[0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates

Some mods, made by Bob. Basically streaks every Factroio-area.

Moderator: bobingabout

Which of the new v0.7 additions do you like the best?

Advanced Electronics 3 with CPUs
59
25%
The Nitrogen/Ceramic chain
40
17%
The new Pumps and barrel/bottle recipes
25
11%
The new types of pipes
25
11%
Factory reballancing
32
14%
The new Electrolyser graphics!
53
23%
 
Total votes: 234

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Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates

Post by cpy »

What bob's chemistry looks like in real life? Check it out!

https://www.youtube.com/watch?v=V8mHiFYmlBc

https://www.youtube.com/watch?v=FjEoRidvgYE

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Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates

Post by L0771 »

Suggestion:

Add something like this, i think is right, but i see something weird here :roll:

[item-description]
stone-pipe = Size 20
stone-pipe-to-ground = Size 20
copper-pipe = Size 5
copper-pipe-to-ground = Size 5
steel-pipe = Size 10
steel-pipe-to-ground = Size 10
bronze-pipe = Size 5
bronze-pipe-to-ground = Size 5
plastic-pipe = Size 20
plastic-pipe-to-ground = Size 20
brass-pipe = Size 5
brass-pipe-to-ground = Size 5
ceramic-pipe = Size 20
ceramic-pipe-to-ground = Size 20
titanium-pipe = Size 10
titanium-pipe-to-ground = Size 10
tungsten-pipe = Size 10
tungsten-pipe-to-ground = Size 10

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Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates

Post by bobingabout »

L0771 wrote:but i see something weird here :roll:
And that would be...?
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Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates

Post by L0771 »

For example:
- copper-pipe
  • 0.5 energy
  • 1 copper-plate:
    • 3.5 energy
    • 1 copper-ore
Total: 1 copper-ore + 4 energy = Size 5

- iron-pipe
  • 0.5 energy
  • 1 iron-plate:
    • 3.5 energy
    • 1 iron-ore
Total: 1 iron-ore + 4 energy = Size 10

- steel-pipe
  • 0.5 energy
  • 1 steel-plate:
    • 7 energy
    • 2 iron-plate:
      • 7 energy
      • 2 iron-ore
Total: 2 iron-ore + 14.5 energy = Size 10

- stone-pipe:
  • 0.5 energy
  • 1 stone-brick:
    • 3.5 energy
    • 2 stone
Total: 2 stone + 4 energy = Size 20

And this is my example, plastic can be made for different ways, but is harder than stone and steel, with others pipes i don't know the process.

copper < iron < steel < plastic
but i think 2 stone = 1 iron-ore, stone-pipe must have size 10 and steel 20-25 and plastic 25-30 (or maybe 20, with treefarm is faster make plastic)

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Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates

Post by bobingabout »

that's partly because you're comparing them on an even level. They're not all even.

Copper, Iron and Stone are all Tier 1 pipes
Steel, Bronze and Plastic are Tier 2 pipes
Brass, Ceramic and Titanim are Tier 3
and Tungsten is Tier 4.

What makes them higher tier? They have more health, and the underground pipe reachs further.

But, Yeah, Copper, Iron and Stone are all comparable, so the fact that you listed them all with the same resource/energy requirements makes sense, where the steel one is more expensive because it is a higher tier.
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Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates

Post by L0771 »

bobingabout wrote:What makes them higher tier? They have more health, and the underground pipe reachs further.
I'm sorry, i have v0.7.8.
In that case, i'm only suggest the descripcion of pipes :oops:

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Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates

Post by cpy »

Just another suggestion, water/air pumps, fast electrolysis recipes, when i play bobs mods i edit recipes to be 5-10x slower but give 5-10x more product and requiring 5-10x more inpupts, so you don't see crazy fast line but more bulk processing.

I'm balancing out speed/prod modules. I'll post my tweaks when i'm done.
Speed and eff are balanced now, but i need to balance productivity modules a bit more.
God/combined modules are disabled.
Eff modules give 20% per rank 160% eff at max lvl.
Speed modules:
rank: speed - power use - non linear growth making faster things less power efficient and makes you wanna consider speed vs power use
1: 20% - 20%
2: 40% - 56%
3: 60% - 108%
4: 80% - 176%
5: 100%- 260%
6: 120%- 360%
7: 140%- 476%
8: 160%- 608%

Productivity modules:
rank: productivity - power use - pollution (haven't decided on value) Logic on values: maximum 6 slot will roughly double production, pollution values will be reduced to -80% with 2x max rank pollution reducing modules in beacon building.
1: 2% - 20% - ? 5%
2: 4% - 56% - ? 10%
3: 6% - 108% - ? 15%
4: 8% - 176% - ? 20%
5: 10%- 260% - ? 25%
6: 12%- 360% - ? 30%
7: 14%- 476% - ? 35%
8: 16%- 608% - ? 40%

Enemies are fine, next thing i'll crack down is armor and equipment.
Last thing i'll do is balance weapons. :)
I have near perfect (for my play style) resource spawn balance that will make you fight for things you need but keep important ones at reasonable quantities.

