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Re: [0.16.x] Bob's Mods: General Discussion

Posted: Thu Dec 21, 2017 8:46 am
by Nummy
Also not sure if related to mod or game, but I get random slow-downs in game. FPS drops when walking around, but not always, but UPS tries to stay on 60, but drops a bit after FPS drops below 20.

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Thu Dec 21, 2017 9:08 am
by bobingabout
idiot101300 wrote:Bob Plates is broken at the moment. When i start a new game with Bob Plates and a bunch of other mods i get this error:
Screenshot (7).png
file does not exist... __bobplates__/prototype/item/ores.lua
...
it does exist. I just downloaded my mod at work to check the file, it definitely exists.
Try deleting and redownloading the mod?

Also, it lists data/core/lualib/prototypes/item/ores.lua... this part confuses me. it also lists __bobplates__/prototype/item/ores.lua about 3 times, that error is weird.
Nummy wrote:Also not sure if related to mod or game, but I get random slow-downs in game. FPS drops when walking around, but not always, but UPS tries to stay on 60, but drops a bit after FPS drops below 20.
If the UPS is at 60 but FPS drops to 20, the issue is actually not with the mod, but either with the game, or your hardware (graphics card?)
It could be possible that you can handle the game itself okay, but when you start adding mods, the additional content pushs your graphics card beyond it's limit.

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Thu Dec 21, 2017 10:15 am
by Nummy
Funny thing is, that it can be on 60FPS for some time and then just drops to 20 or less.

And I'm sure I wasn't had problems before on 0.15.x, only UPS dropped when save was being saved (disk operation). But 0.16 brought new graphics and this might put more strain on GFX card, but I don't think I would get 60FPS anytime if that would be a case. I can move around and for some time no drops, then FPS drops for a few seconds and then go back up to 60.
Not exactly sure how to check what might be wrong here.

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Thu Dec 21, 2017 10:47 am
by bobingabout
Nummy wrote:Funny thing is, that it can be on 60FPS for some time and then just drops to 20 or less.

And I'm sure I wasn't had problems before on 0.15.x, only UPS dropped when save was being saved (disk operation). But 0.16 brought new graphics and this might put more strain on GFX card, but I don't think I would get 60FPS anytime if that would be a case. I can move around and for some time no drops, then FPS drops for a few seconds and then go back up to 60.
Not exactly sure how to check what might be wrong here.
That does sound like odd behaviour.
Also, 0.16 does add a lot of new high res graphics. You might get better performance if you turn high res off.

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Thu Dec 21, 2017 11:56 am
by T2k3
Nummy wrote:Funny thing is, that it can be on 60FPS for some time and then just drops to 20 or less.

And I'm sure I wasn't had problems before on 0.15.x, only UPS dropped when save was being saved (disk operation). But 0.16 brought new graphics and this might put more strain on GFX card, but I don't think I would get 60FPS anytime if that would be a case. I can move around and for some time no drops, then FPS drops for a few seconds and then go back up to 60.
Not exactly sure how to check what might be wrong here.
had a similar problem. For some reason i had fps/ups drops that made playing impossible. I had to change Settings>Graphics>Video memory usage to all. After that everything was smooth again.

I took a quick look (linux radeontop) how much VRAM the game needs with high settings and vram usage to all and its about ~2GB. Under that you'll probably need to turn off high res.

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Thu Dec 21, 2017 7:34 pm
by orzelek
I'm affraid todays update broke fluid wagons from logistics mod.
Removal of 3 separate tanks did that I think.
total_capacity has changed to capacity and all gui pictures seem to be no longer needed.

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Thu Dec 21, 2017 9:41 pm
by H011IS
Getting this error.
Screen Shot 2017-12-22 at 8.36.13 am.png
Screen Shot 2017-12-22 at 8.36.13 am.png (28.08 KiB) Viewed 6952 times
Bug?

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Thu Dec 21, 2017 9:51 pm
by eformo
The above is a break caused by the move from 0.16.6 to 0.16.7. See the post above yours. They changed the way that rail tankers are handled in the base game and it broke rail tankers in modded games. I'm sure this will be taken care of in short order.

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Thu Dec 21, 2017 10:10 pm
by ReasonX
Hello Bobby, u made an awesome mods. They are really cool.
I come to ask about greenhouse part, i think it is kind OP. The few greenhouses can easily produce the wood until the games end.

They self properlled. Compared with other lines, they very compact.

Maybe there a reason to weak them?

Image

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Thu Dec 21, 2017 10:32 pm
by orzelek
ReasonX wrote:Hello Bobby, u made an awesome mods. They are really cool.
I come to ask about greenhouse part, i think it is kind OP. The few greenhouses can easily produce the wood until the games end.

