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Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

Posted: Tue Sep 20, 2016 7:09 pm
by steinio
Hello,

is the CMHModBobEndGame-Pack also available for 0.13?

Greetings steinio.

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

Posted: Wed Sep 21, 2016 3:15 pm
by CMH
For just the rocket changes, no. But I can easily make it or you can too if you download the v14 and change the .info file.

The recipes are all compatible with .13 and .14.

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

Posted: Wed Sep 21, 2016 3:53 pm
by steinio
Thank you for the info.

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

Posted: Fri Nov 18, 2016 1:57 am
by CMH
Took a break from factorio. Waiting for 0.15 :D

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

Posted: Fri Nov 18, 2016 8:53 am
by bobingabout
CMH wrote:Took a break from factorio. Waiting for 0.15 :D
Considering 0.15 is going to break so much, I think most of us are doing that right now.

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

Posted: Fri Nov 18, 2016 10:55 am
by hoho
Eh, 0.15 is still months away :)

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

Posted: Tue Apr 11, 2017 2:57 pm
by CMH
Its almost here. Still waiting.

I'm a gamer, so I'd like to play games. While factorio is really really good and entertaining, there's so many other games out there.

However, back to factorio.

Now where's that 0.15?!??

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

Posted: Wed Apr 12, 2017 8:13 am
by bobingabout
My estimate is 5 days away (Monday the 17th) based on my analysis of the FFF posts.

They've already explicitly stated that it will be released on a Monday (To give themselves an entire week after the release to work on bug fixes, rather than have it stuck not updated over the weekend from a Friday release)

They have also stated that they will tell us on the FFF beforehand.

Latest FFF stated they are doing some play testing, and fixing obvious bugs, which leads me to believe they are taking this week to polish the game a little to create a final build this Friday, ready to be uploaded first thing Monday.

Which would actually be perfect for me, I have that week off work, so it would be the best time for me to work on recreating bob's mods for 0.15.



Even though this coming Monday is Easter Monday, and therefore a national holiday.

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

Posted: Wed Apr 12, 2017 8:18 am
by hoho
CMH wrote:Now where's that 0.15?!??
Soon(tm).

My guess is it'll be here within 1-2 weeks at most unless they find some major issues in their internal testing. In last FF they said they have found suspiciously few problems.

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

Posted: Wed Apr 12, 2017 9:27 am
by bobingabout
hoho wrote:
CMH wrote:Now where's that 0.15?!??
Soon(tm).

My guess is it'll be here within 1-2 weeks at most unless they find some major issues in their internal testing. In last FF they said they have found suspiciously few problems.
Maybe they're better coders than they think they are.

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

Posted: Wed Apr 12, 2017 3:03 pm
by CMH
Well, I'm excited for it. Its like getting a new game.

Btw, anyone playing my mod have any issues with any updates Bob might have pushed out while I was away?

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

Posted: Thu Apr 13, 2017 10:54 am
by bobingabout
CMH wrote:Btw, anyone playing my mod have any issues with any updates Bob might have pushed out while I was away?
I haven't pushed any updates since the news of the 0.15 science pack restructure was announced. followed by all those other "This update will break your mods" posts.

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

Posted: Thu Apr 13, 2017 12:17 pm
by Nilaus
bobingabout wrote:I haven't pushed any updates since the news of the 0.15 science pack restructure was announced. followed by all those other "This update will break your mods" posts.
I am happy to hear that it is a conscious choice not to push updates. I was getting worried that you had vanished and left the work on your mod-pack :)

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

Posted: Sun Apr 16, 2017 8:11 pm
by Termak
I hope you will make us .15 version fast after the update, i cannot imagine playing factorio without Bobmods anymore.

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

Posted: Mon Apr 17, 2017 12:53 am
by bobingabout
Termak wrote:I hope you will make us .15 version fast after the update, i cannot imagine playing factorio without Bobmods anymore.
how fast is fast?

keep in mind that 0.15 will break so many things in my mods as they are right now, I'll effectively be writing the whole thing over. And I won't know what 0.15 looks like until we have it.

It'll be a week, minimum. Which basically means you have to choose between 0.15 or Bob's mods.

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

Posted: Mon Apr 17, 2017 7:07 am
by hoho
I'm personally hoping that they'll add a few more achievements one can spend time getting while mods update.

Would be nice to have a "complete game in marathon mode in under X hours" :D

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

Posted: Sat Apr 29, 2017 6:02 am
by CMH
Don't forget I have to wait for Bob's Mods to work first before I can even figure if I need to make any changes to mine.

So just keep tuning in, I will be updating for 0.15.

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

Posted: Tue May 09, 2017 2:23 pm
by CMH
Could do with a bit of help trying to get it to start.

It seems like It doesn't like me changing the recipes.

For example
bobmods.lib.add_new_recipe_item ("bob-oil-processing", {"sodium-hydroxide", 5})

I checked that bob-oil-processing is still there, and so is sodium-hydroxide, but apparently its a nil value?

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

Posted: Tue May 09, 2017 3:20 pm
by bobingabout
CMH wrote:Could do with a bit of help trying to get it to start.

It seems like It doesn't like me changing the recipes.

For example
bobmods.lib.add_new_recipe_item ("bob-oil-processing", {"sodium-hydroxide", 5})

I checked that bob-oil-processing is still there, and so is sodium-hydroxide, but apparently its a nil value?
I deleted the library legacy(0.12) support.

instead of bobmods.lib.add_new_recipe_item() you should now use bobmods.lib.recipe.add_new_ingredient()
The name of the function is the only thing that changed, it should still function the same as before.

The others would change like...
remove_recipe_item -> recipe.remove_ingredient
replace_recipe_item -> recipe.replace_ingredient
add_recipe_result -> recipe.add_result.

Basically, in recipes, the name item was changed to ingredient, and the word recipe was pulled out of the function name to become a table holding all the recipe functions.

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

Posted: Tue May 09, 2017 9:19 pm
by Coppermine
CMH: while you're working on your mod it would be great if you could ensure compatibility with Angel's mods. Currently (at least as of the 0.14 versions) CMHModBobEndGame and Angel's Petrochem both tweaked the rocket fuel recipe. The combination of both changes led to four fluid ingredients, which is impossible to craft. I made my own tiny mod to remove the nitric acid ingredient and make it work again (since you're adding nitroglycerin, the nitric acid seemed redundant). (Three fluid ingredients is fine because Angel adds an advanced chemical plant which supports that).