[0.13.x] Bob's Mods: General Discussion

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

Moderator: bobingabout

pieppiep
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Re: [0.13.x] Bob's Mods: General Discussion

Post by pieppiep »

elementgermanium wrote:Where is a wiki or other source of information for bob's mods? I want to know the recipes/ores/etc.
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/
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Re: [0.13.x] Bob's Mods: General Discussion

Post by bobingabout »

binbinhfr wrote:
bobingabout wrote:I'll just delete these machine log lines...
Yes that's the good solution. thx bob.
Library 0.14.2:
* Removed broken log calls from category functions.
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I also have a Patreon.
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Re: [0.13.x] Bob's Mods: General Discussion

Post by Darloth »

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!
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Re: [0.13.x] Bob's Mods: General Discussion

Post by bobingabout »

Darloth wrote:thanks whoever it was that did those!
This guy: viewtopic.php?f=51&t=28456
It started as a mod, I integrated some of the graphics.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
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Re: [0.13.x] Bob's Mods: General Discussion

Post by Lalkin »

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?
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Re: [0.13.x] Bob's Mods: General Discussion

Post by pieppiep »

Factorio now has a build in research progress saver
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Re: [0.13.x] Bob's Mods: General Discussion

Post by bobingabout »

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.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
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Re: [0.13.x] Bob's Mods: character-inventory-slots-bonus

Post by HeilTec »

Bug report: Character inventory slots research. All levels

Unknown key:"modifier-description.character-inventory-slots-bonus"

used mods
ss+(2016-09-25+at+10.35.00).jpg
ss+(2016-09-25+at+10.35.00).jpg (33.32 KiB) Viewed 7790 times
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Re: [0.13.x] Bob's Mods: character-inventory-slots-bonus

Post by bobingabout »

HeilTec wrote:Bug report: Character inventory slots research. All levels

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.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
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Re: [0.13.x] Bob's Mods: character-inventory-slots-bonus

Post by HeilTec »

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 can understand that with so many parts included in the pack. :shock:
I just thought I'd give you a heads up. :ugeek: We're having a good time with it all. :D
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Re: [0.13.x] Bob's Mods: General Discussion

Post by Masterfox »

Just in case you had no time to look it up yet, I think it was Bobs tech which added all this utilities researches.
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Re: [0.13.x] Bob's Mods: General Discussion

Post by Kupferdrache »

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.
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Re: [0.13.x] Bob's Mods: General Discussion

Post by Nexela »

Petrochem from angels is probably the culprit Angel overrides a lot of stuff.
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Re: [0.13.x] Bob's Mods: General Discussion

Post by bobingabout »

That is a lot of mods.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
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Re: [0.13.x] Bob's Mods: General Discussion

Post by Kupferdrache »

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.
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Re: [0.13.x] Bob's Mods: General Discussion

Post by Kupferdrache »

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.
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Re: [0.13.x] Bob's Mods: General Discussion

Post by DOSorDIE »

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?
Pumps.jpg
Pumps.jpg (81.95 KiB) Viewed 7608 times
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!
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Re: [0.13.x] Bob's Mods: General Discussion

Post by bobingabout »

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.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
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Re: [0.13.x] Bob's Mods: General Discussion

Post by DOSorDIE »

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.
Thx for you fast answer.
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.
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Re: [0.13.x] Bob's Mods: General Discussion

Post by bobingabout »

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.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
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