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Re: [0.11.22/0.12.x][v0.12.2] Bob's Assembly Machines
Posted: Sat Sep 05, 2015 6:28 pm
by bobingabout
I can probably fix this, but one of the things that worries me is that DyTech and other mods are editing Automation 6. it is possible that they cause my assembly machine to not be unlocked at all, or be overwritten by one in DyTech or other mods.
You should probably just disable Bob's Assembly Machines mod, and see what happens, but I will look at the technology code and attempt to fix the duplication bug.
Re: [0.11.22/0.12.x][v0.12.2] Bob's Assembly Machines
Posted: Sat Sep 05, 2015 6:55 pm
by Airat9000
bobingabout wrote:I can probably fix this, but one of the things that worries me is that DyTech and other mods are editing Automation 6. it is possible that they cause my assembly machine to not be unlocked at all, or be overwritten by one in DyTech or other mods.
You should probably just disable Bob's Assembly Machines mod, and see what happens, but I will look at the technology code and attempt to fix the duplication bug.
i am delete you mod problem anyway
Re: [0.11.22/0.12.x][v0.12.2] Bob's Assembly Machines
Posted: Wed Sep 09, 2015 8:10 am
by bobingabout
Airat9000 wrote:bobingabout wrote:I can probably fix this, but one of the things that worries me is that DyTech and other mods are editing Automation 6. it is possible that they cause my assembly machine to not be unlocked at all, or be overwritten by one in DyTech or other mods.
You should probably just disable Bob's Assembly Machines mod, and see what happens, but I will look at the technology code and attempt to fix the duplication bug.
i am delete you mod problem anyway
Updated. Should be fixed now, you can re-add it if you want.
Re: [0.11.22/0.12.x][v0.12.3] Bob's Assembly Machines
Posted: Thu Sep 17, 2015 9:12 pm
by Boogieman14
As far as I understand, input slots of an assembly machine shouldn't be allowed to go over 2x stacksize (+inserter bonus and possibly some other small modifiers).. 2.5k units seems a bit excessive.. and while I'm typing this, solar panels has gone up to 1.7k and accus to 2.5k. Not sure if this is due to some changes from Bob's or if I should post it in the bug reports forum, but as it's primarily mod related I'll post here first

Re: [0.11.22/0.12.x][v0.12.3] Bob's Assembly Machines
Posted: Thu Sep 17, 2015 9:51 pm
by bobingabout
Boogieman14 wrote:
As far as I understand, input slots of an assembly machine shouldn't be allowed to go over 2x stacksize (+inserter bonus and possibly some other small modifiers).. 2.5k units seems a bit excessive.. and while I'm typing this, solar panels has gone up to 1.7k and accus to 2.5k. Not sure if this is due to some changes from Bob's or if I should post it in the bug reports forum, but as it's primarily mod related I'll post here first

I honestly havn't tried to build what you're using yet... and they did make some changes to maximum stack sizes in the latest version. it is most likely a base game issue.
Re: [0.11.22/0.12.x][v0.12.3] Bob's Assembly Machines
Posted: Thu Sep 17, 2015 10:12 pm
by orzelek
There is a new feature that is meant to allow for bigger stacks in machines with very high speeds.
I'd think you did break the logic with all those god modules in there.
Re: [0.11.22/0.12.x][v0.12.3] Bob's Assembly Machines
Posted: Thu Sep 17, 2015 10:27 pm
by Boogieman14
Yeah, i guess this is well beyond established design parameters

But looks like you may be right. In the same setup without modules, loading stops at 2x recipe requirements. Guess this is mostly a matter of overpowered modules rather than bug in the game

Re: [0.11.22/0.12.x][v0.12.3] Bob's Assembly Machines
Posted: Thu Sep 17, 2015 11:01 pm
by bobingabout
Boogieman14 wrote:Guess this is mostly a matter of overpowered modules rather than bug in the game

