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Re: [0.13.x] Bob's Mods: General Discussion

Posted: Mon Jul 11, 2016 6:08 pm
by bobingabout
Logistics 0.13.4:
* removed LZE charging point for real this time.
* Valves no longer rotate in hand after placing one. (via a script that rotates it back to the correct rotation)
* Rename purple inserter to express inserter, and recolour to cyan
* Fixed roboport wire connection points.
* Fixed storage tank wire connection points.
* Added express versions of Filter(magenta), Stack(dark green), and Stack Filter(striped) inserters.

Inserters 0.13.1:
* Changed title from Adjustable Inserters to Bob's Adjustable Inserters
* Renamed Locale file
* Fixed an issue where clicking on a gui element not related to this mod could cause a scripting error.
* fix shift + N cycle if offset is to the side. (and other crazy combinations)
* Fix GUI on lowest graphics settings.
* re-added the old inserter stack size bonus technology, also removed normal inserter stack size bonuses from the new tech.
* implemented a range check when making changes to inserter position
* GUI also auto-closes if you move out of range.
* GUI now also has titles for each grid
* Added the inserter adjustment options research technologies.
* replaced inserter capacity bonus technology icon with old stack inserter icon from pre 0.13.7

Downloads in the usual places.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Tue Jul 12, 2016 12:54 pm
by Aonova
Hell yeah, inserters, can't wait to try out. Awesome job as always :mrgreen:

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Tue Jul 12, 2016 1:53 pm
by Firestronk
I just recently research railway, but i can not seem to find curved rails anywhere. I have straight rails and I looked through the other tech, but none of them have curved rails?

Edit : Nvm im an idiot :S

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Tue Jul 12, 2016 7:35 pm
by DRY411S
A lazy question from me. Do you set any globals in your data stages that I can test in my mod to see if your mods are enabled please?

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Tue Jul 12, 2016 7:40 pm
by bobingabout
DRY411S wrote:A lazy question from me. Do you set any globals in your data stages that I can test in my mod to see if your mods are enabled please?
Yes...
Check the first lines of the data.lua file of each mod. Some, but not all have a global set.

EG, Enemies mod has this:

Code: Select all

if not bobmods then bobmods = {} end
if not bobmods.enemies then bobmods.enemies = {} end
so a possible check for my enemies mod is:

Code: Select all

if bobmods and bobmods.enemies then
There's no version info set though, just a table that contains other variables.


the reason you need both bobmods and bobmods.enemies is simple. if you just search for bobmods.enemies, and bobmods doesn't exists, you'll get an error about it. using bobmods and bobmods.enemies, if bobmods fails, it won't go past the and to check the second term that obviously doesn't exist, because the and is already obviously false.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Tue Jul 12, 2016 9:38 pm
by Adventurer
Is Bob's Adjustable Inserters compatible with vanilla?

As in, could I run Bob's Adjustable Inserters and nothing else and be perfectly fine without there being any weirdness?

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Tue Jul 12, 2016 10:17 pm
by orzelek
Adventurer wrote:Is Bob's Adjustable Inserters compatible with vanilla?

As in, could I run Bob's Adjustable Inserters and nothing else and be perfectly fine without there being any weirdness?
It should be (I'm 99.9% sure.. but didn't try).

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Tue Jul 12, 2016 10:26 pm
by Nexela
Worked for me on a quick test!

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Tue Jul 12, 2016 11:28 pm
by bobingabout
The only thing it would be dependant on if anything would be my library

However, I'm fairly sure I haven't added anything into it yet that would require the library, so... it should be perfectly fine on it's own with vanilla.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Wed Jul 13, 2016 8:53 am
by Frigidwalrus
Okay, so I'm getting an odd error after updating to the new logistics version. Its saying "Error in assignID, technology with name 'stack-inserter' does not exist." This is during startup when it's loading mods, and the game CTD's right after it throws this error. I checked, and if I manually go in and remove the logistics mod, this error goes away and the game loads perfectly.

Update: After a bit of shuffling, it was throwing an error with the 0.13.0 version that included the Afraid of the Dark mod. Removed that mod, and then it threw an error about the Diesel locomotive 2. No idea, now.

Another Update: Nevermind! Found out that my factorio wasn't updating on its own. Loaded in 0.13.8 and it works just fine.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Wed Jul 13, 2016 12:05 pm
by DRY411S
Frigidwalrus wrote:Okay, so I'm getting an odd error after updating to the new logistics version. Its saying "Error in assignID, technology with name 'stack-inserter' does not exist." This is during startup when it's loading mods, and the game CTD's right after it throws this error. I checked, and if I manually go in and remove the logistics mod, this error goes away and the game loads perfectly.

