Page 4 of 22

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

Posted: Fri Jul 01, 2016 9:49 pm
by bobingabout
the error message does indicate my mod.

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

Posted: Fri Jul 01, 2016 10:00 pm
by wartank
Might want to have a chat with the guy from this mod then: https://mods.factorio.com/mods/TheSAguy ... _Expansion. Updating that mod to the newest version resolved the error.

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

Posted: Fri Jul 01, 2016 11:03 pm
by SilverText
i played a cuple of hrs in the game in 13.1 bobs mod and i see there is no cabalt :( bob fix the bug plz if anyone know how to fix plz tell

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

Posted: Fri Jul 01, 2016 11:06 pm
by orzelek
SilverText wrote:i played a cuple of hrs in the game in 13.1 bobs mod and i see there is no cabalt :( bob fix the bug plz if anyone know how to fix plz tell
There is a special copper plate recipe marked with blue cobalt icon that produces cobalt oxide. Thats all that you need - no actual ore is required.

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

Posted: Sat Jul 02, 2016 8:38 am
by Ceriwyn
Grabbed some friends and loaded up 0.13.3, Bob's Mods and RSO.

For some reason when we had a 5th person join, one of us dropped. The game settings were 8 people, so we're not sure why that was happening.

The more odd thing was that anyone trying to put down a off shore pump would crash / desync. However as the host if everyone was out of the game I could place them and have everyone rejoin. I was playing solo without mods earlier today and it was working fine single player.

Thanks for all the fun through the patches. :)

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

Posted: Sat Jul 02, 2016 11:41 am
by orzelek
Ceriwyn wrote:Grabbed some friends and loaded up 0.13.3, Bob's Mods and RSO.

For some reason when we had a 5th person join, one of us dropped. The game settings were 8 people, so we're not sure why that was happening.

The more odd thing was that anyone trying to put down a off shore pump would crash / desync. However as the host if everyone was out of the game I could place them and have everyone rejoin. I was playing solo without mods earlier today and it was working fine single player.

Thanks for all the fun through the patches. :)
There is a sticky in bug forums about desyncs with offshoer pump ;)
Wait for 0.13.4 or roll back to 0.13.2 are two solutions now.

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

Posted: Sat Jul 02, 2016 1:46 pm
by bioxz
I found a discussion in a 0.12 thread, but im not sure if this is the same problem. Since the research of synthetic wood, i cant use the normal wood to create chips by hand. I've build a factory with greenhouses that still produces chips, but i cant craft them by hand anymore because of missing ingredients. Also, i noticed that it is very hard to distinguish between normal and synthetic wood if you want know which resource is missing. Installed mods are all bobs and RailTanker with factorio 0.13.1

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

Posted: Sat Jul 02, 2016 3:25 pm
by bobingabout
bioxz wrote:I found a discussion in a 0.12 thread, but im not sure if this is the same problem. Since the research of synthetic wood, i cant use the normal wood to create chips by hand. I've build a factory with greenhouses that still produces chips, but i cant craft them by hand anymore because of missing ingredients. Also, i noticed that it is very hard to distinguish between normal and synthetic wood if you want know which resource is missing. Installed mods are all bobs and RailTanker with factorio 0.13.1
Yes, it's the same issue.

And you CAN still craft from wood, but you have to manually craft the wooden boards first. For some reason, the game will only look for one recipe path, and once it finds it, will assume it's the only one available, even if the one it chooses can't be crafted, and there's another recipe path that can.

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

Posted: Sat Jul 02, 2016 4:21 pm
by bioxz
bobingabout wrote:And you CAN still craft from wood, but you have to manually craft the wooden boards first. For some reason, the game will only look for one recipe path, and once it finds it, will assume it's the only one available, even if the one it chooses can't be crafted, and there's another recipe path that can.
Right, thanks. I was a bit stupid, I've crafted wood from raw wood but not the wooden boards. Maybe I'll just remove those synthetic boards from my game, with greenhouses there is more than enough wood. That said, your mod is awesome! The only wish so far would be something like the rail tanker mod included :)

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

Posted: Sun Jul 03, 2016 4:44 pm
by bman212121
bobingabout wrote:
Franz_Iosif wrote:Where is God Modules? Why it deleted? Give them back, please, and let them work in beacons.

