It's not really a wiki, and I'm not sure how up-to-date this is with newer changes, but you can use this http://factorio.rotol.me/pack/bobmods-f13/factoratio/elementgermanium wrote:Where is a wiki or other source of information for bob's mods? I want to know the recipes/ores/etc.
[0.13.x] Bob's Mods: General Discussion
Moderator: bobingabout
Re: [0.13.x] Bob's Mods: General Discussion
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.13.x] Bob's Mods: General Discussion
Library 0.14.2:binbinhfr wrote:Yes that's the good solution. thx bob.bobingabout wrote:I'll just delete these machine log lines...
* Removed broken log calls from category functions.
Re: [0.13.x] Bob's Mods: General Discussion
Just wanted to mention how happy I am with the new Electronics graphics.
I really like them, thanks whoever it was that did those!
I realize this may be old news as I haven't tried the mod in quite a while, but anyway, nicely done!
I really like them, thanks whoever it was that did those!
I realize this may be old news as I haven't tried the mod in quite a while, but anyway, nicely done!
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.13.x] Bob's Mods: General Discussion
This guy: viewtopic.php?f=51&t=28456Darloth wrote:thanks whoever it was that did those!
It started as a mod, I integrated some of the graphics.
Re: [0.13.x] Bob's Mods: General Discussion
So I just tried updating Bob's Research progress Save and it says it requires Factorio < 14.8. I can't find changelogs anywhere. What is the issue? Should I downgrade Factorio?
Re: [0.13.x] Bob's Mods: General Discussion
Factorio now has a build in research progress saver
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.13.x] Bob's Mods: General Discussion
As stated in the previous post, The functionality of bobtechsave/Bob's Research progress saver was integrated into the base game. To prevent conflicts between the two systems, I did a small update that changed ONLY what version of Factorio it was allowed to run on, to limit it to before the function was integrated... This does however mean that any incomplete technology research that was "saved" by my mod is lost. If you really do want my techsave mod in your game, simply continue to use v0.14.1, but the general user won't need it, so it's best to have it disabled. This method disables it automatically for them.
Re: [0.13.x] Bob's Mods: character-inventory-slots-bonus
Bug report: Character inventory slots research. All levels
Unknown key:"modifier-description.character-inventory-slots-bonus"
Unknown key:"modifier-description.character-inventory-slots-bonus"
used mods
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.13.x] Bob's Mods: character-inventory-slots-bonus
I can't remember right now which mod I added that in... but I'll take a look at adding the locale entry for that.HeilTec wrote:Bug report: Character inventory slots research. All levels
Unknown key:"modifier-description.character-inventory-slots-bonus"
Re: [0.13.x] Bob's Mods: character-inventory-slots-bonus
I can understand that with so many parts included in the pack.bobingabout wrote: Unknown key:"modifier-description.character-inventory-slots-bonus"
I can't remember right now which mod I added that in... but I'll take a look at adding the locale entry for that.
I just thought I'd give you a heads up. We're having a good time with it all.
Re: [0.13.x] Bob's Mods: General Discussion
Just in case you had no time to look it up yet, I think it was Bobs tech which added all this utilities researches.
-
- Inserter
- Posts: 36
- Joined: Wed Apr 23, 2014 4:54 pm
- Contact:
Re: [0.13.x] Bob's Mods: General Discussion
I updated from 0.12.x and added Angels ores, but something went wrong, I get a error about a problem with asigning a ID. here is the log entry:
latest log
May this log help you to help me to track the problem down.Re: [0.13.x] Bob's Mods: General Discussion
Petrochem from angels is probably the culprit Angel overrides a lot of stuff.
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.13.x] Bob's Mods: General Discussion
That is a lot of mods.
-
- Inserter
- Posts: 36
- Joined: Wed Apr 23, 2014 4:54 pm
- Contact:
Re: [0.13.x] Bob's Mods: General Discussion
Yeah, angels petro, disables oil-rocessing 3 but must be another mod, that requests it anyway, may have to look into all files, who askes for it, and write a compat patch.
Edit, I fixed one or two0 things manual before reloading. So I am not sure which things I chaged, if you see a higher version on a file than in the mod portal, that is defitifly patched by me.