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Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates

Post by bobingabout »

An interesting idea there, not sure I want to actually adjust the values of the modules though, I chose liner scales on purpose, partly to make the module merging system work. I could make it an option.

The rest I'm willing to take into consideration though, changing the cycle times of recipes on the compressor/pump shouldn't be an issue.

The weapons should already be fairly ballanced, but I'm open for tweak sugestions. I've already tweaked the stats on Armor and Modules a fair bit though, it really needs re-ballancing.
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I also have a Patreon.

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Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates

Post by cpy »

I kinda disabled god and combined modules, so it's kinda harder version of your modules, for those who like to have a bit harder time with modules.

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Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates

Post by bobingabout »

cpy wrote:I kinda disabled god and combined modules, so it's kinda harder version of your modules, for those who like to have a bit harder time with modules.
I perfectly understand, that's why they can be disabled.
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Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates

Post by silverbird »

hi.
i am missing powdered tungsten, tungsten acid, some oxides and 5 or 6 other items. in logistics they appear but in crafting they dont. if its possible please help.

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Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates

Post by bobingabout »

silverbird wrote:hi.
i am missing powdered tungsten, tungsten acid, some oxides and 5 or 6 other items. in logistics they appear but in crafting they dont. if its possible please help.
The Tungsten stuff comes from Tungsten Processing. This requires quite a few things to be researched including Electrolysis.
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Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates

Post by silverbird »

thx for answering so fast :)
here are 2 pics which may explain what im talking about.
Attachments
here u c the problem - several items are possible in logistics but not in crafting
here u c the problem - several items are possible in logistics but not in crafting
factorio problem.jpg (642.95 KiB) Viewed 4004 times
i researched all :)
i researched all :)
factorio tech.jpg (609.45 KiB) Viewed 4004 times

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Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates

Post by bobingabout »

The resources on the Crafting page are sorted by where they're made.
The resources on the filter page are sorted by what type of material it is.
So they might be in different places within that page... but should still be there.

Code: Select all

table.insert(data.raw.technology["tungsten-processing"].effects,{type = "unlock-recipe", recipe = "tungstic-acid"})
table.insert(data.raw.technology["tungsten-processing"].effects,{type = "unlock-recipe", recipe = "tungsten-oxide"})
table.insert(data.raw.technology["tungsten-processing"].effects,{type = "unlock-recipe", recipe = "powdered-tungsten"})
table.insert(data.raw.technology["tungsten-processing"].effects,{type = "unlock-recipe", recipe = "bob-tungsten-plate"})
Unless one of the other mods is interfering with mine in the data-updates stage, it SHOULD be unlocked with the Tungsten Processing research.

It actually looks like you have quite a lot of recipes missing there, not just my tungsten. I don't understand why.

EDIT:
Question, Did you already have DyTech installed and most things researched before installing Bob's mods? I think I may need to add a new migration script to account for this scenario.
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I also have a Patreon.

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Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates

Post by TheSAguy »

I have a question on the pipes that are added.
With DyTech, the higher tiered pipes can handle more volume.
Is that the same with the Bob new pipes and if so, what are they?

With DyTech the toot-tip shows this. If possible please add that with the next update.

Thanks.

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Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates

Post by bobingabout »

Tooltips were asked for, like, twice on the previous page. I will add them.

And no, They don't simply get bigger with tiers, I tried that, bigger pipes actually slow down flow, so instead I have 3 different sized pipes, with 3 tiers. See first post for details.
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Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates

Post by silverbird »

thanks for your answer :)
yes i installed your mods later than dytech.

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Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates

Post by orzelek »

bobingabout wrote:Tooltips were asked for, like, twice on the previous page. I will add them.

And no, They don't simply get bigger with tiers, I tried that, bigger pipes actually slow down flow, so instead I have 3 different sized pipes, with 3 tiers. See first post for details.
Actually I meant to ask about that - how bigger volume pipe will slow down the flow?
And if it will do that also if fluid is actually pumped into it by a pump?

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Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates

Post by silverbird »

where do i add the code ?

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Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates

Post by bobingabout »

orzelek wrote:
bobingabout wrote:Tooltips were asked for, like, twice on the previous page. I will add them.

And no, They don't simply get bigger with tiers, I tried that, bigger pipes actually slow down flow, so instead I have 3 different sized pipes, with 3 tiers. See first post for details.
Actually I meant to ask about that - how bigger volume pipe will slow down the flow?
And if it will do that also if fluid is actually pumped into it by a pump?
Let's just say you'll need to use pumps a lot more often. Without doing more tests I can't be sure how often you need them.
silverbird wrote:where do i add the code ?
That code I quoted was an extract from my mod that adds it to the DyTech research if DyTech is installed. However It doesn't account for if the research has already been researched. So, Ignore it.

I'm going to have to write a new migration script file, I'll get back to you with it later. Expect it to take a few days.
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I also have a Patreon.

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