P.S.:Thanks for your grat mods, I always played with them.
Download and extract config mod.
Open config.lua in your favorite text editor.
Scroll down to the modules section and find the following lines

Code: Select all

bobmods.config.modules.EnableGodModules = false
bobmods.config.modules.BeaconCanTransmitProductivity = false
Change both to true

Code: Select all

bobmods.config.modules.EnableGodModules = true
bobmods.config.modules.BeaconCanTransmitProductivity = true
Next time you load the game you will have god modules, and can use them in beacons.
I'm curious about this one. Do you happen to know if anyone suggested or discussed the possibility of bringing configs into factorio? Basically making it so that you can adjust those settings from in game, rather than having to physically open up the code to do it. I'm sure you're well aware that when you make those changes it's going to throw the checksum for the mod off, making it so that each person would have to download the "new" copy of it. And I'd image that will break the whole mod portal since you can't have 10 versions of the same thing.

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

Posted: Sun Jul 03, 2016 5:04 pm
by hoho
bman212121 wrote:I'm curious about this one. Do you happen to know if anyone suggested or discussed the possibility of bringing configs into factorio?
Yes, this here is just one of such topics:
viewtopic.php?f=6&t=27902&p=176833&hili ... on#p176833

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

Posted: Sun Jul 03, 2016 6:15 pm
by bobingabout
That was partly the cause for having to add a mod checksum in the first place. People would change the config, so the mod would be different, then when the mod was compiled, it was wrong... however:

Code: Select all

   2.837 Checksum for mod bobtechsave: 0
   2.837 Checksum for mod clock: 0
not everything seems to have a unique checksum.

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

Posted: Sun Jul 03, 2016 8:27 pm
by steinio
Is there a known release date for Bob's Burger mod?

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

Posted: Sun Jul 03, 2016 10:41 pm
by bobingabout
steinio wrote:Is there a known release date for Bob's Burger mod?
... what?

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

Posted: Sun Jul 03, 2016 11:23 pm
by bobingabout
Well, over the weekend I've been fixing a few things, and even adding a few extra features in.

Here's the list of changes.


Plates 0.13.2:
* Fixed migration scripts.

Config 0.13.1:
* Changed default inventory starting size to 90.
* Updated bot overide values to that of new numbers
* Added combat robot update option

Enemies 0.13.1:
* Added evolution limitation to big worm spawning.
* Added Electric and Piercing big worms
* Added Giant and Behemoth worms.

Logistics 0.13.3:
* Underground pipe underground indicator graphics fixed.

Power 0.13.1:
* Updated Big pole/substation collision/selection boxes.
* Accumulators are connectable to the circuit network.

Greenhouse 0.13.1:
* Added fuel value to seedling.

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

Posted: Sun Jul 03, 2016 11:41 pm
by Supercheese
bobingabout wrote:
steinio wrote:Is there a known release date for Bob's Burger mod?
... what?
https://en.wikipedia.org/wiki/Bob%27s_Burgers

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

Posted: Mon Jul 04, 2016 2:49 am
by Szentigrade
Failed to load mod "bobwarfare 0.13.3"
__bobwarfare__/data.lua:74: __bobwarfare__/prototypes/entity/drone.lua:51: attempt to call field 'multiplystripes' (a nil value)

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

Posted: Mon Jul 04, 2016 9:37 am
by bobingabout
Szentigrade wrote:Failed to load mod "bobwarfare 0.13.3"
__bobwarfare__/data.lua:74: __bobwarfare__/prototypes/entity/drone.lua:51: attempt to call field 'multiplystripes' (a nil value)
This is indeed an odd one. I personally don't get the error myself, but that line is loading tank graphics on my attack drone.

I'd have a look and compare to see if there's any changes to how it is defined on the tank in the base game, but can't right now.

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

Posted: Mon Jul 04, 2016 10:29 am
by madtulip
I used Foreman ( https://bitbucket.org/Nicksaurus/foreman) to visualize production flowcharts. For some reason recently some Items like to Construction Robot or the Construction robot brain show wrong or no subcomponents at all. I guess this is related to values depending on the configuration script? It would be "nice to have" if this could be restructured for compatibility with Foreman. I understand if its not part of the roadmap to support other 3rd. party products though.

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

Posted: Mon Jul 04, 2016 12:12 pm
by bobingabout
madtulip wrote:For some reason recently some Items like to Construction Robot or the Construction robot brain show wrong or no subcomponents at all.
This is likely due to the fact that the recipe itself has no ingredients listed on it. The ingredients for the recipe are added later in a recipe-updates.lua file, loaded in the data-updates stage. Now, the program may account for that already, but not the boblibrary method in which I do it.