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Re: [0.16.x] Bob's Mods: General Discussion

Posted: Mon Dec 25, 2017 6:32 am
by fishycat
Thank you for the new bots :D

I noticed something else, the green and purple underground belts should be in "transport-belt" fast-replaceable-group.

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Mon Dec 25, 2017 11:59 am
by bobingabout
fishycat wrote:Thank you for the new bots :D

I noticed something else, the green and purple underground belts should be in "transport-belt" fast-replaceable-group.
*head desk* yeeeaaah... Another base game change I forgot to update for.

I'll add it on the list for later.

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Mon Dec 25, 2017 9:55 pm
by fishycat
Would you consider tweaking the loots for spawners and worms a little?
I edited the values for my personal game a little, to balance it out more.

I post the changes here in spoiler, if not ok, just say and I delete it.
data-updates.lua - starting at line 400 to end

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Wed Dec 27, 2017 7:01 pm
by _npo6ka_
Thank you for your fashion. I have suggestions for the mod's Bob's Adjustable Inserters. Make it possible to close the interface of this mod by pressing the ESC key, since recently it can be done.

A small example:

Code: Select all

function open_gui()
  --create gui
  game.players[event.player_index].opened = gui
end

script.on_event(defines.events.on_gui_closed, function(event)
  if is_my_mod(event) then 
      gui.close() 
  end
end)

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Thu Dec 28, 2017 2:36 pm
by bobingabout
_npo6ka_ wrote:Thank you for your fashion. I have suggestions for the mod's Bob's Adjustable Inserters. Make it possible to close the interface of this mod by pressing the ESC key, since recently it can be done.

A small example:

Code: Select all

function open_gui()
  --create gui
  game.players[event.player_index].opened = gui
end

script.on_event(defines.events.on_gui_closed, function(event)
  if is_my_mod(event) then 
      gui.close() 
  end
end)
that is a change I can make

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Thu Dec 28, 2017 3:26 pm
by bobingabout
Okay, I did some updates

Logistics 0.16.3:
removed GUI locale entries
Changed fast replace group of green and purple underground belts and splitters to "transport-belt" to match new base game.


Inserters 0.16.2:
Added GUI locale entries from Logistics mod.
Added support for close button to close the GUI

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Thu Dec 28, 2017 8:15 pm
by fishycat
Though I like most of the base game changes, I really don't get the one with the splitters in transport-belt fast replaceable group. It is really annoying when you upgrade your mainbus and accidentally all the splitters... :x

Fair enough, I can change it for my game, no problem. I like your addition to the inserters, nice one. :)

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Fri Dec 29, 2017 12:53 am
by bobingabout
fishycat wrote:Though I like most of the base game changes, I really don't get the one with the splitters in transport-belt fast replaceable group. It is really annoying when you upgrade your mainbus and accidentally all the splitters... :x

Fair enough, I can change it for my game, no problem. I like your addition to the inserters, nice one. :)
personally, I agree, the a splitter is a splitter, a belt is a belt, and an UG belt is an UG belt. I changed it to conform to the new base game, as it was brought to my attention and the change requested.

The alternate solution would be to go and change all the base game splitters back to a splitters group, and UG belts to an UG belts group. Perhaps one day I could add a setting to change the fast replace group of splitters and UG belts to their own group?

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Fri Dec 29, 2017 2:52 am
by fishycat
bobingabout wrote:Perhaps one day I could add a setting to change the fast replace group of splitters and UG belts to their own group?
That actually would be perfect solution.

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Fri Dec 29, 2017 11:51 am
by orzelek
fishycat wrote:
bobingabout wrote:Perhaps one day I could add a setting to change the fast replace group of splitters and UG belts to their own group?
That actually would be perfect solution.
This mod might do this albeit partially:
https://mods.factorio.com/mods/wormmus/ ... lt-changes

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Fri Dec 29, 2017 2:42 pm
by fishycat
Yes, saw this mod, too. Now it changes only the vanilla stuff. But to have the option integrated in bob's would be better and then also his stuff is included.

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Sat Dec 30, 2017 3:33 am
by bobingabout
fishycat wrote:Yes, saw this mod, too. Now it changes only the vanilla stuff. But to have the option integrated in bob's would be better and then also his stuff is included.
if it does base game and nobody elses, they didn't do it right.

instead of hard over-writing the spliters by name, you instead iterate through all splitters with a for loop, and replace the group on all of them in a simple function. then do the same with UG belts.

