[0.16.x] Bob's Mods: General Discussion
Moderator: bobingabout
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.16.x] Bob's Mods: General Discussion
Updates from my modding work over the past week.
Vehicle quipment 0.16.1:
Increase plasma cannon range to 54, 56, 58, 60, 62, 64 for the 6 tiers.
Increase projectile speed from 0.3 to 1.
Also added direction_deviation = 0 and range_deviation = 0 to plasma cannon
Changed fluid wagon grid type to not include "cargo-wagon", excluding roboports from being used.
Upgraded artillery cannon grid to armored type, and removed cargo-wagon, excluding roboports from being usable.
Added armoured type grids to bob-artillery-wagon-2 and 3
warfare 0.16.2:
Added Artillery wagon 2 and 3 (locale entry auto-translates to the base game artillery wagon of your own locale)
Added Artillery turret 2 and 3 (Same as above)
Decreased collision box of radar so it is possible to walk between it and other entities.
Increased range of radar long range scan by 1 per tier.
There are a few other small edits and fixes through other mods that I haven't released yet. I want to do a bit more to those mods before releasing minor fixes.
Vehicle quipment 0.16.1:
Increase plasma cannon range to 54, 56, 58, 60, 62, 64 for the 6 tiers.
Increase projectile speed from 0.3 to 1.
Also added direction_deviation = 0 and range_deviation = 0 to plasma cannon
Changed fluid wagon grid type to not include "cargo-wagon", excluding roboports from being used.
Upgraded artillery cannon grid to armored type, and removed cargo-wagon, excluding roboports from being usable.
Added armoured type grids to bob-artillery-wagon-2 and 3
warfare 0.16.2:
Added Artillery wagon 2 and 3 (locale entry auto-translates to the base game artillery wagon of your own locale)
Added Artillery turret 2 and 3 (Same as above)
Decreased collision box of radar so it is possible to walk between it and other entities.
Increased range of radar long range scan by 1 per tier.
There are a few other small edits and fixes through other mods that I haven't released yet. I want to do a bit more to those mods before releasing minor fixes.
-
- Filter Inserter
- Posts: 361
- Joined: Mon Aug 01, 2016 2:38 pm
- Contact:
Re: [0.16.x] Bob's Mods: General Discussion
Excellent work! But what do tiers 2 and 3 bring for each of these?bobingabout wrote: Added Artillery wagon 2 and 3 (locale entry auto-translates to the base game artillery wagon of your own locale)
Added Artillery turret 2 and 3 (Same as above)
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.16.x] Bob's Mods: General Discussion
More health, the train can go faster, like when you want to pull it with a locomotive MK2 or MK3, turret turns faster, slightly longer range(+1 sector per tier), and probably most importantly, damage has a +30% bonus per tier. and I'm fairly sure there's a firing speed boost too.
-
- Filter Inserter
- Posts: 454
- Joined: Tue Jun 20, 2017 1:56 am
- Contact:
Re: [0.16.x] Bob's Mods: General Discussion
thanks bob for the info on that ore, its ok i can disable it from the setting for now, and then it should play nice with rso againbobingabout wrote:It's not that it isn't used anymore, since it was created as a test ore.
It's more of a... It isn't used yet.
I tried to come up with ideas, and kept coming back to a result that didn't use Thorium.
And then took a break from modding, and have only really updated to 0.16, fixed bugs, and worked on extending new features so far.
Even my newly released mod was mainly just finishing off old work.
(also me from the mod portal - im not dustine lol) = https://mods.factorio.com/mods/Dustine/ ... ssion/9108
my 1st Mod Idea viewtopic.php?f=33&t=50256
my 1st Mod Idea viewtopic.php?f=33&t=50256
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.16.x] Bob's Mods: General Discussion
Just a minor update being released for now. There's a lot more I could release, but I want to edit a bit more first, and I'm not sure how many mods the edits will span.
Inserters 0.16.5:
Changed the top-bar button to use the mod-gui standard.
Inserters 0.16.5:
Changed the top-bar button to use the mod-gui standard.
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.16.x] Bob's Mods: General Discussion
Finished the updates I was working on for Logistics.
Logistics 0.16.5:
added missing peircing damage resistance to fluid wagons
changed logistic roboport flag to goes-to-main-inventory
increased cost of Logistics 4 and 5
Added infinite research to robot carry capacity.
Added Brass chest (64 slots) and Titanium chest (80 slots)
updated graphics and added dynamic recipe of Logistic chests MK2 to use brass chest
Added Logistic chests MK3.
Logistics 0.16.5:
added missing peircing damage resistance to fluid wagons
changed logistic roboport flag to goes-to-main-inventory
increased cost of Logistics 4 and 5
Added infinite research to robot carry capacity.
Added Brass chest (64 slots) and Titanium chest (80 slots)
updated graphics and added dynamic recipe of Logistic chests MK2 to use brass chest
Added Logistic chests MK3.
