[0.16.x] Bob's Mods: General Discussion
Moderator: bobingabout
Re: [0.16.x] Bob's Mods: General Discussion
Thank you for the new bots
I noticed something else, the green and purple underground belts should be in "transport-belt" fast-replaceable-group.
I noticed something else, the green and purple underground belts should be in "transport-belt" fast-replaceable-group.
- bobingabout
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Re: [0.16.x] Bob's Mods: General Discussion
*head desk* yeeeaaah... Another base game change I forgot to update for.fishycat wrote:Thank you for the new bots
I noticed something else, the green and purple underground belts should be in "transport-belt" fast-replaceable-group.
I'll add it on the list for later.
Re: [0.16.x] Bob's Mods: General Discussion
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.
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
Re: [0.16.x] Bob's Mods: General Discussion
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:
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)
- bobingabout
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Re: [0.16.x] Bob's Mods: General Discussion
that is a change I can make_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)
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Re: [0.16.x] Bob's Mods: General Discussion
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
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
Re: [0.16.x] Bob's Mods: General Discussion
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...
Fair enough, I can change it for my game, no problem. I like your addition to the inserters, nice one.
Fair enough, I can change it for my game, no problem. I like your addition to the inserters, nice one.
- bobingabout
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Re: [0.16.x] Bob's Mods: General Discussion
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.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...
Fair enough, I can change it for my game, no problem. I like your addition to the inserters, nice one.
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?
Re: [0.16.x] Bob's Mods: General Discussion
That actually would be perfect solution.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?
Re: [0.16.x] Bob's Mods: General Discussion
This mod might do this albeit partially:fishycat wrote:That actually would be perfect solution.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?
https://mods.factorio.com/mods/wormmus/ ... lt-changes
Re: [0.16.x] Bob's Mods: General Discussion
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.
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Re: [0.16.x] Bob's Mods: General Discussion
if it does base game and nobody elses, they didn't do it right.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.
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.
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Re: [0.16.x] Bob's Mods: General Discussion
What do you guys think I should do?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.
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?
Re: [0.16.x] Bob's Mods: General Discussion
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.
Re: [0.16.x] Bob's Mods: General Discussion
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.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.
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.
Re: [0.16.x] Bob's Mods: General Discussion
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):
[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
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Re: [0.16.x] Bob's Mods: General Discussion
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 50kfishycat 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.
Re: [0.16.x] Bob's Mods: General Discussion
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
edit: ah, yes, happy new gear to all
Last edited by fishycat on Sun Dec 31, 2017 10:33 pm, edited 1 time in total.
Re: [0.16.x] Bob's Mods: General Discussion
Happy new 2018 Year to all people! I wish you happiness!
Nickname on ModPortal - Naron79
Re: [0.16.x] Bob's Mods: General Discussion
I think that'd be overkill.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
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.