Hexy's AngelBob Tweaks


Makes many small tweaks to AngelBob's to make the experience more coherent, as well as reorganize items completely.

Tweaks
5 years ago
0.17
14

g robots not in the robot section

5 years ago

not actually a bug, but the robots section in the crafting menu has robot parts, combar robots, but not building and logistic robots

for some reason this section also has some warehouses

5 years ago

Can you post a picture of this? I definitely sorted logi/construction robots under there.

5 years ago

I also have sandro's fixes, wich alters some ítems' locations, maybe it has something to do with it

5 years ago

That could be it. I'll take a look at it.

5 years ago

I also have sandro's fixes, wich alters some ítems' locations, maybe it has something to do with it

and shinnyBob GFX, in fact, robots are in the bob's logistic section, from shinnyBob GFX

5 years ago

ShinyBobGFX should not be reorganizing any items, and I have tested this mod with that mod and I didn't encounter a problem like this.

5 years ago
5 years ago

or shinnyIcons, I also have that one

5 years ago

anyway, Nevermind, robots are not so hard to find in the crafting menu, so its ok

5 years ago

anyway, Nevermind, robots are not so hard to find in the crafting menu, so its ok

5 years ago

also, bob's gems and bob's materials sections have their contents swapped, materials section has the gems and all you need to craft them (wheels), appart from some actual materials, like batteries and some oxides; and gems section has sour gas separation, the three kinds of Waters made in the bob's water pumps, the bob's resin récipe, and two silicon products

5 years ago
(updated 5 years ago)

So, from what I can tell:
- Sandro's fixes is moving batteries.
- ShinyIcons is moving robots to a different section, and other miscellaneous changes that undo mine.
- I cannot replicate your gems section having what you say you have in it, I don't know what is causing that. If you really want me to dig into it, you could give a full modlist and I'll see what is actually causing it.

My category reorganizations aren't compatible with ShinyIcons or Sandro's Fixes, and I don't anticipate I will ever make them that way. So I would recommend you either turn off ShinyIcons and Sandro's Fixes and just use my mod for reorganization, or you turn off all my reorganization options and use ShinyIcons and Sandro's Fixes for recipe organization.

5 years ago

ok, thanks

5 years ago

one more thing, I just see you removed lithium, it's not craftable any more, and I happen to need it for some intermediate naterials given by other mods

5 years ago

I know this a completely diferent thing, but I dont like opening a lot of threads in the same mod

5 years ago

Then just disable the "enable new lithium recipes" option for now. Could you tell me what mods use lithium metal so I can take a look at them?

5 years ago

just this one, that I know of (https://mods.factorio.com/mod/MomoTweak)

if you select the setting "Enable Electronics", it adds some instermediates components for bob's electronics, some of wich need lithium

5 years ago

just noticed if you dont have angels industries the armors go to the fortifications section, and since there's an armors section, I assumed they should be there

5 years ago

Could have sworn I tested it without Angel's Industries, let me see if I can replicate this.

5 years ago

I have turned off Angel's Industries in my test save and armors are not moving to fortifications. What other mods are you running?

5 years ago

sorry I keep bothering you, but with your mod I cannot put angels purified water in barrels, I put barrels and angels purified wáter in the barreling pump, and bob's pure wáter barrels come out

5 years ago

Don't worry about it, hunting down bugs just makes the mod better. I'll take a look at that as well.

5 years ago

I have turned off Angel's Industries in my test save and armors are not moving to fortifications. What other mods are you running?

I didnt see this before, in theory I only have bob's warfare and angels refining affecting the armors. In reallity I have several other mods, all angels (except for Industries), all bobs, all extended angels and bobs, all madclown, and several more, but don't worry, I dont expect for this mod to be compatible with all of them, Nevermind, I know where the armors are and that's all I need, I'm more in a hurry with the pure wáter thing

5 years ago

I also can't replicate your pure water problem, can I get a full modlist? I want this mod to be compatible with pretty much everything in existence, so it is in my interest to track down every tiny little bug.

5 years ago

ok, but my modlist Will take you some time to fully read

5 years ago

Thanks. I'll take a look at it.

5 years ago

Error with the latest update. when I try to load my saved game, with the last versión of your mod, this happens:

Error while applying migration: Hexy's AngelBob Tweaks:migration_0.17.2.lua
Hexy_AngelBob_Tweaks/migrations/migration_0.17.2.lua:45:attempt to index global 'mods'(a nil value)
stack traceback:
Hexy_AngelBob_Tweaks/migrations/migration_0.17.2.lua:45:in main chunk

5 years ago

Darn it. Should be a quick fix though.

5 years ago

Fixed in 0.17.3.

5 years ago

thanks

5 years ago

ok, the bob's pure wáter récipe is removed, but its barreling récipe is not, and the barreling issue is still there

5 years ago

I put angels pure wáter, and a barrel of bob's pure wáter comes out

5 years ago

I just fixed the migration error, still working on the problem you mentioned. Will get back to you when I figure it out.

5 years ago

Oh, ok, sorry, I thought it was fixed in the last version

5 years ago
(updated 5 years ago)

The barreling issue you are having is caused by enabling the option "Enable pure water" under Bob's Metals, Chemicals, and Intermediates. I would report that issue to Angel's Petrochem as it should be in charge of handling barreling recipes and that particular option there. For now, just disable that option and the problem should be resolved.

Still working on tracking down the "armors go to fortifications" issue, will get back to you once I figure that out.

5 years ago

OK, thanks.