-
- Burner Inserter
- Posts: 11
- Joined: Tue Mar 21, 2017 4:31 pm
- Contact:
Re: [0.16.x] Bob's Mods: General Discussion
Is that supposed to happen?
So if I speed up the assembly machine too much (above a craftingspeed of 1150 is what I figured) it kinda breaks and gets a speed modifier of -80% of its base speed. I don't know if that is intended but I thought it might be worth noting as a potential thing that might need to be fixed (using a combination of Angels and Bobs mods)
So if I speed up the assembly machine too much (above a craftingspeed of 1150 is what I figured) it kinda breaks and gets a speed modifier of -80% of its base speed. I don't know if that is intended but I thought it might be worth noting as a potential thing that might need to be fixed (using a combination of Angels and Bobs mods)
- Attachments
-
- Is that supposed to happen.PNG (1.96 MiB) Viewed 7191 times
Re: [0.16.x] Bob's Mods: General Discussion
well you got an overflow. It is not so important, as you can not get more then 1 craft per tick(60 per sec).
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.16.x] Bob's Mods: General Discussion
Crafting speed of 0.7, that's some overflow.
but as mentioned, there is a machine maximum of 1 item per tick (and another for productivity) anyway, so if you're already at 60 cycles per second, you're done.
As for the overflow itself, there's nothing I can really do about it, that's internal game mechanics.
but as mentioned, there is a machine maximum of 1 item per tick (and another for productivity) anyway, so if you're already at 60 cycles per second, you're done.
As for the overflow itself, there's nothing I can really do about it, that's internal game mechanics.
Re: [0.16.x] Bob's Mods: General Discussion
I believe overflow was fixed recently so it should be capped for next version. (viewtopic.php?f=30&t=57425)bobingabout wrote:Crafting speed of 0.7, that's some overflow.
but as mentioned, there is a machine maximum of 1 item per tick (and another for productivity) anyway, so if you're already at 60 cycles per second, you're done.
As for the overflow itself, there's nothing I can really do about it, that's internal game mechanics.
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.16.x] Bob's Mods: General Discussion
Logistics 0.16.6:
Removed redundant technologies: More inserters and Near inserters (and their icons)
Added Production/Blue science pack to inserter-stack-size-bonus-3 (Depending if bobtech is installed)
Added Hi-tech science pack to inserter-stack-size-bonus-4
Added infinite researches for inserter and stack insterter stack size increase. (+1 for inserter and +3 for stack inserter per level)
Removed redundant technologies: More inserters and Near inserters (and their icons)
Added Production/Blue science pack to inserter-stack-size-bonus-3 (Depending if bobtech is installed)
Added Hi-tech science pack to inserter-stack-size-bonus-4
Added infinite researches for inserter and stack insterter stack size increase. (+1 for inserter and +3 for stack inserter per level)
Re: [0.16.x] Bob's Mods: General Discussion
Uhoh, now I want to research a stack inserter that can empty a train wagon in a single cycle.bobingabout wrote:Logistics 0.16.6:
Removed redundant technologies: More inserters and Near inserters (and their icons)
Added Production/Blue science pack to inserter-stack-size-bonus-3 (Depending if bobtech is installed)
Added Hi-tech science pack to inserter-stack-size-bonus-4
Added infinite researches for inserter and stack insterter stack size increase. (+1 for inserter and +3 for stack inserter per level)
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.16.x] Bob's Mods: General Discussion
mrvn wrote:Uhoh, now I want to research a stack inserter that can empty a train wagon in a single cycle.bobingabout wrote:Logistics 0.16.6:
Removed redundant technologies: More inserters and Near inserters (and their icons)
Added Production/Blue science pack to inserter-stack-size-bonus-3 (Depending if bobtech is installed)
Added Hi-tech science pack to inserter-stack-size-bonus-4
Added infinite researches for inserter and stack insterter stack size increase. (+1 for inserter and +3 for stack inserter per level)
Along with bots that carry away a whole stack at a time?bobingabout wrote:Logistics 0.16.5:
Added infinite research to robot carry capacity.
-
- Filter Inserter
- Posts: 361
- Joined: Mon Aug 01, 2016 2:38 pm
- Contact:
Re: [0.16.x] Bob's Mods: General Discussion
bobingabout wrote:mrvn wrote:Uhoh, now I want to research a stack inserter that can empty a train wagon in a single cycle.bobingabout wrote:Logistics 0.16.6:
Removed redundant technologies: More inserters and Near inserters (and their icons)
Added Production/Blue science pack to inserter-stack-size-bonus-3 (Depending if bobtech is installed)
Added Hi-tech science pack to inserter-stack-size-bonus-4
Added infinite researches for inserter and stack insterter stack size increase. (+1 for inserter and +3 for stack inserter per level)Along with bots that carry away a whole stack at a time?bobingabout wrote:Logistics 0.16.5:
Added infinite research to robot carry capacity.
Bob..... you are insane! LOL I can already empty a full mk3 cargo wagon in 4 seconds, you want me to do this in a tenth of a second?!
