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Re: Mod [0.12.20+] Concrete Logistics 1.0.4

Posted: Sat Jan 16, 2016 1:15 pm
by capthavic
Afforess wrote:
capthavic wrote:
Afforess wrote: Thanks for being so patient and helpful ^w^

Working fine now, my only complaint is there doesn't seem to be a default concrete option, only the colored ones. Other than that seems to be working perfectly now! :D
Dang! Talk about obvious mistakes. Fixed in 1.0.4!
Looks all good, thanks for working so hard on this! Cheers! ^w^

Re: Mod [0.12.20+] Concrete Logistics 1.0.4

Posted: Wed Jan 20, 2016 10:53 pm
by Zuzak
Thank you for this mod.

That said, I have 2 problems,
!no construction bots within a concrete logistics hub network!
Maybe my network is too large? (4000 logistics, 3000 construction bots, 200+ roboports)

It sometimes crashes the game when I tell construction bots to deconstruct it.
control.lua : 95
LuaEntitity API call when LuaEntitity was invalid

Re: Mod [0.12.20+] Concrete Logistics 1.0.4

Posted: Thu Jan 21, 2016 2:33 am
by Afforess
Zuzak wrote:Thank you for this mod.

That said, I have 2 problems,
!no construction bots within a concrete logistics hub network!
Maybe my network is too large? (4000 logistics, 3000 construction bots, 200+ roboports)
That message appears when concrete logistics is not powered, or is not hooked up to a logistics network. If you have a lot of them placed, it might be hard to spot which one is not set up correctly... I'll see if I can improve the message and maybe make it visible on the minimap or in-game too.

Zuzak wrote: It sometimes crashes the game when I tell construction bots to deconstruct it.
control.lua : 95
LuaEntitity API call when LuaEntitity was invalid
Thanks for the report, fixed in 1.0.5!

Re: Mod [0.12.20+] Concrete Logistics 1.0.5

Posted: Wed Feb 03, 2016 6:34 am
by kiba
I don't really care about the color coded concrete. I just want concrete everywhere!

Because walking is really slow and painful in a sufficiently large base.

Re: Mod [0.12.20+] Concrete Logistics 1.0.5

Posted: Wed Feb 03, 2016 3:38 pm
by Afforess
kiba wrote:I don't really care about the color coded concrete. I just want concrete everywhere!

Because walking is really slow and painful in a sufficiently large base.
You can change the concrete to be the grey concrete for every structure when you place a concrete logistics tower. ;)

Re: Mod [0.12.20+] Concrete Logistics 1.0.5

Posted: Thu Feb 04, 2016 6:12 am
by kiba
Afforess wrote:
kiba wrote:I don't really care about the color coded concrete. I just want concrete everywhere!

Because walking is really slow and painful in a sufficiently large base.
You can change the concrete to be the grey concrete for every structure when you place a concrete logistics tower. ;)
No. I want to pave the floor with reckless abandon!

Although I could simply do that with blue print.

Anyway, it would be nice if we could set up a base parameter so I don't have to spam a large ass blueprint. Is that too much to ask for?

Re: [MOD 0.12.20+] Concrete Logistics 1.0.5

Posted: Thu Apr 07, 2016 8:49 am
by DionEngels
How do I add other items to the list of where to place concrete? I don't use any normal transport belts anymore, and want to set the system to place concrete near fast/express transport belt, but I can't figure out how. I have been furiously clicking everywhere on the interface, but it just doesn't do anything :(

Re: [MOD 0.12.20+] Concrete Logistics 1.0.5

Posted: Thu Apr 07, 2016 5:16 pm
by Afforess
DionEngels wrote:How do I add other items to the list of where to place concrete? I don't use any normal transport belts anymore, and want to set the system to place concrete near fast/express transport belt, but I can't figure out how. I have been furiously clicking everywhere on the interface, but it just doesn't do anything :(
The images are a bit deceiving. When it shows transport belts, it means any type of belt, not just the slow. Same with assembling machines, etc. It is looking at the 'type' of item it is and not the exact names. So it will place the same sort of concrete around normal, fast, and express belts. ;)

Re: [MOD 0.12.20+] Concrete Logistics 1.0.5

Posted: Wed Apr 13, 2016 6:40 am
by Koub
502 Bad Gateway ok all but one image :)

Re: [MOD 0.12.20+] Concrete Logistics 1.0.5

Posted: Wed Apr 13, 2016 1:58 pm
by Afforess
Koub wrote:502 Bad Gateway ok all but one image :)
So derp, I was running the server providing the images, and didn't run it in a screen / backgrounded process, so it died when my terminal session ended. That's what I get for 1am coding.

