Description: Adding various 'missing' parts for larger packs that tend to work around Bob's mods, generally uses scripting, does not require Bob's mods or any other mods and is quite useful on its own.
License: Personal Use Allowed. Mod Pack use allowed. Modifications are allowed but must not be distributed with the same mod name and are encouraged to have the changes submitted back to OvermindDL1 for inclusion to the main mod for everyone to use. Redistribution in forms that are not in mod packs, via an in-game Factorio mod manager, or via the link in this post is disallowed as this location should remain the primary location for ease of use. Feel free to take the functionality to integrate into other mods, and please list here any mods that add such functionality. If such a mod is made that integrates this functionality as well as has other features that I would use then I would be happy to discontinue this mod so I no longer have to continue upkeep.
Dependencies: Base, soon to be Bob's mods based on what is used within it, however all other dependencies will be optional and it can always be used stand-alone.
Long description
As invariably happens with any game I play, I always make a mod of little useful things that I find missing, and here is one for Factorio.
Currently two items:
Item Collector: looks like the radar, needs a new image sometime (taking requests, please submit new graphics), size is 2x2, but for now it acts as a radar however it marks nearby items that are laying on the ground to be picked up by the logistics network (construction bots) whenever it completes a full charge in a 64x64 radius. Its purpose is to replace the sometimes-breaking and quite laggy Artifact Collector that is in certain other mods in a less 'cheaty/transporty' way, has an energy cost, can pick up anything that lays on the ground (love keeping my ground clean), not just mob drops but any item that is on the ground near to it and not on belts, and requires construction bots, which feels far more balanced to me, although I may need to fudge with its recipe, seems too simple currently, a radar and electronic circuits, taking suggestions for this. Unlocks with Automated Construction.
Item Collector Armor Module: Adds a 2x2 armor module that acts like the Item Collector by marking nearby items to be picked up by drones every roughly 15 seconds at a short range. Adding additional modules multiplies the range (2 modules is 2x range, 3 is 3x, etc...). Has a moderate energy cost. Does need a new sprite, badly, if anyone has one then please link.
Pictures
Version history
Version 0.0.6 (2016-12-03):
Factorio 0.14 support
Version 0.0.5 (2016-07-?):
Factorio 0.13 support
Version 0.0.4 (2016-05-18): Download
Removed the electronic part of the recipe for the equipment so as to not require bobs.
Version 0.0.3 (2016-04-03): Download
Renamed mod to OverMods from OverBobs as there is nothing at this time that is Bob's Mods specific other than it just filling it a useful utility role. Old forum URL is here.
Added an Armor Module that will mark items for pickup by bots at a short range, each extra module is a multiplier to that range. (Equipment suggested by Afforess.)
Version 0.0.2 (2016-02-20): Download
Fixed it so it does not work on radars too (removed debugging code)... >.> (Thanks to Supercheese for noticing)
Version 0.0.1 (2015-12-31): Download
Initial Version
Added Item Collector
type = "recipe",
name = "collector-grounditems-armor-module",
energy_required = 10,
enabled = "false",
ingredients =
{
{"collector-grounditems", 1},
--{"electronic-processing-board", 15},
},
result = "collector-grounditems-armor-module"
I assume that was an accidental miss since you commented out the electronic processing board on the others.
Re: [MOD 0.12.29+] OverMods - Useful Utilities
Posted: Sun May 01, 2016 7:01 pm
by seronis
OvermindDL1 wrote:
Modifications are allowed but must not be distributed
You should rephrase that. You dont have the right to limit modifcations on personal copies at all. OF COURSE they're allowed as anyone can do whatever they want with anything on their own computer. If you have to explicitely mention modifications you are implying its for distribution. So you are giving permission to distribute then saying not to. Also while no out of game mod manager really exists yet, they are effectively the equivilant to roll-your-own-modpack programs. And you gave permission for modpack distribution.
Either say you're fine with distribution or say you're not. Dont be bipolar on the issue as it makes the entire license worthless. Cause as it is now, i can just release a modpack of one mod with modifications to it needed to make it compatible with the modpack (ie: random changes to fit my personal taste)
Re: [MOD 0.12.29+] OverMods - Useful Utilities
Posted: Mon May 02, 2016 7:41 pm
by Qon
seronis wrote:Either say you're fine with distribution or say you're not. Dont be bipolar on the issue as it makes the entire license worthless. Cause as it is now, i can just release a modpack of one mod with modifications to it needed to make it compatible with the modpack (ie: random changes to fit my personal taste)
I'm so tempted to release a modified version and call it a modpack just to demonstrate... and the lulz.
