[0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates

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

Moderator: bobingabout

Which of the new v0.7 additions do you like the best?

Advanced Electronics 3 with CPUs
59
25%
The Nitrogen/Ceramic chain
40
17%
The new Pumps and barrel/bottle recipes
25
11%
The new types of pipes
25
11%
Factory reballancing
32
14%
The new Electrolyser graphics!
53
23%
 
Total votes: 234

aklesey1
Smart Inserter
Smart Inserter
Posts: 1862
Joined: Sun May 18, 2014 3:45 pm
Contact:

Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates

Post by aklesey1 »

Have you decided where you can use Li-ion batteries except for roboport?
Do you position Li-Ion battery as high level battery or low-level in chain of battery types?
Nickname on ModPortal - Naron79
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates

Post by bobingabout »

CreeperDaReeper wrote:Would it be possible to have a combination Chemical Plant / Burner Generator where it internally converts the liquid to some invisible solid item, then burns said unseen item?
Not as far as I know.
aklesey1 wrote:Have you decided where you can use Li-ion batteries except for roboport?
Do you position Li-Ion battery as high level battery or low-level in chain of battery types?
Currently you can also use those to make better modular armor batteries in the warfare mod.

And on the grand scale, I'd rate Lithium Ion as Tier 4.

Here's the scale:
T1: No research
T2: Red science
T3: Green Science
T4: Blue science
T5: Purple Science (Alien Artifacts)
T6: Blue/Orance Artifacts (From Enemies mod. Planning to make new science packs that use these)
T7: Purple/Yellow Artifacts
T8: Red/Green Artifacts
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
Airat9000
Smart Inserter
Smart Inserter
Posts: 1418
Joined: Fri Mar 28, 2014 12:32 am
Contact:

Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates

Post by Airat9000 »

bobingabout wrote:
CreeperDaReeper wrote:Would it be possible to have a combination Chemical Plant / Burner Generator where it internally converts the liquid to some invisible solid item, then burns said unseen item?
Not as far as I know.
aklesey1 wrote:Have you decided where you can use Li-ion batteries except for roboport?
Do you position Li-Ion battery as high level battery or low-level in chain of battery types?
Currently you can also use those to make better modular armor batteries in the warfare mod.

And on the grand scale, I'd rate Lithium Ion as Tier 4.

Here's the scale:
T1: No research
T2: Red science
T3: Green Science
T4: Blue science
T5: Purple Science (Alien Artifacts)
T6: Blue/Orance Artifacts (From Enemies mod. Planning to make new science packs that use these)
T7: Purple/Yellow Artifacts
T8: Red/Green Artifacts
I have a question as to generate a map of sulfur? I forgot to put it in the resolution .. once an old map.
what code and how to choose the amount.
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates

Post by bobingabout »

Airat9000 wrote:I have a question as to generate a map of sulfur? I forgot to put it in the resolution .. once an old map.
what code and how to choose the amount.
1. what does that have to do with what you quoted?
2. should probably be in ores mod topic, not this one.

Anyway. to answer your question.

As far as I know, you can't change the map generation settings in an existing game.
But you can generate sulfur with default settings on an existing map.

Change the line in config.lua

Code: Select all

bobmods.ores.EnableSulfur=true
type this in the console in your game.

Code: Select all

/c game.regenerateentity("sulfur")
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
Airat9000
Smart Inserter
Smart Inserter
Posts: 1418
Joined: Fri Mar 28, 2014 12:32 am
Contact:

Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates

Post by Airat9000 »

bobingabout wrote:
Airat9000 wrote:I have a question as to generate a map of sulfur? I forgot to put it in the resolution .. once an old map.
what code and how to choose the amount.
1. what does that have to do with what you quoted?
2. should probably be in ores mod topic, not this one.

Anyway. to answer your question.

As far as I know, you can't change the map generation settings in an existing game.
But you can generate sulfur with default settings on an existing map.

Change the line in config.lua

Code: Select all

bobmods.ores.EnableSulfur=true
type this in the console in your game.

Code: Select all

/c game.regenerateentity("sulfur")
Yes sorry author, I am a little confused subject.
And thanks very much!
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates

Post by bobingabout »

Airat9000 wrote:Yes sorry author, I am a little confused subject.
It is okay.
Airat9000 wrote:And thanks very much!
You are welcome!
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
hideki_elko
Burner Inserter
Burner Inserter
Posts: 15
Joined: Wed May 27, 2015 2:15 am
Contact:

Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates

Post by hideki_elko »

what machine do i need to make solder boards and what research?
hideki_elko
Burner Inserter
Burner Inserter
Posts: 15
Joined: Wed May 27, 2015 2:15 am
Contact:

Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates

Post by hideki_elko »

Is there a giant list of the recipes somewhere?
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates

Post by bobingabout »

There is no giant list anymore. I tried to maintaine one, then lost track somewhere, possible after version 0.5.