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.16.x] Bob's Mods: General Discussion
And now that I've buffed robots, and inserters, I was thinking we need some sort of buff to belts, but there's only 2 ideas I can think of. Another tier of belt... which might require another tier of inserter to be able to grab things off them, or loaders, but there's already a mod for that.RocketManChronicles wrote:bobingabout wrote:mrvn wrote:Uhoh, now I want to research a stack inserter that can empty a train wagon in a single cycle.bobingabout wrote:Logistics 0.16.6:
Removed redundant technologies: More inserters and Near inserters (and their icons)
Added Production/Blue science pack to inserter-stack-size-bonus-3 (Depending if bobtech is installed)
Added Hi-tech science pack to inserter-stack-size-bonus-4
Added infinite researches for inserter and stack insterter stack size increase. (+1 for inserter and +3 for stack inserter per level)Along with bots that carry away a whole stack at a time?bobingabout wrote:Logistics 0.16.5:
Added infinite research to robot carry capacity.
Bob..... you are insane! LOL I can already empty a full mk3 cargo wagon in 4 seconds, you want me to do this in a tenth of a second?!
Re: [0.16.x] Bob's Mods: General Discussion
how about integration of Deadlocks Belt Mods:bobingabout wrote: And now that I've buffed robots, and inserters, I was thinking we need some sort of buff to belts, but there's only 2 ideas I can think of. Another tier of belt... which might require another tier of inserter to be able to grab things off them, or loaders, but there's already a mod for that.
https://mods.factorio.com/mod/DeadlockCrating
https://mods.factorio.com/mod/DeadlockStacking
i thought of doing that myself, but end up having no time for it.
Re: [0.16.x] Bob's Mods: General Discussion
You can already do that much faster with the correct angling of the inserter. I tried it with a warehouse and loaders, one express stack inserter at best angle (one square at length 3) fills a little more then 6 violet belts.RocketManChronicles wrote:bobingabout wrote:mrvn wrote:Uhoh, now I want to research a stack inserter that can empty a train wagon in a single cycle.bobingabout wrote:Logistics 0.16.6:
Removed redundant technologies: More inserters and Near inserters (and their icons)
Added Production/Blue science pack to inserter-stack-size-bonus-3 (Depending if bobtech is installed)
Added Hi-tech science pack to inserter-stack-size-bonus-4
Added infinite researches for inserter and stack insterter stack size increase. (+1 for inserter and +3 for stack inserter per level)Along with bots that carry away a whole stack at a time?bobingabout wrote:Logistics 0.16.5:
Added infinite research to robot carry capacity.
Bob..... you are insane! LOL I can already empty a full mk3 cargo wagon in 4 seconds, you want me to do this in a tenth of a second?!
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.16.x] Bob's Mods: General Discussion
Warfare 0.16.3:
Added clamp_position = true to all artillery ammo. This should fix the min_range issue.
Also removed artillery projectile smoke from my artillery ammo, and added map reveal mechanics.
Vehicleequipment 0.16.2:
Added clamp_position = true to plasma artillery. This should fix the min_range issue.
Added clamp_position = true to all artillery ammo. This should fix the min_range issue.
Also removed artillery projectile smoke from my artillery ammo, and added map reveal mechanics.
Vehicleequipment 0.16.2:
Added clamp_position = true to plasma artillery. This should fix the min_range issue.
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.16.x] Bob's Mods: General Discussion
Classes 0.16.1:
Converted some values to globals to make remote calls work. example function add_classes() in control.lua
Changed buttons to a standard style.
over-all code cleanups
Fixed builder starting inventory.
Added a technology filter on class definitions as an unlocker. Works like prerequisites on technology (need them all to unlock)
Made all 4 current classes buildable on the "Bodies" research.
Added the whole "Select a Character" menu for the multiple bodies system.
all bodies you build will be associated to you as a player so you can switch between them.
Converted some values to globals to make remote calls work. example function add_classes() in control.lua
Changed buttons to a standard style.
over-all code cleanups
Fixed builder starting inventory.
Added a technology filter on class definitions as an unlocker. Works like prerequisites on technology (need them all to unlock)
Made all 4 current classes buildable on the "Bodies" research.
Added the whole "Select a Character" menu for the multiple bodies system.
all bodies you build will be associated to you as a player so you can switch between them.
-
- Long Handed Inserter
- Posts: 56
- Joined: Tue Mar 22, 2016 6:35 pm
- Contact:
Re: [0.16.x] Bob's Mods: General Discussion
clamp_position broke my artillery range research, they now fire at things that are in range but the shells explode long before they reach the target.bobingabout wrote:Warfare 0.16.3:
Added clamp_position = true to all artillery ammo. This should fix the min_range issue.
Also removed artillery projectile smoke from my artillery ammo, and added map reveal mechanics.
Vehicleequipment 0.16.2:
Added clamp_position = true to plasma artillery. This should fix the min_range issue.