[0.17] Please post bugs and balance issues here.

Some mods, made by Bob. Basically streaks every Factroio-area.

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[0.17] Please post bugs and balance issues here.

Post by bobingabout » Tue Feb 26, 2019 9:02 pm

Bob's mods 0.17 is released.

Let me know if I did anything wrong, obvious or not, but do it in here as to not spam general discussion.


Known issues:
Check inserter names, especially those renamed base game, such as express filter inserter.
Maybe add minimum range to AOE ammos.
Galena might be a little on the scarce side.
Allow turning off individual logistics components.
Add a tech to unlock the first tier of inserter rotation.

a friend wants to be able to vent steam.

5Dim uses fast replace group "electric-furnace" on the electric furnace, which breaks bobassembly.


Fixed but not released:
Added mod thumbnail icon to all mods.
Added changelogs and basic description to all mods.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.

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Re: 0.17 released. Post bugs and balance feedback

Post by Jessea2010 » Tue Feb 26, 2019 9:10 pm

Failed to load mods:__bobmodules__/data.lua:46: attempt to call global "productivitymodulelimitation' (a nil value)
stack traceback:
__bobmodules__/data.lua:46: in main chunk

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Re: 0.17 released. Post bugs and balance feedback

Post by bobingabout » Tue Feb 26, 2019 9:19 pm

Jessea2010 wrote:
Tue Feb 26, 2019 9:10 pm
Failed to load mods:__bobmodules__/data.lua:46: attempt to call global "productivitymodulelimitation' (a nil value)
stack traceback:
__bobmodules__/data.lua:46: in main chunk
Right, I see the issue. I'll fix it.
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Re: 0.17 released. Post bugs and balance feedback

Post by Jessea2010 » Tue Feb 26, 2019 9:21 pm

Yes, library is installed.. ALL other Bob's Mods work.

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Re: 0.17 released. Post bugs and balance feedback

Post by Thordus » Tue Feb 26, 2019 9:23 pm

Thx for the fast update Bob.

Have the same problem and the library is installed.

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Re: 0.17 released. Post bugs and balance feedback

Post by bobingabout » Tue Feb 26, 2019 9:26 pm

Okay, update the modules mod now.

you may need to disable it, update then re-enable it.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.

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Re: 0.17 released. Post bugs and balance feedback

Post by Jessea2010 » Tue Feb 26, 2019 9:29 pm

Ok, just tried with Clock, on a new map.

Error while running event clock::on_tick (ID 0)
__clock__/control.lus:67: attempt to index field 'clockGUI' (a nil value)
stack traceback:
__clock__/control.lua:67: in function<__clock__/control.lua:57>

Non-recoverable error

P.S. Thank you!! Your mods are awesome!

Modules is fixed!
Last edited by Jessea2010 on Tue Feb 26, 2019 9:32 pm, edited 1 time in total.

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Re: 0.17 released. Post bugs and balance feedback

Post by bobingabout » Tue Feb 26, 2019 9:30 pm

Okay, disable the clock until I fix it.

Yes, I'm looking into it now.
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Re: 0.17 released. Post bugs and balance feedback

Post by bobingabout » Tue Feb 26, 2019 9:45 pm

Clock should be fixed now.
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Re: 0.17 released. Post bugs and balance feedback

Post by shadoworld56 » Tue Feb 26, 2019 9:52 pm

"value must be a list or dictionary in property tree at ROOT.updates" When trying to use the autoupdater. using a zip download. no mods

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Re: 0.17 released. Post bugs and balance feedback

Post by bobingabout » Tue Feb 26, 2019 9:54 pm

shadoworld56 wrote:
Tue Feb 26, 2019 9:52 pm
"value must be a list or dictionary in property tree at ROOT.updates" When trying to use the autoupdater. using a zip download. no mods
uuuhh... if you have no mods, why are you posting in a bob's mods topic about the updater?
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Re: 0.17 released. Post bugs and balance feedback

