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Re: [1.1] bugs and balance issues.

Posted: Tue Nov 09, 2021 6:23 pm
by bobingabout
Qatavin wrote:
Sun Nov 07, 2021 2:30 am
The description of Chemical Processing techs says "Research into to use and production of chemicals." Should probably be "into the use".

The description of the "Productivity limitations" setting in your Modules mod says "effect" when it should be "affect".

The description of the "Cheaper Steel" setting in MCI "If enabled, Steel will cost 2 iron plates in stead of 5". It only costs 1 iron plate now. Also, that should be "instead".

The items "exoskeleton equipment MK2" and MK3 don't have their first words capitalized.

At some point the horizontal_window_bounding_box and vertical_window_bounding_box on pipes changed in the base game. I don't think I've noticed anything wrong with the horizontal windows (the change is just a single pixel), but the vertical ones definitely look a little off in the top right corner. The new bounds are:
horizontal_window_bounding_box = {{-0.25, -0.28125},{0.25, 0.15625}},
vertical_window_bounding_box = {{-0.28125, -0.5},{0.03125, 0.125}},
thanks, I'll make a note of them.
Are you sure it should say Affect? I mean, when I look at it, I'll know, because I'm fairly sure I wrote that before I learned the difference. Affect is synonymous with cause. For example, if you drop a marble in a cup, the marble is the affect, and the ripples on the water are the effect. The Marble Affects the water, by causing a ripple effect. But then you can also say... The Effect of the marble on the water is to cause Ripples.

As for the Iron cost... The cost of the new steel process is cheaper, so it only costs one if new steel is enabled, but still costs 2 if it's disabled. But could probably do with an update.

Re: [1.1] bugs and balance issues.

Posted: Tue Nov 09, 2021 9:08 pm
by Qatavin
It says "If enabled, modules that effect productivity can only be used on Registered intermediates." So "affect" would be correct, yeah.

Re: [1.1] bugs and balance issues.

Posted: Sat Nov 13, 2021 12:51 am
by bobingabout
Qatavin wrote:
Tue Nov 09, 2021 9:08 pm
It says "If enabled, modules that effect productivity can only be used on Registered intermediates." So "affect" would be correct, yeah.
...
Actually, on that one, BOTH are "correct".
The Module itself is the Affect, Productivity being increased is the effect of the module.
On the current statement, The module causes an effect seen on productivity
On your suggested statement, the productivity stat on the modules is an affect that causes an increase in productivity of crafting.

Personally, I still prefer Effect on this statement, because the way I see it, the Module itself is the Affect, and the change in productivity is an Effect. The Productivity is Effected by the Module.

Re: [1.1] bugs and balance issues.

Posted: Sat Nov 13, 2021 6:03 am
by Qatavin
To be precise, "effect" as a verb means to create something new, as opposed to "affect" which means to modify or alter something. In this case, the modules are not "effecting" productivity, because productivity already exists, it just starts at +0%, or in the case of mining drills, whatever % bonus you've unlocked with techs. Modules "affect" productivity by adding some amount to the productivity stat.

Either way, in terms of nouns, both of these are "effects". "Affect" as a noun means something completely different.

Re: [1.1] bugs and balance issues.

Posted: Sat May 07, 2022 11:57 pm
by crazyivan532
issue with radar 1, it reads radar 2 and unlocks radar 2, no way to make or research radar 1 resulting in game breaking bug.

Re: [1.1] bugs and balance issues.

Posted: Fri May 27, 2022 5:00 pm
by MagVic
I haven't been able to load bobwarfare for about a year now, as it seems to run into conflict with something. Screenshot attached.

Re: [1.1] bugs and balance issues.

Posted: Fri May 27, 2022 7:18 pm
by KiwiHawk
MagVic wrote:
Fri May 27, 2022 5:00 pm
I haven't been able to load bobwarfare for about a year now, as it seems to run into conflict with something. Screenshot attached.
This is a bug with Angel's mods that they will be patching soon. Workaround is to enable Alien Artifacts.

Re: [1.1] bugs and balance issues.

Posted: Fri Jul 29, 2022 8:06 am
by spiral_power
I got an error when I loaded save with the latest Bob
1.png
1.png (1.89 MiB) Viewed 4225 times

Re: [1.1] bugs and balance issues.

Posted: Fri Jul 29, 2022 9:07 am
by spiral_power
One more thing, the recipe for RTG has changed from 1.1.3 to 1.1.5, but there is no mention in the changelog. is it a revamp change? Also, there is no other change in the recipe, is there?

Re: [1.1] bugs and balance issues.

Posted: Fri Jul 29, 2022 3:09 pm
by spiral_power
ah, not RTG, rocket engine, I found changelog at Bob's Warfare
Sorry to bother you.