or both, the bug may exist because it's trying to load to produce within a set time, and those modules are giving it a x50 instead of something reasonable like a x2, perhaps it needs a cap adding?
Re: [0.11.22/0.12.x][v0.12.5] Bob's Assembly Machines
Posted: Sat Oct 17, 2015 7:46 am
by Lone_Player
Hi,
I have updated Factorio to 0.12.11 and now get the following error from bobassembly_0.12.5 @ loading screen ( 2%)
__bobassembly__/data-updates.lua: 21: attempt to index field 'advanced-processing-unit' (a nil value)
used Bob Mod´s;
bobassembly_0.12.5
bobconfig_0.12.1
boblibrary_0.12.2
boblogistic_0.12.7
bobmining_0.12.3
bobmodules_0.12.8
bobpower_0.12.6
clock_0.12.1
Re: [0.11.22/0.12.x][v0.12.5] Bob's Assembly Machines
Posted: Sat Oct 17, 2015 8:21 am
by PiggyWhiskey
Lone_Player wrote:Hi,
I have updated Factorio to 0.12.11 and now get the following error from bobassembly_0.12.5 @ loading screen ( 2%)
__bobassembly__/data-updates.lua: 21: attempt to index field 'advanced-processing-unit' (a nil value)
used Bob Mod´s;
bobassembly_0.12.5
bobconfig_0.12.1
boblibrary_0.12.2
boblogistic_0.12.7
bobmining_0.12.3
bobmodules_0.12.8
bobpower_0.12.6
clock_0.12.1
Hey mate
Bob posted a comment in a different thread. Assembly Machines now needs his Library mod.
See here for the Post.
https://forums.factorio.com/forum/vie ... 40#p113247
The specific part of his comment is:
bobingabout wrote:Changes:
Assembly machines 0.12.5:
Added new Electronics crafting catagory. Add it to Player and all assembly machines.
Added new Electronics machine crafting catagory. Add it to all assembly machines.
Electronics are now made using the Electronics or Electronics machine crafting categories if are not previously set by the electronics mod.
Updated machine category to use functions. now requires library mod 0.12.2.
Added a series of 2x2 Electronics assembly machines. Able to craft Electronics recipes.
Re: [0.11.22/0.12.x][v0.12.5] Bob's Assembly Machines
Posted: Sat Oct 17, 2015 8:26 am
by SuperSandro2000
@LonePlayer
Bob only update his clock mod to 0.12.11. You need to wait a bit longer.
Re: [0.11.22/0.12.x][v0.12.5] Bob's Assembly Machines
Posted: Sat Oct 17, 2015 9:31 am
by Lone_Player
Hi,
@ PiggyWhiskey, you missed in my post the "boblibrary_0.12.2" under the list of used BobMod´s

@ SuperSandro2000, yep & there i missed a line of Bob´s post
btw. tested bobassembly_0.12.4 this load´s with 0.12.11 & look´s like it is working fine
Re: [0.11.22/0.12.x][v0.12.5] Bob's Assembly Machines
Posted: Sat Oct 17, 2015 9:38 am
by PiggyWhiskey
SuperSandro2000 wrote:@LonePlayer
Bob only update his clock mod to 0.12.11. You need to wait a bit longer.
Shit, sorry mate. I swear I looked for it and didn't see it.
Re: [0.11.22/0.12.x][v0.12.5] Bob's Assembly Machines
Posted: Sat Oct 17, 2015 9:45 am
by Lone_Player
No problem