Post by Jessea2010 » Tue Feb 26, 2019 9:54 pm

Clock is fixed. Thank you again. :D

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Re: 0.17 released. Post bugs and balance feedback

Post by shadoworld56 » Tue Feb 26, 2019 9:57 pm

sorry. I replied to the wrong forum post. Thought I was responding to the 0.17.01 update thread. >_<

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Re: 0.17 released. Post bugs and balance feedback

Post by Thordus » Tue Feb 26, 2019 10:01 pm

Error while running event bobinserter::on_built_entity (ID 6)
LuaItemStack API call when LuaItemStack was invalid.
stack traceback:
__bobinserters__/control.lua:604:in function
<__bobinserters__/control.lua:591>
stack traceback:
[C]:in function'__index'
__bobinserters__/control.lua:604:in function
<__bobinserters__/control.lua:591>

Got this message after placing a ghost of a yellow inserter.
Q on an inserter and place it while no inserter in the inventory.

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Re: 0.17 released. Post bugs and balance feedback

Post by bobingabout » Tue Feb 26, 2019 10:24 pm

Thordus wrote:
Tue Feb 26, 2019 10:01 pm
Error while running event bobinserter::on_built_entity (ID 6)
LuaItemStack API call when LuaItemStack was invalid.
stack traceback:
__bobinserters__/control.lua:604:in function
<__bobinserters__/control.lua:591>
stack traceback:
[C]:in function'__index'
__bobinserters__/control.lua:604:in function
<__bobinserters__/control.lua:591>

Got this message after placing a ghost of a yellow inserter.
Q on an inserter and place it while no inserter in the inventory.
Thanks for steps to repeat.

Fixed.
Also logistics suffered from the same issue, that's fixed too.
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Re: 0.17 released. Post bugs and balance feedback

Post by Light » Tue Feb 26, 2019 11:03 pm

Behemoth spitters turn green when attacking but revert to white when walking.

This doesn't seem to occur to other types.

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Re: 0.17 released. Post bugs and balance feedback

Post by Princess-Luna » Tue Feb 26, 2019 11:14 pm

So bob mods require the library and i have the library but i still have a mod dependency issue

Edit: reinstalling the library fixed it

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Re: 0.17 released. Post bugs and balance feedback

Post by bobingabout » Tue Feb 26, 2019 11:27 pm

Light wrote:
Tue Feb 26, 2019 11:03 pm
Behemoth spitters turn green when attacking but revert to white when walking.

This doesn't seem to occur to other types.
It appears that not only was this showing up the wrong colour, but I missed adding tint 2 to ALL of my new spitters. they should look a lot more vibrant now.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.

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Re: 0.17 released. Post bugs and balance feedback

Post by Light » Tue Feb 26, 2019 11:47 pm

bobingabout wrote:
Tue Feb 26, 2019 11:27 pm
Light wrote:
Tue Feb 26, 2019 11:03 pm
Behemoth spitters turn green when attacking but revert to white when walking.

This doesn't seem to occur to other types.
It appears that not only was this showing up the wrong colour, but I missed adding tint 2 to ALL of my new spitters. they should look a lot more vibrant now.
Part of me feels that leviathans might need to be set to white or another colour, as they're easily blended in with acid or medium biters from a distance. They were identical to them before the vibrancy fix, but still. (It bugged me in 0.16 too, but now's the best time to bring it up.)

Such pretty little pillbugs.

Image

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Re: 0.17 released. Post bugs and balance feedback

Post by fishycat » Tue Feb 26, 2019 11:52 pm

Hi Bob, getting this error, not sure if it is on my end or yours:

Unbenannt.png
Unbenannt.png (20.38 KiB) Viewed 3340 times



I have no problems with just base mod and my little mod, as soon as I add boblogistics this error comes up. I'm just changing the fast_replaceable_group
for splitters and underground-belts with the mod.
Last edited by fishycat on Wed Feb 27, 2019 2:39 am, edited 1 time in total.

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