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Sat Dec 30, 2017 10:43 pm
by bobingabout
FactorioBot wrote: Balancing
  • Changed fluid wagon capacity from 75k to 25k (Same as storage tank).
  • Lowered fluid wagon weight from 3000 to 1000 (same as cargo wagon).
  • Changed fluid wagon recipe so it requires just 1 storage tank instead of 3.
  • Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.)
  • Lowered barelling speed from 1 to 0.2.
What do you guys think I should do?
Barrelling should automatically change my barrels too, but my gas cylenders will have 5x the stack size as barrels, even though they hold the same amount of "Fluid".
Should I change all barrel stacks to 5x, or reduce my gas cylender stack size to match?

And, my fluid wagons are going to be messed up as a result of these changes.
Do you think I should revert the fluid wagon stats back to pre 0.16.8 standard, or change my own fluid wagons down to be on par with the new standard?

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Sat Dec 30, 2017 11:05 pm
by fishycat
i would be for, set barrel stacks to 5 and maybe do a MK2 (50k) and MK3 (75k) version for the fluid wagon, along with higher tier tech prerequisites.

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Sun Dec 31, 2017 10:16 am
by HOSH
fishycat wrote:i would be for, set barrel stacks to 5 and maybe do a MK2 (50k) and MK3 (75k) version for the fluid wagon, along with higher tier tech prerequisites.
Lol, When reading the FFF thought about the Mk2 (@50k) and Mk3 (@75k) with similar thoughts to bring Bobs in-line with Vanilla some... Of course add in additional resources required per level like normal.

Currently vanilla barrels stack at 10. The gas bottles, if I remember correctly only held small portion of what barrels did in 0.14, so the stack of them would be more for a similar size ratio. So if they hold the same amount of "Fluid" I feel it would be best to cut down the stack size similarly.

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Sun Dec 31, 2017 12:28 pm
by T2k3
I would adjust the bobs-fluid-wagons to vanilla and i can imagine to to settle on a size of 5x of the barrels. Meaning something of this:
[Stacksize] [fluid_per_bottle]
10 250
25 100 <- my preference
50 50

10x would look like:
10 500
25 200
50 100

In my opinion 10x would be overkill. Or maybe you could go all the way and parameter everything. (gas_fluid_per_bottle, gas_fluid_bottle_stacksize)

btw.: I would actually adjust the fluid_per_barrel parameter from 50 to 100 (would mean the 10x table for the gas bottles)

Here is a little proposal for the bobs function library mod (auto-bottle.lua):

Code: Select all

bobmods.lib.adjust_fluid_per_barrel(fluid_per_barrel)
  local empty_barrel_name = "empty-barrel"
  for name,fluid in pairs(data.raw["fluid"]) do
    if (fluid.auto_barrel == nil or fluid.auto_barrel) and fluid.icon then
      local barrel_fill_recipe, barrel_empty_recipe = get_or_create_barrel_recipes(fluid)

      if barrel_fill_recipe then
        barrel_fill_recipe.ingredients =
          {
            {type = "fluid", name = fluid.name, amount = fluid_per_barrel},
            {type = "item", name = empty_barrel_name, amount = 1},
          }
      end

      if barrel_empty_recipe then
        barrel_empty_recipe.results = {
          {type = "fluid", name = fluid.name, amount = fluid_per_barrel},
          {type = "item", name = empty_barrel_name, amount = 1}
        }
      end
    end
  end
end

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Sun Dec 31, 2017 8:19 pm
by bobingabout
fishycat wrote:i would be for, set barrel stacks to 5 and maybe do a MK2 (50k) and MK3 (75k) version for the fluid wagon, along with higher tier tech prerequisites.
I think the current fluid wagon MK2 and MK3 offer X1.5 and X2 of the original (75k) giving 112.5k for MK2 and 150k for MK3. the new base standard would bring it to 37.5k and 50k

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Sun Dec 31, 2017 9:01 pm
by fishycat
yep, is X1.5 and X2 now. Would it be too much with X2 and X3 of the base X 25k?

edit: ah, yes, happy new gear to all :D

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Sun Dec 31, 2017 10:29 pm
by aklesey1
Happy new 2018 Year to all people! I wish you happiness!

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Wed Jan 03, 2018 11:06 pm
by porcupine
fishycat wrote:yep, is X1.5 and X2 now. Would it be too much with X2 and X3 of the base X 25k?

edit: ah, yes, happy new gear to all :D
I think that'd be overkill.

The whole point of the tuning changes was because the fluid wagons were OP, or rather just too damn big. It's still quite large after all.