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Re: [0.11.22/0.12.x][v0.12.9] Bob's Modules.
Posted: Thu Jan 21, 2016 11:32 pm
by cengbrecht
Hey Bob!
I was thinking about the RAW modules, and if we add all those extra modules to the one module, it should degrade the max power of the raw module.
ie. RAW Speed module doesn't emit any pollution, or add extra power needs but it should always be slightly weaker than the speed module of the same level.
It's too bad you couldn't have a random value of potential loss applied to the raw modules at the creation of the map.
ie. a 1-6% drop in the max power of a raw module verses the original power of the non-raw mod.
Re: [0.11.22/0.12.x][v0.12.9] Bob's Modules.
Posted: Sun Feb 14, 2016 11:40 pm
by Airat9000
bobingabout wrote:Most of what you have mentioned is configurable.
Okay, the merged modules can't be configured to add extra effects, but if you look at their costs, to produce one raw productivity module costs almost as much as the 3 modules, productivity, polution cleaning, and effectivity. if you change the config to include the speed drop, raw productivity also requires to cost to build a speed and another effectivity module to cancel out.
But yeah, some of the options you can change if you download the config mod are: How much of each stat on the modules, do you need speed on productivity or not, and is there a "Productivity filter" that locks them to only be able to be used on certain things. You can also outright turn off merged modules.
if you find the default settings too easy, I strongly sugest you take a look at the config mod and play with the values, and turn on productivity filters.
Having said that, I have thought about changing the values for the next release (for 0.13)
hi author, I would like to ask how you can replace prescription product? basic module .. ie remove the ferric chloride and add something else (purely for myself I want to)
Re: [0.12.x][v0.12.9] Bob's Modules.
Posted: Sat Mar 05, 2016 10:38 pm
by Ryuu15
nice mods ... its greatly ballanced

Re: [0.12.x][v0.12.9] Bob's Modules.
Posted: Sat Apr 16, 2016 2:55 pm
by ritonlajoie
Hi !
We noticed putting productivity modules in assemblies that empty and fill petrol barrels are a way to multiply the petrol. I think in vanilla it's not possible to put modules in such cases ?
Thanks !
Re: [0.12.x][v0.12.9] Bob's Modules.
Posted: Sat Apr 16, 2016 2:56 pm
by orzelek
ritonlajoie wrote:Hi !
We noticed putting productivity modules in assemblies that empty and fill petrol barrels are a way to multiply the petrol. I think in vanilla it's not possible to put modules in such cases ?
Thanks !
Productivity limiting option is not enabled by default - you'd need to enable it in config mod.
Re: [0.12.x][v0.12.9] Bob's Modules.
Posted: Mon Apr 18, 2016 8:13 am
by bobingabout
Yeah, I have the solution programmed already, but it's disabled by default because if you enable it, it will simply "Delete" the modules already installed in places they shouldn't be. (When loading a game in progress)
It "should" be enabled by default in the next version.
Re: [0.12.x][v0.12.9] Bob's Modules.
Posted: Fri Jun 10, 2016 2:54 pm
by Airat9000
bobingabout wrote:Yeah, I have the solution programmed already, but it's disabled by default because if you enable it, it will simply "Delete" the modules already installed in places they shouldn't be. (When loading a game in progress)
It "should" be enabled by default in the next version.
hello Bob!
find bug! Beacon not work in God modules - normal modeules work
screen

- bandicam 2016-06-10 17-51-12-507.jpg (350.6 KiB) Viewed 8246 times

- bandicam 2016-06-10 17-51-05-417.jpg (353.35 KiB) Viewed 8246 times
and idea!
God modules 2
More Speed and and there is no pollution, but consumes a lot of energy
Re: [0.12.x][v0.12.9] Bob's Modules.
Posted: Fri Jun 10, 2016 7:46 pm
by bobingabout
Airat9000 wrote:hello Bob!
find bug! Beacon not work in God modules - normal modeules work
That is not a bug. The Beacon does not transmit productivity, and God Modules have productivity on them. The modules that do not work in it are Productivity, Raw Productivity and God, all others work with it.
Also, a side note, I like how the beacon is basically called "Mark" in russian XD
Re: [0.12.x][v0.12.9] Bob's Modules.
Posted: Sat Jun 11, 2016 1:11 am
by Airat9000
bobingabout wrote:Airat9000 wrote:hello Bob!
find bug! Beacon not work in God modules - normal modeules work
That is not a bug. The Beacon does not transmit productivity, and God Modules have productivity on them. The modules that do not work in it are Productivity, Raw Productivity and God, all others work with it.
Also, a side note, I like how the beacon is basically called "Mark" in russian XD
and it is possible to introduce yourself? I want at least to make himself