Re: [1.1] bugs and balance issues.

Posted: Fri Jul 29, 2022 9:43 pm
by KiwiHawk
spiral_power wrote:
Fri Jul 29, 2022 8:06 am
I got an error when I loaded save with the latest Bob1.png
Can you upload your save game file please? Either on here if it will let you or attach it to a new issue on GitHub.

https://github.com/BobsMods/bobsmods

Re: [1.1] bugs and balance issues.

Posted: Fri Jul 29, 2022 11:26 pm
by spiral_power
Can you upload your save game file please? Either on here if it will let you or attach it to a new issue on GitHub.
Thanks for the reply, I have submitted the issue to GitHub.

Re: [1.1] bugs and balance issues.

Posted: Sun Aug 07, 2022 6:39 am
by KiwiHawk
spiral_power wrote:
Fri Jul 29, 2022 8:06 am
I got an error when I loaded save with the latest Bob1.png
Fix for this will be in the next version of Bob's mods

Re: [1.1] bugs and balance issues.

Posted: Tue Oct 04, 2022 10:32 pm
by Strelok
Hello I have an error loading factorio, with only
Bob's Metals, Chemicals and Intermediates, the game does not launch
Factorio bug.png
Factorio bug.png (66.2 KiB) Viewed 3697 times

Re: [1.1] bugs and balance issues.

Posted: Wed Oct 05, 2022 6:43 pm
by RocketManChronicles
Hi guys! Been a while since I have been on Bob's forums. But I have found a bug, I posted in Bob's Tech on the portal, but should also post here.

I have found that many items, including some of the Bob's science packs (Automation and Logistic), do not use the higher tier assembling machines (tiers 4, 5, and 6). I am using a lot of mods, but Bobs is the main focus overhaul compared to the others. Below are three screenshots showing my hovering info panel of which machines the packs can be assembled in.

https://steamcommunity.com/sharedfiles/ ... 2871079215
https://steamcommunity.com/sharedfiles/ ... 2871077029
https://steamcommunity.com/sharedfiles/ ... 2871077037

Re: [1.1] bugs and balance issues.

Posted: Wed Oct 05, 2022 6:52 pm
by KiwiHawk
RocketManChronicles wrote:
Wed Oct 05, 2022 6:43 pm
Hi guys! Been a while since I have been on Bob's forums. But I have found a bug, I posted in Bob's Tech on the portal, but should also post here.
Yes, I saw that. Thanks. I've not had a chance to investigate the issue yet. I'll post a proper followup once I have. But fear not, your report has not gone unnoticed 🙂

Re: [1.1] bugs and balance issues.

Posted: Wed Oct 05, 2022 11:46 pm
by RocketManChronicles
KiwiHawk wrote:
Wed Oct 05, 2022 6:52 pm
Yes, I saw that. Thanks. I've not had a chance to investigate the issue yet. I'll post a proper followup once I have. But fear not, your report has not gone unnoticed 🙂
Great! Thank you for letting me know!

Re: [1.1] bugs and balance issues.

Posted: Thu Oct 06, 2022 11:20 am
by KiwiHawk
RocketManChronicles wrote:
Wed Oct 05, 2022 6:43 pm
Hi guys! Been a while since I have been on Bob's forums. But I have found a bug, I posted in Bob's Tech on the portal, but should also post here.

I have found that many items, including some of the Bob's science packs (Automation and Logistic), do not use the higher tier assembling machines (tiers 4, 5, and 6). I am using a lot of mods, but Bobs is the main focus overhaul compared to the others. Below are three screenshots showing my hovering info panel of which machines the packs can be assembled in.

https://steamcommunity.com/sharedfiles/ ... 2871079215
https://steamcommunity.com/sharedfiles/ ... 2871077029
https://steamcommunity.com/sharedfiles/ ... 2871077037
I've already fixed this issue. Will be included in the next version of Bob's 🙂

Re: [1.1] bugs and balance issues.

Posted: Thu Oct 06, 2022 11:24 am
by KiwiHawk
Strelok wrote:
Tue Oct 04, 2022 10:32 pm
Hello I have an error loading factorio, with only
Bob's Metals, Chemicals and Intermediates, the game does not launch Factorio bug.png
You need to update Bob's Functions Library mod. I forgot to update the minimum required version, sorry!

Re: [1.1] bugs and balance issues.

Posted: Fri Oct 07, 2022 4:41 pm
by RocketManChronicles
KiwiHawk wrote:
Thu Oct 06, 2022 11:20 am
I've already fixed this issue. Will be included in the next version of Bob's 🙂
Thank you for the quick work! Very appreciative of staying on top of things.

Also, just to catch up, are you maintaining the mods in place of Bob?