Re: [MOD 0.12.20+] Concrete Logistics 1.0.5

Posted: Thu Apr 14, 2016 4:33 am
by GameCharmer
Ran into a crash after about an hour or so of game play running 1.0.5

Code: Select all

Error while running the event handler:
__Concrete_Logistics__/libs/tile_cache.lua 19
attempt to index field '?' (a nil value)

Re: [MOD 0.12.20+] Concrete Logistics 1.0.5

Posted: Fri Apr 15, 2016 2:14 am
by Afforess
GameCharmer wrote:Ran into a crash after about an hour or so of game play running 1.0.5

Code: Select all

Error while running the event handler:
__Concrete_Logistics__/libs/tile_cache.lua 19
attempt to index field '?' (a nil value)
You can please provide your save + zip of all mods so I can reproduce this? It's a complex section of code, and I can't debug it without an example to work off of.

Re: [MOD 0.12.20+] Concrete Logistics 1.0.5

Posted: Fri Apr 15, 2016 2:52 am
by GameCharmer
I think this is the save you're looking for. The mod pack I'm working on is available as a zip here: https://gitlab.konghack.com/GameCharmer ... ref=master
The Concrete Logistics mod was removed from the pack before last commit.

Thanks for looking into this! I was live streaming and it was epic seeing designs come to life before it crashed. :D

Re: [MOD 0.12.20+] Concrete Logistics 1.0.5

Posted: Fri Apr 15, 2016 3:31 am
by Afforess
GameCharmer wrote:I think this is the save you're looking for. The mod pack I'm working on is available as a zip here: https://gitlab.konghack.com/GameCharmer ... ref=master
The Concrete Logistics mod was removed from the pack before last commit.

Thanks for looking into this! I was live streaming and it was epic seeing designs come to life before it crashed. :D
I actually get a really interesting factorio crash from the game engine when I try to load your save + mods. I don't know if this is just because I am on Linux or what, but I am forward this to the Factorio devs so they can examine why I get a factorio stack trace. I can load your save if I disable all mods, but that's not really useful for debugging purposes! :(

I'll switch to my windows system to test next.

Re: [MOD 0.12.20+] Concrete Logistics 1.0.5

Posted: Sat Apr 16, 2016 1:06 am
by GameCharmer
A month or two ago, before I took a break from Factorio, I had to run solely on Ubuntu. Loading my world would immediately drain 9GB of ram. I wound up getting back into things, updating mods, etc. only a week or two ago, and back on windows.

Re: [MOD 0.12.20+] Concrete Logistics 1.0.5

Posted: Wed Apr 27, 2016 6:39 pm
by Afforess
GameCharmer wrote:Ran into a crash after about an hour or so of game play running 1.0.5

Code: Select all

Error while running the event handler:
__Concrete_Logistics__/libs/tile_cache.lua 19
attempt to index field '?' (a nil value)
I'm able to load your save with Factorio 0.12.31, and did confirm the issue you saw. Looking into a fix.

Re: [MOD 0.12.20+] Concrete Logistics 1.0.5

Posted: Thu Apr 28, 2016 2:23 am
by GameCharmer
Excellent! I've been able to play with it so long as I break the tower and replace it every 45 minutes or so without crashes. I was wondering though, it does seem to become a bottleneck for logistic drones. I see that it's set to have 0 charging ports, but they still try to charge anyway. Is it a known game bug?

Re: [MOD 0.12.20+] Concrete Logistics 1.0.5

Posted: Thu Apr 28, 2016 2:29 pm
by Afforess
GameCharmer wrote:Excellent! I've been able to play with it so long as I break the tower and replace it every 45 minutes or so without crashes. I was wondering though, it does seem to become a bottleneck for logistic drones. I see that it's set to have 0 charging ports, but they still try to charge anyway. Is it a known game bug?
It has 1 charging port actually, and I think 0.12.31 just added a new "feature" where roboports can now have 0 charging ports, and robots will not try to use them to charge. Previously you had to have at least 1 charging port.

So I plan on updating the hub to not allow charging and that should fix it.

Re: [MOD 0.12.20+] Concrete Logistics 1.0.5

Posted: Sun May 01, 2016 11:15 pm
by Afforess
GameCharmer wrote:Excellent! I've been able to play with it so long as I break the tower and replace it every 45 minutes or so without crashes. I was wondering though, it does seem to become a bottleneck for logistic drones. I see that it's set to have 0 charging ports, but they still try to charge anyway. Is it a known game bug?
Try out Concrete Logistics 1.1.0, I'm hoping it prevents the error you discovered in your save. Let me know if it occurs again or you find any other errors. ;)

Re: [MOD 0.12.20+] Concrete Logistics 1.1.0

Posted: Sat May 07, 2016 10:12 am
by GameCharmer
So far so good, not a single crash. It also seems to be running several times faster than the previous version. Awesome!