Edit, I fixed one or two0 things manual before reloading. So I am not sure which things I chaged, if you see a higher version on a file than in the mod portal, that is defitifly patched by me.
-
- Inserter
- Posts: 36
- Joined: Wed Apr 23, 2014 4:54 pm
- Contact:
Re: [0.13.x] Bob's Mods: General Discussion
I could track it down to Dytech, there seem to be some more issues. But I can't relicate it without Bob's and Angels mods active, I keep you informed.
Re: [0.13.x] Bob's Mods: General Discussion
Hi BOB!
My last Bob Game ends with 1 MK4 Machine per Item with Modules and many Beacons and my base was smaller as 1 Roboport can handle.
So i want something more challenge and make now a new MOD Pack for me.
I want only MK1 Machines and no Modules.
Now i have only these Mods:
bobconfig_0.14.0.zip
bobelectronics_0.14.0.zip
bobgreenhouse_0.14.0.zip
bobinserters_0.14.0.zip
boblibrary_0.14.2.zip
bobores_0.14.0.zip
bobplates_0.14.0.zip
and the follow problem.
I cant deaktivate the GEMS and the better Pumps!
I have disabled all in the config but its still there.
How i can fix this?
I deativate tungsten & Co but its still there ... but i think this is because the pumps need it.
But that is not so a big problem for me.
I hope you can help me.
Thanks!
DOSorDIE
My last Bob Game ends with 1 MK4 Machine per Item with Modules and many Beacons and my base was smaller as 1 Roboport can handle.
So i want something more challenge and make now a new MOD Pack for me.
I want only MK1 Machines and no Modules.
Now i have only these Mods:
bobconfig_0.14.0.zip
bobelectronics_0.14.0.zip
bobgreenhouse_0.14.0.zip
bobinserters_0.14.0.zip
boblibrary_0.14.2.zip
bobores_0.14.0.zip
bobplates_0.14.0.zip
and the follow problem.
I cant deaktivate the GEMS and the better Pumps!
I have disabled all in the config but its still there.
How i can fix this?
I deativate tungsten & Co but its still there ... but i think this is because the pumps need it.
But that is not so a big problem for me.
I hope you can help me.
Thanks!
DOSorDIE
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.13.x] Bob's Mods: General Discussion
I guess I need to add more configuration options. It's something I could look into for 0.15 when configuration becomes easier.
What you're trying to do isn't part of the current mod ability. Although most things outside of bobplates will be able to reconfigure to not need gems, or tungsten, or other materials, they currently can't be disabled.
As for those pumps, that's something else I need to look at. I plan to remove them completely from the bobplates mod and have them as their own fluid packing mod.
What you're trying to do isn't part of the current mod ability. Although most things outside of bobplates will be able to reconfigure to not need gems, or tungsten, or other materials, they currently can't be disabled.
As for those pumps, that's something else I need to look at. I plan to remove them completely from the bobplates mod and have them as their own fluid packing mod.
Re: [0.13.x] Bob's Mods: General Discussion
Thx for you fast answer.bobingabout wrote:I guess I need to add more configuration options. It's something I could look into for 0.15 when configuration becomes easier.
What you're trying to do isn't part of the current mod ability. Although most things outside of bobplates will be able to reconfigure to not need gems, or tungsten, or other materials, they currently can't be disabled.
As for those pumps, that's something else I need to look at. I plan to remove them completely from the bobplates mod and have them as their own fluid packing mod.
Hmm ... but how i can "disable" it manually or make it invisible?
Or is it to complicated to do it?
EDIT:
For your update you should ingegrade some Materials like Aluminium, Tungsten & Co to build a rocket.
Now the need only for MK2 and better machines. So I need a few hundreds of it ... not more.
Thats a waste of you great work not to use it for something.
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.13.x] Bob's Mods: General Discussion
There is a mod that adds this sort of thing, but it's not written by me. check out this one viewtopic.php?f=51&t=26053
I do plan to eventually get around to doing that sort of thing myself, but it's just one of those things where I need time to write it, and my time is limited.
I do plan to eventually get around to doing that sort of thing myself, but it's just one of those things where I need time to write it, and my time is limited.