I'm not sure what you mean by solder Boards. Solder Plates(or bars) are made in the mixing furnace (It's an alloy, you make it by mixing metals), and solder is unlocked by the Electronics research.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
hideki_elko
Burner Inserter
Burner Inserter
Posts: 15
Joined: Wed May 27, 2015 2:15 am
Contact:

Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates

Post by hideki_elko »

thank you so much!
yes i have the unlocked but i cannot get the machine to make it
orzelek
Smart Inserter
Smart Inserter
Posts: 3922
Joined: Fri Apr 03, 2015 10:20 am
Contact:

Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates

Post by orzelek »

It's the mixing furnace - looks like red or blue colored smelter - both should be on same row in production tab. I forgo which one exactly - one is chemical furnace other is the mixing furnace.
hideki_elko
Burner Inserter
Burner Inserter
Posts: 15
Joined: Wed May 27, 2015 2:15 am
Contact:

Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates

Post by hideki_elko »

Screen Shot 2015-06-17 at 6.10.54 PM.png
Screen Shot 2015-06-17 at 6.10.54 PM.png (1.65 MiB) Viewed 5731 times
i just can't seem to find it at all, the red one in there is a chemical furnace. and the chemical one won't allow me to do it.
User avatar
Takezu
Fast Inserter
Fast Inserter
Posts: 247
Joined: Sun May 10, 2015 5:46 pm
Contact:

Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates

Post by Takezu »

Are you sure you have researched Alloy processing 1?
If yes the Blue furnace should have been right next to the red.
The red one has an completly other purpose as the blue one. The chemical frunace is for Smeltingrecipes with liquids,
like Salt from water ore Gold from Goldore with Cl. It's researched via chemical prossecing.

The blue one is for smeltingrecipes with more then one metal as said researched via Alloy processing.
Currently playing my bobmods map in the background and can only say that it works as intendet for me.
If it's not showing up even if researched could be some other mod conflict?
hideki_elko
Burner Inserter
Burner Inserter
Posts: 15
Joined: Wed May 27, 2015 2:15 am
Contact:

Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates

Post by hideki_elko »

omg thank you i finally found it your a life saver -has totally not been at it for 4 hours-
orzelek
Smart Inserter
Smart Inserter
Posts: 3922
Joined: Fri Apr 03, 2015 10:20 am
Contact:

Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates

Post by orzelek »

Is there a plan still to add special oil cracking recipe to get more heavy oil?

After last change to make more synthetic wood per heavy oil it's a bit better. But then you find out all those nice ammunitions from warfare mod and the fact that they need serious amounts of wood for guncotton. And heavy oil tanked again - tanks are filling with other two :D
And lots of hydrogen gets turned into tons of not needed solid fuel blocks due to need of mass water electrolysis for oxygen to use for nitric acid.
User avatar
Takezu
Fast Inserter
Fast Inserter
Posts: 247
Joined: Sun May 10, 2015 5:46 pm
Contact:

Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates

Post by Takezu »

Well i'Ve gone over to have two coal trains with 5 cargos running, coal get'z unloadet into a chest and then directly afterwards into 10 chemplants per train.

As long as i have coal mines that works but a better recipe for heavy oil would be appreciated ;)
orzelek
Smart Inserter
Smart Inserter
Posts: 3922
Joined: Fri Apr 03, 2015 10:20 am
Contact:

Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates

Post by orzelek »

I had rng accident so only starting coal for now and some tiny deposit far away. Spent last few long hours to make ammo (hence feedback above) to use it for destruction of 4 enemy bases (emerald king biters ouchies) to get to gold deposit.
Finally after more then 30h of game I might be able to swap my youki's green modules for some proper ones. Or at least start producing some module components.. then research.. then build modules.
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates

Post by bobingabout »

I'm fairly sure I added the "Less efficient"(since the "Advanced oil processing" recipe that gives less heavy oil is supposed to be more efficient) lots of heavy oil processing recipe to my todo list. I can't currently see that list, but considering 0.12 is around the corner, it will likely be added in a version for 0.12. My mods will likely need a complete overhaul for 0.12 compatabillity.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
Nafen
Burner Inserter
Burner Inserter
Posts: 16
Joined: Wed Jun 10, 2015 2:53 pm
Contact:

Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates

Post by Nafen »

For anyone else who is bugged by the synthetic wood recipe taking over but hasn't manually fixed it, I'm uploading an altered version of bobplates where I basically changed the synthetic wood board recipe to be assembler only.
I'm not sure if putting the normal wood board recipe before the synthetic wood one in electronics-recipe.lua actually works so there's this instead.
This makes it so you can hand-craft things that require basic circuits without needing to also manually click to handcraft the boards from wood first.

https://forums.factorio.com/forum/dow ... hp?id=4361
User avatar
Karosieben
Long Handed Inserter
Long Handed Inserter
Posts: 58
Joined: Sun Aug 31, 2014 9:21 pm
Contact:

Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates

Post by Karosieben »

Hey there,

First things first, so: Thank you for doing this mods. They're amazingly well done and bring such awesome complexity into Factorio, which i really like! Your mods are on my list for my next campaign! :D

On top of that, I do have some questions.
For my understanding, it would be much easier to rename the "Electronic components",the "Basic electronic components" and the "Intregrated electronics". They always confuse me and my suggestion would be the following:

Electronic components => Transistor (Reference: https://en.wikipedia.org/wiki/Transistor)
Basic electronic components => Resistor (Reference: https://en.wikipedia.org/wiki/Resistor )
Integrated electronics => Integrated circuit (Reference: https://en.wikipedia.org/wiki/Integrated_circuit )

The names would be more clear to me, referring to their images, they are a transistor, a resistor and an IC.

I would much appreciate this change, because it would be more clear to me :-)

In addition I love the idea of your "synthetic wood" production line, but I think, it might be more realistic, to call it a "Wood-plastic composite" (Reference: https://en.wikipedia.org/wiki/Wood-plastic_composite) or similar, because there is no such thing like synthetic wood :D

Anyway, my last question:

Do you need any help in translating your mods? I could offer some help in german :D

Keep going and cheers.

Karosieben
My german YouTube Channel: Karosieben
My Factorio Let's Plays: Singleplayer, Multiplayer and Tutorials
Post Reply

Return to “Bob's mods”