Re: [0.12.x][v0.12.9] Bob's Modules.
Posted: Sat Jun 11, 2016 8:17 pm
by bobingabout
Airat9000 wrote:and it is possible to introduce yourself? I want at least to make himself

I don't understand what you're asking here.
But I tell you what I will do.
For the next release of modules mod, I will add the option for Beacon to transmit Productivity.
If you turn this option on you will be able to put god modules in your beacon.
Re: [0.12.x][v0.12.9] Bob's Modules.
Posted: Thu Jun 16, 2016 11:16 pm
by Animar
Hi there
I absolutly love that all your module that include Productivity bonus are not limited to raw materials and intermediate products, but there is the slight issue that one can simply dupe any liquids and gases by packing and unpacking (via barrel or gasbottle) endlessly. That was kinda game braking for me. I kow i kow i could just not do it, but if the possibility is there and you are in dire needs it's very tempting.
I disabled Godmodules a long time ago, they are way to overpowered for my taste. There is also the option to enable productivity only on Registered intermediates. So i was thinking how hard would it be to block Productivity Modules only from fluids ?
In all honesty, I realy enjoy your mod(s) complexity. A factory with 300+ hours can't lie. Playing the upcoming 0.13 Factorio release vanilla will surly be plain.
Re: [0.12.x][v0.12.9] Bob's Modules.
Posted: Fri Jun 17, 2016 2:13 pm
by bobingabout
Animar wrote:I disabled Godmodules a long time ago, they are way to overpowered for my taste. There is also the option to enable productivity only on Registered intermediates. So i was thinking how hard would it be to block Productivity Modules only from fluids ?
Since all recipes are basically the same, you'd have to create a limitations table that includes all recipes you want to use them on manually (Like I did in my mods).
Re: [0.12.x][v0.12.10] Bob's Modules.
Posted: Thu Jul 07, 2016 4:34 pm
by Lukas0120
I tested that mod togheter with 5dim's modules/Andrews Modules
It seems to be incompatible with both of these mods (Factorio version 0.13)
Re: [0.12.x][v0.12.10] Bob's Modules.
Posted: Thu Jul 07, 2016 7:55 pm
by bobingabout
Lukas0120 wrote:I tested that mod togheter with 5dim's modules/Andrews Modules
It seems to be incompatible with both of these mods (Factorio version 0.13)
can you be a little more specific?
Re: [0.12.x][v0.12.10] Bob's Modules.
Posted: Thu Jul 07, 2016 9:11 pm
by Arch666Angel
To be honest Andrews sounds a lot like a copy of bobs, but havent really taken a look into it.
Re: [0.12.x][v0.12.10] Bob's Modules.
Posted: Fri Jul 08, 2016 2:14 pm
by bobingabout
Considering mine was designed to replace the base game stuff with a whole new set, it was never really designed to work with other module mods...
What is it doing now, and what did you expect it to do? I might be able to change the behavour... maybe.
Re: [0.12.x][v0.12.10] Bob's Modules.
Posted: Fri Jul 08, 2016 2:52 pm
by Arch666Angel
On the topic of andrews mods copying from bob:
I hope he at least asked for permission, because there is no credit
Re: [0.12.x][v0.12.10] Bob's Modules.
Posted: Fri Jul 08, 2016 4:17 pm
by bobingabout
Arch666Angel wrote:On the topic of andrews mods copying from bob:I hope he at least asked for permission, because there is no credit
He did not
At least when I "Borrowed" Icons from other people's mods, like DyTech at the time (for things like the Glass icon... I can't think of anything else right now), I atleast asked if I could use it.
Seriously though, those icons are taken stright from my mod, not only do they have the quirky names like far, the express inserter icon is still named purple!
What did he do, edit my mod and re-release it? That's a clear violation of the liscence! If you look on the mod portal, the liscence is listed as custom, distribution or private use only. that means no modification, and no corporate use. with hold liable and copyright declaration. Although probably burried somewhere, there is a topic about it on the forums too. (I really should clean up and stickify the liscence)
