu Jun 29, 2017 2:14 pm
by bobingabout
That is clearly a Sapphire named Ruby.

Those squares are due to something odd in the locale files though. I would need to double check, but I'm fairly sure it doesn't look like that in my game. It looks like someone else has added a broken translation somewhere.

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Thu Jun 29, 2017 3:08 pm
by solntcev
bobingabout wrote:That is clearly a Sapphire named Ruby.

Those squares are due to something odd in the locale files though. I would need to double check, but I'm fairly sure it doesn't look like that in my game. It looks like someone else has added a broken translation somewhere.
I suspect it is "Angel's Smelting Extended", this is 3rd-party mod that modifies smelter recipes, probably it messed up localization or recipes.

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Thu Jun 29, 2017 3:26 pm
by timer67
I do not have that mod,

I use Shiny Angels and Shiny Bobs, nothing else i can think of that alters recipes or textures

And yes thats what it looks like

---

Found it, Shiny Bobs has the local file messed up
Sorry for posting here bob but i thought id post at the top of the chain :D

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Fri Jun 30, 2017 4:40 am
by Air
Yep. Have Shiny Bobs as well. Strange that the game doesn't mention that this mod is affecting this item.

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Fri Jun 30, 2017 8:35 am
by bobingabout
Locale updates aren't mentioned on that list because a locale is one of the few things that is "client side only".
The boblocale mod, which contains locale files only will actually show up as not effecting multiplayer, so it's one of the few mods that you can play on a multiplayer game where some people have it, and others don't.

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Sat Jul 01, 2017 8:51 pm
by peterf83
Hello everyone! I am struggling a bit with efficient (compactish) logic board and processor boards. Would anyone like to share some layouts? Thanks in advance.

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Mon Jul 03, 2017 6:30 pm
by bobingabout
First update in weeks:
Power 0.15.4:
Added fast replace to boiler mk4 (I did this ages ago and forgot to release it)

Electronics 0.15.3:
Added god entity crafting for electronics (For 0.15.26+ of factorio)

Assembly 0.15.7:
Added god entity crafting for electronics (For 0.15.26+ of factorio)

Plates 0.15.12:
Added inventory size option to effect god entity (For 0.15.26+ of factorio)

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Tue Jul 04, 2017 5:14 am
by Buggi
Bob,
I don't understand why you separated your ores from your MCI mod. From what I gather, you HAVE to have MCI process the new ores, so why separate them?

Re: [0.15.x] Bob's Mods: General Discussion

Posted: Tue Jul 04, 2017 8:11 am
by bobingabout
Buggi wrote:Bob,
I don't understand why you separated your ores from your MCI mod. From what I gather, you HAVE to have MCI process the new ores, so why separate them?
Other people like 5dim make use of my ores mod.

You can literally play with all of 5dims mods, plus bobores, and get a complete experience. (Or at least that was the case back in 0.12, I don't know if he kept that layout, but I maintain my ores mod as separate because of this)