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

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

Moderator: bobingabout

User avatar
fishycat
Filter Inserter
Filter Inserter
Posts: 315
Joined: Thu Apr 09, 2015 7:38 pm
Contact:

Re: [0.16.x] Bob's Mods: General Discussion

Post by fishycat »

Thank you for the new bots :D

I noticed something else, the green and purple underground belts should be in "transport-belt" fast-replaceable-group.
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.16.x] Bob's Mods: General Discussion

Post by bobingabout »

fishycat wrote:Thank you for the new bots :D

I noticed something else, the green and purple underground belts should be in "transport-belt" fast-replaceable-group.
*head desk* yeeeaaah... Another base game change I forgot to update for.

I'll add it on the list for later.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
User avatar
fishycat
Filter Inserter
Filter Inserter
Posts: 315
Joined: Thu Apr 09, 2015 7:38 pm
Contact:

Re: [0.16.x] Bob's Mods: General Discussion

Post by fishycat »

Would you consider tweaking the loots for spawners and worms a little?
I edited the values for my personal game a little, to balance it out more.

I post the changes here in spoiler, if not ok, just say and I delete it.
data-updates.lua - starting at line 400 to end
_npo6ka_
Fast Inserter
Fast Inserter
Posts: 102
Joined: Mon Sep 26, 2016 10:29 pm
Contact:

Re: [0.16.x] Bob's Mods: General Discussion

Post by _npo6ka_ »

Thank you for your fashion. I have suggestions for the mod's Bob's Adjustable Inserters. Make it possible to close the interface of this mod by pressing the ESC key, since recently it can be done.

A small example:

Code: Select all

function open_gui()
  --create gui
  game.players[event.player_index].opened = gui
end

script.on_event(defines.events.on_gui_closed, function(event)
  if is_my_mod(event) then 
      gui.close() 
  end
end)
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.16.x] Bob's Mods: General Discussion

Post by bobingabout »

_npo6ka_ wrote:Thank you for your fashion. I have suggestions for the mod's Bob's Adjustable Inserters. Make it possible to close the interface of this mod by pressing the ESC key, since recently it can be done.

A small example:

Code: Select all

function open_gui()
  --create gui
  game.players[event.player_index].opened = gui
end

script.on_event(defines.events.on_gui_closed, function(event)
  if is_my_mod(event) then 
      gui.close() 
  end
end)
that is a change I can make
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.16.x] Bob's Mods: General Discussion

Post by bobingabout »

Okay, I did some updates

Logistics 0.16.3:
removed GUI locale entries
Changed fast replace group of green and purple underground belts and splitters to "transport-belt" to match new base game.


Inserters 0.16.2:
Added GUI locale entries from Logistics mod.
Added support for close button to close the GUI
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
User avatar
fishycat
Filter Inserter
Filter Inserter
Posts: 315
Joined: Thu Apr 09, 2015 7:38 pm
Contact:

Re: [0.16.x] Bob's Mods: General Discussion

Post by fishycat »

Though I like most of the base game changes, I really don't get the one with the splitters in transport-belt fast replaceable group. It is really annoying when you upgrade your mainbus and accidentally all the splitters... :x

Fair enough, I can change it for my game, no problem. I like your addition to the inserters, nice one. :)
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.16.x] Bob's Mods: General Discussion

Post by bobingabout »

fishycat wrote:Though I like most of the base game changes, I really don't get the one with the splitters in transport-belt fast replaceable group. It is really annoying when you upgrade your mainbus and accidentally all the splitters... :x

Fair enough, I can change it for my game, no problem. I like your addition to the inserters, nice one. :)
personally, I agree, the a splitter is a splitter, a belt is a belt, and an UG belt is an UG belt. I changed it to conform to the new base game, as it was brought to my attention and the change requested.

The alternate solution would be to go and change all the base game splitters back to a splitters group, and UG belts to an UG belts group. Perhaps one day I could add a setting to change the fast replace group of splitters and UG belts to their own group?
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
User avatar
fishycat
Filter Inserter
Filter Inserter
Posts: 315
Joined: Thu Apr 09, 2015 7:38 pm
Contact:

Re: [0.16.x] Bob's Mods: General Discussion

Post by fishycat »

bobingabout wrote:Perhaps one day I could add a setting to change the fast replace group of splitters and UG belts to their own group?
That actually would be perfect solution.
orzelek
Smart Inserter
Smart Inserter
Posts: 3922
Joined: Fri Apr 03, 2015 10:20 am
Contact:

Re: [0.16.x] Bob's Mods: General Discussion

Post by orzelek »

fishycat wrote:
bobingabout wrote:Perhaps one day I could add a setting to change the fast replace group of splitters and UG belts to their own group?
That actually would be perfect solution.
This mod might do this albeit partially:
https://mods.factorio.com/mods/wormmus/ ... lt-changes
User avatar
fishycat
Filter Inserter
Filter Inserter
Posts: 315
Joined: Thu Apr 09, 2015 7:38 pm
Contact:

Re: [0.16.x] Bob's Mods: General Discussion

Post by fishycat »

Yes, saw this mod, too. Now it changes only the vanilla stuff. But to have the option integrated in bob's would be better and then also his stuff is included.
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.16.x] Bob's Mods: General Discussion

Post by bobingabout »

fishycat wrote:Yes, saw this mod, too. Now it changes only the vanilla stuff. But to have the option integrated in bob's would be better and then also his stuff is included.
if it does base game and nobody elses, they didn't do it right.

instead of hard over-writing the spliters by name, you instead iterate through all splitters with a for loop, and replace the group on all of them in a simple function. then do the same with UG belts.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.16.x] Bob's Mods: General Discussion

Post by bobingabout »

FactorioBot wrote: Balancing
  • Changed fluid wagon capacity from 75k to 25k (Same as storage tank).
  • Lowered fluid wagon weight from 3000 to 1000 (same as cargo wagon).
  • Changed fluid wagon recipe so it requires just 1 storage tank instead of 3.
  • Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.)
  • Lowered barelling speed from 1 to 0.2.
What do you guys think I should do?
Barrelling should automatically change my barrels too, but my gas cylenders will have 5x the stack size as barrels, even though they hold the same amount of "Fluid".
Should I change all barrel stacks to 5x, or reduce my gas cylender stack size to match?