They self properlled. Compared with other lines, they very compact.

Maybe there a reason to weak them?
...image...
When you go and start making automated electronics with electronics mod you will see that it's not the case. And after that there is new ammo that will also eat up either lots of wood or oil later on if you research synthetic wood.

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Thu Dec 21, 2017 10:36 pm
by orzelek
I've attached fixed up logistics for Factorio 0.16.7 to the post.
I hope bob that you won't mind:)
Edit:
Removed, please use official update.

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Fri Dec 22, 2017 12:51 am
by bobingabout
Logistics 0.16.1:
Fixed fluid wagons for 0.16.7.
also divided wind resistance by 5 to equate to the new base game values.

Known issue, you can't open the GUI to use the equipment grid. I can't fix this, I've submitted a bug report.
orzelek wrote:
ReasonX wrote:Hello Bobby, u made an awesome mods. They are really cool.
I come to ask about greenhouse part, i think it is kind OP. The few greenhouses can easily produce the wood until the games end.

They self properlled. Compared with other lines, they very compact.

Maybe there a reason to weak them?
...image...
When you go and start making automated electronics with electronics mod you will see that it's not the case. And after that there is new ammo that will also eat up either lots of wood or oil later on if you research synthetic wood.
Also, try playing in expensive mode. they barely break even.

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Fri Dec 22, 2017 2:33 pm
by mrvn
bobingabout wrote:Logistics 0.16.1:
Fixed fluid wagons for 0.16.7.
also divided wind resistance by 5 to equate to the new base game values.

Known issue, you can't open the GUI to use the equipment grid. I can't fix this, I've submitted a bug report.
orzelek wrote:
ReasonX wrote:Hello Bobby, u made an awesome mods. They are really cool.
I come to ask about greenhouse part, i think it is kind OP. The few greenhouses can easily produce the wood until the games end.

They self properlled. Compared with other lines, they very compact.

Maybe there a reason to weak them?
...image...
When you go and start making automated electronics with electronics mod you will see that it's not the case. And after that there is new ammo that will also eat up either lots of wood or oil later on if you research synthetic wood.
Also, try playing in expensive mode. they barely break even.
With mk1 boilers and steam engines they run at a loss in expensive mode. You need mk2 boilers and mk2 steam engines there.

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Fri Dec 22, 2017 6:19 pm
by orzelek
I found small bug in library mod that shows up with certain combination of mods (full bob's set + pycoal).
In result_check function it can copy icon from item for given recipe but it doesn't copy icon_size. That results in recipe with icon (even if it didn't have one before) and no icon_size defined = mod loading error.
To fix it you need to add in functions.lua at line 32:

Code: Select all

object.icon_size = data.raw[item.type][object.result].icon_size
It might be caused by the way that pycoal uses library - calling result_check on any recipe before actually modifying it.

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Fri Dec 22, 2017 9:29 pm
by bobingabout
Thanks for the report, I'll do that now.

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Sun Dec 24, 2017 4:46 pm
by fishycat
Hi bob, happy holidays, your logistic robots mk2,3,4 have no fire resistance, though mk1 has 85%.

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Sun Dec 24, 2017 9:25 pm
by PurpleYouko
Hi Bob.
I just noticed that your inserters don't show network wire connection graphics when I put wires on them in version 0.16.7.
At first I thought it might be the game version itself so I tested on the vanilla inserters and they still show the red and green wires just fine.

Just thought you should know ;)

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Mon Dec 25, 2017 1:03 am
by bobingabout
PurpleYouko wrote:Hi Bob.
I just noticed that your inserters don't show network wire connection graphics when I put wires on them in version 0.16.7.
At first I thought it might be the game version itself so I tested on the vanilla inserters and they still show the red and green wires just fine.

Just thought you should know ;)
I'll look into it
fishycat wrote:Hi bob, happy holidays, your logistic robots mk2,3,4 have no fire resistance, though mk1 has 85%.
Just logistics, or is there an issue with construction too?
either way, I'll look into it.

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Mon Dec 25, 2017 1:43 am
by fishycat
Ah sorry, yes with construction robots too. I didn't notice before because I have a mod that adds restistance to construction bots.

Re: [0.16.x] Bob's Mods: General Discussion

Posted: Mon Dec 25, 2017 2:34 am
by bobingabout
fishycat wrote:Ah sorry, yes with construction robots too. I didn't notice before because I have a mod that adds restistance to construction bots.
That's fine, it's fixed now.
As are the Inserters

And you now have Fusion powered robots. They're the same as MK4, but never need to recharge!
Merry Christmas!