No takebacks
OvermindDL1 wrote:
[*] Name: OverMods
[*] Version: 0.0.3
[*] License: Personal Use Allowed. Mod Pack use allowed. Modifications are allowed but must not be distributed and are encouraged to have the changes submitted back to OvermindDL1 for inclusion to the main mod for everyone to use. Redistribution in forms that are not in mod packs, via an in-game Factorio mod manager, or via the link in this post is disallowed as this location should remain the primary location for ease of use.[/list]
Also I would like to thank you for this mod. I'm now going to turn all the native nest into nature preserves (read: artifact mines) as long as they don't happen to be in the way for my important superstructures.
I really wanted something like this to make artifact collection automatable. So annoying to have to do it manually. There are mods that try to do it with recipes from oil or alien ore mines in a peaceful way, but that doesn't quite quelch my thirst for blood, inhumane natural resource extraction and violent xenocide
I like that it doesn't have bob dependencies. And if your mod had a bob dependency wouldn't that make it useless if the features of this mod are from that mod? So don't add it as a dependency...
Re: [MOD 0.12.29+] OverMods - Useful Utilities
Posted: Mon May 02, 2016 8:44 pm
by Klonan
In terms of this license agreement...
This is sort of the reason behind a new system i am devising for the 0.13 mod portal.
More info to come, but ambiguity and disputes will be much more easy to deal with
Re: [MOD 0.12.29+] OverMods - Useful Utilities
Posted: Mon May 02, 2016 8:55 pm
by Qon
Klonan wrote:In terms of this license agreement...
This is sort of the reason behind a new system i am devising for the 0.13 mod portal.
More info to come, but ambiguity and disputes will be much more easy to deal with
Thank you Klonan! It's great to see the Wubes dedication to the mod community. We appreciate it.(Off topic: And thanks for your wonderful collection of mods that you've written Klonan.)
Re: [MOD 0.12.29+] OverMods - Useful Utilities
Posted: Tue May 17, 2016 12:59 am
by OvermindDL1
Klonan wrote:In terms of this license agreement...
This is sort of the reason behind a new system i am devising for the 0.13 mod portal.
More info to come, but ambiguity and disputes will be much more easy to deal with
Honestly I do not care what people do with it, just if it is distributed via the same name it would make it difficult for people to decide where to get it, that is just to help ensure that the mod itself is in one central place.
I do fully encourage anyone to integrate the functionality into their mods. If the mod is one I use then that means that I will stop using mine and likely delete it as I would then have no reason to continue it.
Once a proper mod portal is setup and accessible within game then I would imagine that duplicate names would not be allowed, so it would not be an issue then anyway.
Qon wrote:
seronis wrote:Either say you're fine with distribution or say you're not. Dont be bipolar on the issue as it makes the entire license worthless. Cause as it is now, i can just release a modpack of one mod with modifications to it needed to make it compatible with the modpack (ie: random changes to fit my personal taste)
I'm so tempted to release a modified version and call it a modpack just to demonstrate... and the lulz.
All fine as long as the modpack itself is not called OverMods either I would prefer.
Qon wrote:
No takebacks
OvermindDL1 wrote:
[*] Name: OverMods
[*] Version: 0.0.3
[*] License: Personal Use Allowed. Mod Pack use allowed. Modifications are allowed but must not be distributed and are encouraged to have the changes submitted back to OvermindDL1 for inclusion to the main mod for everyone to use. Redistribution in forms that are not in mod packs, via an in-game Factorio mod manager, or via the link in this post is disallowed as this location should remain the primary location for ease of use.[/list]
Huh? Takebacks? I do not understand the reference?
Qon wrote:Also I would like to thank you for this mod. I'm now going to turn all the native nest into nature preserves (read: artifact mines) as long as they don't happen to be in the way for my important superstructures.