5 years ago

Just realized that error has nothin to do with your mod, is just that I didnt barrel pure weather before, since I had those Bob pumps that could make the three Bob's kinds of water from nowhere. Thanks for taking the time to look into it anyway

5 years ago
(updated 5 years ago)

Just realized that error has nothin to do with your mod, is just that I didnt barrel pure water before, since I had those Bob pumps that could make the three Bob's kinds of water from nowhere. Thanks for taking the time to look into it anyway

5 years ago

I just found that momoTweak makes some récipes need bob's electrolizers to be crafted, this is not really a problem, I can just use those electrolizers, but would be great if everything could be done in the angels ones

5 years ago

Will work on making MomoTweak compatible with this.

5 years ago

specificly silicon plate, batteries 2 and 3, and alginic acid (this last one is necessary to make paper when using angels bio processing)

5 years ago

Will work on making MomoTweak compatible with this.

great, thanks

5 years ago

one more thing, nothing to do with momo. When you change the settings, for example, you remove some récipe or building wich you had before in your saved game, when you load the game again, with the building in theory removed, those buildings are still in the game, and so are their récipes and techs, shouldnt they dissapear?

5 years ago

I opted to just disable recipes and technologies instead of hard removing them from the game, but maybe I should change that. I'll think about it for the next update.

5 years ago

Still working on tracking down the "armors go to fortifications" issue, will get back to you once I figure that out.

BTW, dont know if you still have this on your todo list, or fixed it already, but I have it fixed, armors are back in the armor section again

5 years ago

It was on my todo list, glad to hear it is resolved.

5 years ago

MomoTweak compatibility added in 0.17.5.

5 years ago

thanks

5 years ago
(updated 5 years ago)

hello, I wanted to ask you for something, this is not technically a bug, at list not from your mod, but maybe you can fix it: when using madclown vanilla nuclear, the thorium enrichment process becomes unresearchable, since madclown's removes kovarex tech, wich is a prerequisite for thorium enrichment (kind of like the car mk3), could you make some changes in order to make that tech craftable? I know I should ask bob, and I have, but he is not responding, and I thought maybe you could do something

5 years ago

This is a bug I have reported to MadClowns AngelBob Nuclear, here. Since I haven't gotten a response yet, I will add this to Hexy's MadClown Tweaks.

5 years ago

Pezzawinkle has resolved this problem by updating the mod, so this should no longer be a problem and I don't have to do anything on my end.

5 years ago

I saw it, perfect, thanks

5 years ago

one thing, if your mod has the "liquid fuel and deuterium use normal barrels" is enabled and the petrochem plus "replace gas barrels with gas cylinders" is diabled, the "bottled gas handling tech" gives you gas cylinders, and the récipes for deuterium bottling and unbottling, but that tech is also unresearchable

5 years ago

if petrochem's setting is enabled too, the techs gives you all gases bottling récipes, and you can research it without problems

5 years ago

I will see what I can do.

5 years ago

just saw, bronze processing unlocks bronze pipe, and bronze underground pipe, but it doesnt unlock the Flow control pipes, straight, elbow andf T-junction, so they are not craftable.

not sure if its a thing about this mod, or Flow control's, if its about the other, tell me and ill tell its author

5 years ago

I am aware of this, this is my mod doing this, I will fix it soon.

5 years ago

loading error when angels bio processing is not present

https://github.com/DanielHaggstrom/Factorio-JavaIsLIfe/blob/master/Captura3.PNG

5 years ago

one more thing, I cannot craft batteries 2 and 3, it says they are only craftable in the chemical plant, vanilla one, and I deactivated it with your mods

5 years ago

I have a feeling this last thing may have something to do with momo, again

5 years ago

one suggestion, could you put the repairing packs (or pack) in the robots section?, I think that is more suitable, since the packs are pretty much only used by robots

5 years ago
(updated 5 years ago)

You are correct with the last thing being Momo changing that. It completely repurposes Angel's chem plants to be science assembling machines, making my chem plant changes pretty much totally incompatible. I have a feeling that the correct answer is simply to declare the "Chem plant tweaks" option incompatible with MomoTweak.

As to repair packs in the robots section, I'm leaning towards no because they have plenty of other uses in repairing machines/vehicles, and that is where the base game puts them so I want to keep them there.

5 years ago

Ok, I see

5 years ago

But it's not totally incompatible, all momo's science intermediates are crafted there, and only there (in the angels Chem plants)

5 years ago

Flow Control issue, using w/o Angel's Bio Processing crash have been fixed. The gas bottling tech not being present might be fixed, but I haven't fully understood what is going on there so do let me know.

5 years ago

No trying to pressure, just curious, but can the batteries thing be fixed w/o removing momo?

5 years ago

The batteries thing is fixed by disabling "Chem plant tweaks". I don't see a better way to do it since Momo totally repurposes Angel's chem plant to do only science assembly and no chemistry, and I don't really want to break that.

5 years ago

You wouldn't have to, just add the advanced Chem plant to the list of facilities that can craft those batteries (if you don't want to, for some reason, I'll just deactivate that option)

5 years ago

It looks like the advanced chem plants can't craft them because they have an ingredient limit of 4. I think it is best to resolve this by adding in a new option to remove ingredient limits from Angel's Petrochem machines, but you should report this as a bug or suggestion to Angel's Petrochem.

5 years ago

ok, Will do

5 years ago

I actually just reported the bug, so no need for you to do that.

5 years ago

oh, perfect, I did reported it, not as a bug, but a a request, in the extended angels mod, for the advanced chem plant mk3, so... teamwork, I guess :)

5 years ago

I am locking this thread because it is getting too long. If you have an issue to report, make a separate thread for it. I don't care about having too many threads in the discussion forums, I'd rather have 20 threads each discussing 1 issue than 1 thread discussing 20 issues.

This thread has been locked.