And, my fluid wagons are going to be messed up as a result of these changes.
Do you think I should revert the fluid wagon stats back to pre 0.16.8 standard, or change my own fluid wagons down to be on par with the new standard?
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
User avatar
fishycat
Filter Inserter
Filter Inserter
Posts: 315
Joined: Thu Apr 09, 2015 7:38 pm
Contact:

Re: [0.16.x] Bob's Mods: General Discussion

Post by fishycat »

i would be for, set barrel stacks to 5 and maybe do a MK2 (50k) and MK3 (75k) version for the fluid wagon, along with higher tier tech prerequisites.
HOSH
Long Handed Inserter
Long Handed Inserter
Posts: 51
Joined: Mon Nov 28, 2016 12:04 am
Contact:

Re: [0.16.x] Bob's Mods: General Discussion

Post by HOSH »

fishycat wrote:i would be for, set barrel stacks to 5 and maybe do a MK2 (50k) and MK3 (75k) version for the fluid wagon, along with higher tier tech prerequisites.
Lol, When reading the FFF thought about the Mk2 (@50k) and Mk3 (@75k) with similar thoughts to bring Bobs in-line with Vanilla some... Of course add in additional resources required per level like normal.

Currently vanilla barrels stack at 10. The gas bottles, if I remember correctly only held small portion of what barrels did in 0.14, so the stack of them would be more for a similar size ratio. So if they hold the same amount of "Fluid" I feel it would be best to cut down the stack size similarly.
T2k3
Inserter
Inserter
Posts: 30
Joined: Tue May 09, 2017 4:09 pm
Contact:

Re: [0.16.x] Bob's Mods: General Discussion

Post by T2k3 »

I would adjust the bobs-fluid-wagons to vanilla and i can imagine to to settle on a size of 5x of the barrels. Meaning something of this:
[Stacksize] [fluid_per_bottle]
10 250
25 100 <- my preference
50 50

10x would look like:
10 500
25 200
50 100

In my opinion 10x would be overkill. Or maybe you could go all the way and parameter everything. (gas_fluid_per_bottle, gas_fluid_bottle_stacksize)

btw.: I would actually adjust the fluid_per_barrel parameter from 50 to 100 (would mean the 10x table for the gas bottles)

Here is a little proposal for the bobs function library mod (auto-bottle.lua):

Code: Select all

bobmods.lib.adjust_fluid_per_barrel(fluid_per_barrel)
  local empty_barrel_name = "empty-barrel"
  for name,fluid in pairs(data.raw["fluid"]) do
    if (fluid.auto_barrel == nil or fluid.auto_barrel) and fluid.icon then
      local barrel_fill_recipe, barrel_empty_recipe = get_or_create_barrel_recipes(fluid)

      if barrel_fill_recipe then
        barrel_fill_recipe.ingredients =
          {
            {type = "fluid", name = fluid.name, amount = fluid_per_barrel},
            {type = "item", name = empty_barrel_name, amount = 1},
          }
      end

      if barrel_empty_recipe then
        barrel_empty_recipe.results = {
          {type = "fluid", name = fluid.name, amount = fluid_per_barrel},
          {type = "item", name = empty_barrel_name, amount = 1}
        }
      end
    end
  end
end
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.16.x] Bob's Mods: General Discussion

Post by bobingabout »

fishycat wrote:i would be for, set barrel stacks to 5 and maybe do a MK2 (50k) and MK3 (75k) version for the fluid wagon, along with higher tier tech prerequisites.
I think the current fluid wagon MK2 and MK3 offer X1.5 and X2 of the original (75k) giving 112.5k for MK2 and 150k for MK3. the new base standard would bring it to 37.5k and 50k
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
User avatar
fishycat
Filter Inserter
Filter Inserter
Posts: 315
Joined: Thu Apr 09, 2015 7:38 pm
Contact:

Re: [0.16.x] Bob's Mods: General Discussion

Post by fishycat »

yep, is X1.5 and X2 now. Would it be too much with X2 and X3 of the base X 25k?

edit: ah, yes, happy new gear to all :D
Last edited by fishycat on Sun Dec 31, 2017 10:33 pm, edited 1 time in total.
aklesey1
Smart Inserter
Smart Inserter
Posts: 1862
Joined: Sun May 18, 2014 3:45 pm
Contact:

Re: [0.16.x] Bob's Mods: General Discussion

Post by aklesey1 »

Happy new 2018 Year to all people! I wish you happiness!
Nickname on ModPortal - Naron79
porcupine
Long Handed Inserter
Long Handed Inserter
Posts: 72
Joined: Sat Oct 15, 2016 4:58 am
Contact:

Re: [0.16.x] Bob's Mods: General Discussion

Post by porcupine »

fishycat wrote:yep, is X1.5 and X2 now. Would it be too much with X2 and X3 of the base X 25k?

edit: ah, yes, happy new gear to all :D
I think that'd be overkill.

The whole point of the tuning changes was because the fluid wagons were OP, or rather just too damn big. It's still quite large after all.
Post Reply

Return to “Bob's mods”