I really wanted something like this to make artifact collection automatable. So annoying to have to do it manually. There are mods that try to do it with recipes from oil or alien ore mines in a peaceful way, but that doesn't quite quelch my thirst for blood, inhumane natural resource extraction and violent xenocide
I like that it doesn't have bob dependencies. And if your mod had a bob dependency wouldn't that make it useless if the features of this mod are from that mod? So don't add it as a dependency...
That was precisely my use for it, all the other 'artifact collector' style mods I'd tried were significantly performance affecting and/or stopped working after a random period of time, plus their lack of power-use and magical-item-teleportation ability bugged me. ^.^
type = "recipe",
name = "collector-grounditems-armor-module",
energy_required = 10,
enabled = "false",
ingredients =
{
{"collector-grounditems", 1},
--{"electronic-processing-board", 15},
},
result = "collector-grounditems-armor-module"
I assume that was an accidental miss since you commented out the electronic processing board on the others.
It was intentional as I consider armor equipment modules more powerful than stationary buildings.
Re: [MOD 0.12.29+] OverMods - Useful Utilities
Posted: Tue May 17, 2016 2:25 am
by Qon
OvermindDL1 wrote:
I assume that was an accidental miss since you commented out the electronic processing board on the others.
It was intentional as I consider armor equipment modules more powerful than stationary buildings.[/quote]
electronic processing board is not a vanilla factorio item and OverMods has no dependencies except base.
Ah nice. It is halfway there, needs to do the same with armor and have it as a standalone building (and keep updating it into the future).
Re: [MOD 0.12.29+] OverMods - Useful Utilities
Posted: Tue Aug 30, 2016 8:50 am
by TheTom
Any chance for a .14 update?
Re: [MOD 0.12.29+] OverMods - Useful Utilities
Posted: Thu Sep 08, 2016 7:55 am
by TheTom
Hate to nag, but this is one of 2 mods that do not work (the other being satellite uplink) with .14 on my game - and I consider dumping it now. I love the item collector, but there is some issue there and I ahve no clue about modding factorio so.... it does not work. Anyone can look at it?
The erorr after changing the version to .14 is:
Error while loading equipment prototype:
"collector-grounditems-armor-module" (movement-bonus-equipment)":
No such node (categories)
Not sure if there are others hidden after this.
Re: [MOD 0.12.29+] OverMods - Useful Utilities
Posted: Sun Dec 04, 2016 4:17 am
by OvermindDL1
TheTom wrote:Hate to nag, but this is one of 2 mods that do not work (the other being satellite uplink) with .14 on my game - and I consider dumping it now. I love the item collector, but there is some issue there and I ahve no clue about modding factorio so.... it does not work. Anyone can look at it?
The erorr after changing the version to .14 is:
Error while loading equipment prototype:
"collector-grounditems-armor-module" (movement-bonus-equipment)":
No such node (categories)
Not sure if there are others hidden after this.
Not received a notification from here so did not see this, sorry... >.>
I've still been using other 0.13 mods so I'd not needed to update this yet, but I just did, updated on the mod portal now to Factorio 0.14.
Re: [MOD 0.14+] OverMods - Useful Utilities
Posted: Sun Dec 18, 2016 2:23 am
by theit8514
I am encountering this crash in 0.14.21:
63.488 Error MainLoop.cpp:788: Exception at tick 0: Error while running event on_tick (ID 0)
LuaItemStack doesn't contain key has_grid.
stack traceback:
__OverMods__/control.lua:64: in function <__OverMods__/control.lua:49>
if armor.valid_for_read and armor.grid ~= nil then
Re: [MOD 0.14+] OverMods - Useful Utilities
Posted: Tue Feb 07, 2017 8:17 pm
by DRY411S
theit8514 wrote:I am encountering this crash in 0.14.21:
63.488 Error MainLoop.cpp:788: Exception at tick 0: Error while running event on_tick (ID 0)
LuaItemStack doesn't contain key has_grid.
stack traceback:
__OverMods__/control.lua:64: in function <__OverMods__/control.lua:49>
if armor.valid_for_read and armor.grid ~= nil then
I'm getting this error too in 0.14.22. The same edit above fixed it.
But it 'fixed' it in a way that doesn't seem right. Although the text says that construction bots will go and find the things that the item collector finds, I *think* that logistics bots go and collect too. And after the initial collection, no further collections are made as the scan expands.