Update: After a bit of shuffling, it was throwing an error with the 0.13.0 version that included the Afraid of the Dark mod. Removed that mod, and then it threw an error about the Diesel locomotive 2. No idea, now.

Another Update: Nevermind! Found out that my factorio wasn't updating on its own. Loaded in 0.13.8 and it works just fine.
I have this error too. I'm on Factorio 0.13.5.At the very least, the mod needs an update of the info.json if it is dependent on a higher version of Factorio above 0.13.5.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Wed Jul 13, 2016 1:20 pm
by bobingabout
one of the later versions of 0.13 adds a seperate stack inserter research, that my new express stack inserters looks for.

so if you're getting the error, updating the base game will fix this issue.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Wed Jul 13, 2016 2:34 pm
by DRY411S
bobingabout wrote:one of the later versions of 0.13 adds a seperate stack inserter research, that my new express stack inserters looks for.

so if you're getting the error, updating the base game will fix this issue.
And if you were testing with a base version greater than ours, you could have put that in 'info.json' and the mod would't have loaded for us. :D

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Wed Jul 13, 2016 6:38 pm
by iamwyza
DRY411S wrote:
bobingabout wrote:one of the later versions of 0.13 adds a seperate stack inserter research, that my new express stack inserters looks for.

so if you're getting the error, updating the base game will fix this issue.
And if you were testing with a base version greater than ours, you could have put that in 'info.json' and the mod would't have loaded for us. :D
Mod makers get the same version we do.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Wed Jul 13, 2016 7:32 pm
by bobingabout
iamwyza wrote:
DRY411S wrote:
bobingabout wrote:one of the later versions of 0.13 adds a seperate stack inserter research, that my new express stack inserters looks for.

so if you're getting the error, updating the base game will fix this issue.
And if you were testing with a base version greater than ours, you could have put that in 'info.json' and the mod would't have loaded for us. :D
Mod makers get the same version we do.
Lets just say, I always try to use the latest version.
if there are gamebreaking changes (like 0.12.11 that completely changed the way scripts work) I usually do lock to that or later.
In this case, I simply forgot that the tech was added after the initial release... I will, as I said, release a version that checks if stack inserter technology exists before depending on it, so it will be compatible with the entire 0.13 chain so far.

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Wed Jul 13, 2016 8:44 pm
by bobingabout
Greenhouse 0.13.2:
* Made greenhouse more power hungry. (4x)
* Made the basic greenhouse tree growing recipe last longer and give less wood.
* Made the advanced recipe last a little longer too.
* Added active animation

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Wed Jul 13, 2016 9:06 pm
by DRY411S
bobingabout wrote: Lets just say, I always try to use the latest version.
if there are gamebreaking changes (like 0.12.11 that completely changed the way scripts work) I usually do lock to that or later.
In this case, I simply forgot that the tech was added after the initial release... I will, as I said, release a version that checks if stack inserter technology exists before depending on it, so it will be compatible with the entire 0.13 chain so far.
I was developing all my mods all v0.13.0 until STEAM update me to v0.13.5 and would not let me wind back. So my mods all have a base of >= 0.13.5 in info.json. 8-)

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Thu Jul 14, 2016 12:46 am
by Aikonn
Hi,
there seems to be still some error with wall gate graphics.
Vertical reinforced gate have wrong upper end. Factorio 0.13.8
bobwarfare 0.13.4

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Thu Jul 14, 2016 4:01 am
by Aonova
DRY411S wrote: I was developing all my mods all v0.13.0 until STEAM update me to v0.13.5 and would not let me wind back. So my mods all have a base of >= 0.13.5 in info.json. 8-)
Are you sure? I find Steam to be very simple to maintain versioning of factorio:
screenshot

Re: [0.13.x] Bob's Mods: General Discussion

Posted: Thu Jul 14, 2016 4:30 am
by Nexela
I believe unless the devs changed it back those first 5 versions will all give you .13.5 because they were tired of getting bug reports from people who picked a specific version and not the current experimental. Versions after 13.5 have some sort of warning or something about upgrading. You should be able to read more about it in the bug forums probably under not a bug.

viewtopic.php?f=49&t=28359

edit: Added Link