i overread a line too

Re: [0.11.22/0.12.x][v0.12.5] Bob's Assembly Machines
Posted: Sat Oct 17, 2015 11:22 am
by bobingabout
I apreciate you all trying to help him solve the issue, but this is most likely one of my silly mistakes.
The error claims to be a problem with advanced-processing-unit. This is added by bobplates (Metals, chemicals and intermediates) or bobelectronics mods. Adding either of those mods should fix the issue.
The real fix for this issue though is that I need to look at the code, find out where this advanced-processing-unit reference is, and remove it, replacing it with an if block to only add it if it exists.
EDIT: The issue is in data-updates.lua, bottom code block
Code: Select all
if data.raw.recipe["advanced-processing-unit"].category ~= "electronics" and data.raw.recipe["advanced-processing-unit"].category ~= "electronics-machine" then
data.raw.recipe["advanced-processing-unit"].category = "electronics-machine"
end
The top line is accessing the recipe for advanced-processing-unit without checking if it exists first. it should look as follows
Code: Select all
if data.raw.recipe["advanced-processing-unit"] and data.raw.recipe["advanced-processing-unit"].category ~= "electronics" and data.raw.recipe["advanced-processing-unit"].category ~= "electronics-machine" then
If you edit the file and make that change, it SHOULD work without bobelectronics and bobplates. note: untested, there may be more issues, but this should fix the bug in your post.
I'll release a proper fix update later.
Re: [0.11.22/0.12.x][v0.12.6] Bob's Assembly Machines
Posted: Mon Oct 19, 2015 12:35 am
by bobingabout
I released the fix as an update.
Re: [0.11.22/0.12.x][v0.12.6] Bob's Assembly Machines
Posted: Wed Oct 21, 2015 3:01 am
by codewarrior
Some feedback on the 2x2 electronics machines:
Pros:
- Level 1 is slightly cheaper and faster than Level 2 Assembly Machine
- Level 2 is slightly cheaper than and equal in speed to Level 4 Assembly Machine, and comes online at the same time as Level 3 Assembly Machine
- Smaller footprint means 50% more machines in the same column.
Cons:
- Separate research means taking detours from Plastics/Advanced Refining. Need to chop more trees.
- Smaller footprint means fewer inserters can access the machine.
- Holds fewer modules than equivalent assembly machines
- Can't produce Solder or any kind of wire. Circuit production lines still need regular Assembly Machines.
- Can't produce any Module components.
In summary, they're nice in the early game, since they're faster and cheaper than the equivalent Assemblers. Later on, the small size and fewer module slots are a handicap when switching to module-boosted production. It bothered me that I still needed plain Assemblers to make even a Basic Circuit factory, since the Electronic Assemblers won't make copper wires.
Re: [0.11.22/0.12.x][v0.12.6] Bob's Assembly Machines
Posted: Wed Oct 21, 2015 8:05 am
by bobingabout
Thank you for the feedback.
You should also keep in mind that this is the first release, and I do quite often either miss things, or make silly mistakes when adding new features. In this case, after the initial coding, my attention was quickly diverted first to the alien intermediates, and then with the tanks.
Being able to make module circuits, and possibly even modules in these machines is a fairly good idea, as is wires. I probably wouldn't make it so you can make the whole module tree in these though. Definitely the circuits.
Also the machines could use a bit of ballancing. Thinking about them in relation to the other machines, I notice you didn't mention electronics machine 3, I'm guessing that it was either underwhealming when compared to an assembly maching 5/6, or that you just didn't make it up that far through the chain. I think the electronics machine is speed 3, where assembly 6 is 3.5. perhaps a speed of 4 would be more suitable? And perhaps look at adding extra module slots to the whole range? Assembling machine is general purpose, these are specialised, they should be a bit better at doing what they do.
Sound good?
Re: [0.11.22/0.12.x][v0.12.6] Bob's Assembly Machines
Posted: Wed Oct 21, 2015 8:58 am
by TrollofReason
Enh... the smaller electronic assembly machines really don't get into their own at level 3. By the time I'm at level 3 electronic assemblers, I'm already producing god modules, and jealously husbanding my gold supplies and using those modules to stretch out the sections of ore I'm bringing in until I have god module 5s and can finally breathe a bit. I have NO interest in wasting my precious gold on an inferior assembler that can't take as many god modules worth of productivity bonuses. I suppose if gold was more plentiful I would consider it, but it isn't so I won't. More speed won't change my logistical considerations.
Edit addendum: That said, having an early assembler that can make things with 3 ingredients, so I'm not manually making basic electronic circuit boards was a good move. I disagree on the size restrictions, since size and access aren't that big of a deal when you have long-arm inserters/swarms of logistics robots. Plus, the small size allows for the creation of high-output banks once the logistics robot 2s start rolling out, and I go into a 'bot-centric factory layout (thank you so much for those pumps! It makes fluids delightfully modular!). I suppose if god or productivity modules became involved it might become an issue just because of production overwhelming the output, however, with the currently anemic module slotting, I just rip up the electronic 2's and start churning out electronics with assember 5s and 6s.
Re: [0.11.22/0.12.x][v0.12.6] Bob's Assembly Machines
Posted: Wed Oct 21, 2015 9:15 am
by codewarrior
bobingabout wrote:Also the machines could use a bit of ballancing. Thinking about them in relation to the other machines, I notice you didn't mention electronics machine 3, I'm guessing that it was either underwhealming when compared to an assembly maching 5/6, or that you just didn't make it up that far through the chain. I think the electronics machine is speed 3, where assembly 6 is 3.5. perhaps a speed of 4 would be more suitable? And perhaps look at adding extra module slots to the whole range? Assembling machine is general purpose, these are specialised, they should be a bit better at doing what they do.
Sound good?
Yeah, the level 3 electronics machine wasn't really worth mentioning. It's slower than assembly 6, takes fewer modules, and does not present enough surface area for inserters to take the products out fast enough - because at the time I get either one, I'm already rocking speed/productivity 4+ modules and I need double rows of long handed purple inserters to keep up with the output. (FWIW, I play without god modules and I don't put production modules in machines making finished products.)
Frankly, I'd be happy if all you changed was adding wires. It was a bit jarring to find out I couldn't use a 3/4 ratio for copper wire to basic circuit boards, and needing the big clunky assemblers at the top of the basic electronic board column (and semiconductor column), just to make tinned wire, really harshed my vibe.