[0.12.x][v0.12.1] Bob's Greenhouse mod

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

Moderator: bobingabout

Should I merge this mod into another?

Poll ended at Tue Jun 14, 2016 1:17 am

No, keep it as its own mod.
17
81%
Merge it into MCI.
3
14%
Merge it into Other. (Please specify in comments)
1
5%
 
Total votes: 21

Kormer
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by Kormer »

I'm working on a tool that ties in with other mods and I've hit upon something odd here in the Greenhouse mod. When I peak at the data.raw for the bob-greenhouse assembler, I get back an ingredient count of 2. This seems at odds because the bob-advanced-greenhouse-cycle recipe has three inputs, so it doesn't seem like it should work.

Can you help me understand what haxsploits you're doing to the game to override that limit? Is there anything specifically in the data.raw that would indicate this?
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by bobingabout »

Simple terms.... Fluids don't count. The limit appears to only apply to items.

So where you have 3, it's Seedlings, Fertiliser and Water, Water is a fluid and doesn't count to the limit, hence that's 2 items.
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I also have a Patreon.
Kormer
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by Kormer »

bobingabout wrote:Simple terms.... Fluids don't count. The limit appears to only apply to items.

So where you have 3, it's Seedlings, Fertiliser and Water, Water is a fluid and doesn't count to the limit, hence that's 2 items.
Thanks Bob, I did not know that.
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by Jackalope_Gaming »

I'm running into a bit of a problem/oddity with greenhouse. It takes 1 wood to make 1.5 seedlings, but Factorio doesn't really like doing fractions when it comes to non-fluids. For example, I'll handcraft the recipe once and get nothing, and the next handcraft I'll maybe get 2 seedlings or even 4. For the sake of consistency, would it be possible to change the wood to seedling recipe to use whole numbers? Make it 2 wood to 3 saplings and double the crafting time up to 1 second to keep the ratios the same?
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by torne »

The output is random; the game displays the average when there's a random component. It has a 50% chance of producing any output at all, and when it does, it produces between 1 and 5, at random.
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by bobingabout »

Yeah, think of it as... "How many seeds are in an apple?" you don't know until you look inside, but you have to "destroy" the apple to do that.

In this case, the machine is attempting to produce saplings from a log, there's a good chance the log is too "Dead" to get anything useful out of it, and when you do, the quantity could vary greatly.

I chose to reflect in the recipe.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by Toblakai »

I have a question concerning the Alien Biomes mod and this one. How do the additional terrains in Alien Biomes affect the growth rate of the greenhouses?

Thanks,

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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by ukezi »

I don't think that the ground influences the speed at all.
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by bobingabout »

My greenhouse is just a factory that runs a recipe... So the Biomes shouldn't effect my Greenhouse at all.
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by clampi »

Hello Bob,

There is a defect reported now in bobgreenhouse v0.15.0 by factorio version 0.15.6:
Error while running setup for item prototype "seedling" (item): Must have a valid fuel_category when fuel_value is used.
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by depoz »

clampi wrote:Hello Bob,

There is a defect reported now in bobgreenhouse v0.15.0 by factorio version 0.15.6:
Error while running setup for item prototype "seedling" (item): Must have a valid fuel_category when fuel_value is used.
Fast fix for it
open file mods\bobgreenhouse_0.15.0\prototypes\items.lua
find in file line fuel_value = "200J",
and add after fuel_category = "chemical",
save
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by bobingabout »

I forgot that you can burn seedlings. I'll have a go at fixing this in a couple of hours, when I get home.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
British_Petroleum
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by British_Petroleum »

Hi bob,

The greenhouse doesn't output seedlings anymore, just wood. Is this intentional? Dealing with the seedlings was an interesting puzzle.
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by bobingabout »

British_Petroleum wrote:Hi bob,

The greenhouse doesn't output seedlings anymore, just wood. Is this intentional? Dealing with the seedlings was an interesting puzzle.
It was intentional, it confused a lot of people so I decided to remove them.

Of course I had to re-ballance all the recipes to make up for that loss.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by arbarbonif »

bobingabout wrote:It was intentional, it confused a lot of people so I decided to remove them.

Of course I had to re-ballance all the recipes to make up for that loss.
The irony is that vanilla has just added this mechanic to the base game with the uranium enrichment.
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by moon69 »

British_Petroleum wrote:... Dealing with the seedlings was an interesting puzzle.
Agreed - please consider reverting this change (or perhaps as an option)?
Any confusion can be resolved with a simple google bob greenhouse setup to get cookie cutter examples of how to set it up.
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by iamwyza »

How about there are 2 recipes. Level 1 without Fertalizer gives no seeds and X wood. Level 2 with fertalizer gives seeds and X2 wood. (or whatever the balance ends up being).

Then you can have the simple less efficient mechanic and a more complicated mechanic for later. (it isn't like that's an unprecedented approach even within this modpack, see copper+cobolt)
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by bobingabout »

I'd probably go with the Option setup.

Also, would it be a good or bad idea if chopping down trees could give seedlings?
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by arbarbonif »

bobingabout wrote:I'd probably go with the Option setup.

Also, would it be a good or bad idea if chopping down trees could give seedlings?
I'd vote "bad". Cluttering up the inventory with something with only one use (though I suppose you could also burn them) would be a pain. Wood is at least used in several places and there are other mods that use it as well (charcoal burning and the like). It is far easier to get rid of when you don't want it, especially since you don't have any reason to stockpile seedlings.
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by HOSH »

bobingabout wrote:I'd probably go with the Option setup.

Also, would it be a good or bad idea if chopping down trees could give seedlings?
2nd the bad... Personally me and a friend would not like to have the mess of chopping a tree and getting a seedling it would just clutter the inventory. Yes we can use them, but far easier to create them then getting them mining.

If anything make the factory creating seedlings "Mini" Greenhouse like a 2X2 that requires wood and water to add a little complexity. Maybe even some sort of low grade fertilizer, mineral based not petroleum based.
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