I mean, it has been done before, with bobwarfare, someone edited that so it didn't depend on plates, but they told me, and I let them do it. And Athmagor wanted to create a single bobmod compilation mod, with changes, to which I said no, as a compromise he basically made a mod that performs all his changes, with all mine as a dependancy. from what I can tell he's outright stollen my work and redistributed it as his own.
Anyway, lets hope it's not as bad as it sounds... if all he's taken is icons, well, he can have the inserters, but it would have been nice if he asked first.
Re: [0.12.x][v0.12.10] Bob's Modules.
Posted: Fri Jul 08, 2016 4:41 pm
by Arch666Angel
bobingabout wrote:Arch666Angel wrote:On the topic of andrews mods copying from bob:I hope he at least asked for permission, because there is no credit
He did not
At least when I "Borrowed" Icons from other people's mods, like DyTech at the time (for things like the Glass icon... I can't think of anything else right now), I atleast asked if I could use it.
Seriously though, those icons are taken stright from my mod, not only do they have the quirky names like far, the express inserter icon is still named purple!
What did he do, edit my mod and re-release it? That's a clear violation of the liscence! If you look on the mod portal, the liscence is listed as custom, distribution or private use only. that means no modification, and no corporate use. with hold liable and copyright declaration. Although probably burried somewhere, there is a topic about it on the forums too. (I really should clean up and stickify the liscence)
I mean, it has been done before, with bobwarfare, someone edited that so it didn't depend on plates, but they told me, and I let them do it. And Athmagor wanted to create a single bobmod compilation mod, with changes, to which I said no, as a compromise he basically made a mod that performs all his changes, with all mine as a dependancy. from what I can tell he's outright stollen my work and redistributed it as his own.
Anyway, lets hope it's not as bad as it sounds... if all he's taken is icons, well, he can have the inserters, but it would have been nice if he asked first.
Oh he is already getting flamed on the mod portal, so people are quiet aware that he just plain copied things, just took a look into the mod files, no interesst in playing with them, so cant say what else he plain copied over.
Edit:
From boblibrary:
Code: Select all
function bobmods.lib.machine_has_category(machine, category_in)
local hasit = false
for i, category in pairs(machine.crafting_categories) do
if category == category_in then
hasit = true
end
end
return hasit
end
function bobmods.lib.machine_add_category(machine, category)
if not bobmods.lib.machine_has_category(machine, category) then
table.insert(machine.crafting_categories, category)
end
end
function bobmods.lib.machine_type_if_category_add_category(machine_type, category, category_to_add)
for i, machine in pairs(data.raw[machine_type]) do
if bobmods.lib.machine_has_category(machine, category) then
bobmods.lib.machine_add_category(machine, category_to_add)
end
end
end
From Andrews library mod:
Code: Select all
function machine_has_category(machine, category_in)
local hasit = false
for i, category in pairs(machine.crafting_categories) do
if category == category_in then
hasit = true
end
end
return hasit
end
function machine_add_category(machine, category)
if not machine_has_category(machine, category) then
table.insert(machine.crafting_categories, category)
end
end
function machine_type_if_category_add_category(machine_type, category, category_to_add)
for i, machine in pairs(data.raw[machine_type]) do
if machine_has_category(machine, category) then
machine_add_category(machine, category_to_add)
end
end
end
Re: [0.12.x][v0.12.10] Bob's Modules.
Posted: Fri Jul 08, 2016 4:51 pm
by bobingabout
Yeah, that's pretty much a stright copy...
I also noticed that although I specified a custom liscence on the mod portal, it lists liscence as: "NA"... Looks like someone needs to fix the mod portal.