[MOD 0.12.12+] Advanced Logistics System 0.2.13

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mickael9
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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Post by mickael9 »

@Nexela that won't be needed as this was integrated into the game: viewtopic.php?f=28&t=32119
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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Post by Nexela »

Sweet! I totally glossed over that in the patch notes
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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Post by Outsider »

That's awesome, on to write some new customization features for the GUI :)

One other thing i remember running into when i was trying to add customizable GUI columns is some mods and even factorio adds some "proxy" items as normal/logistics containers, we will have to figure out a way to identify them.

@micakel9 & Nexela would love to hear your ideas and we can start a feature branch where we can work on this.
Advanced Logistics System - Provides a detailed view of your logistics network and the items within it
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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Post by Nexela »

Outsider wrote: One other thing i remember running into when i was trying to add customizable GUI columns is some mods and even factorio adds some "proxy" items as normal/logistics containers, we will have to figure out a way to identify them.

I am trying to think of some mods or reasons why these shouldn't be counted, If they are logistic chests then the items are "in the network".
My thoughts are to let the overall view be just chest-types, Not sure of the best course for the regular chest view though.
@micakel9 & Nexela would love to hear your ideas and we can start a feature branch where we can work on this.
I am down for this! I was working on implementing scroll-pane to the main view but the problem is whenever the tick handler run the view gets reset to the top. The obvious workaround was to just disable the updates when ALS is open but then we don't get the live updates.
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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Post by nqrott »

0.4.0 + Factorio 0.14.5 + Bobmods on mid game creating desync on opening the GUI in Multiplayer.
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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Post by steinio »

Hello,

don't know if this error is important to anybody:
Just clicked some stuff around and got to Campaigns and tried to start the selected one.
Advanced Logistics 5.PNG
Advanced Logistics 5.PNG (400.3 KiB) Viewed 9247 times
Greetings steinio
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Transport Belt Repair Man

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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Post by lux »

nqrott wrote:0.4.0 + Factorio 0.14.5 + Bobmods on mid game creating desync on opening the GUI in Multiplayer.
As of 0.14.9 there is a new issue, using this mod will cause massive order of magnitude slower load times
viewtopic.php?f=7&t=33497&p=210725#p210725
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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Post by RikkiLook »

Translations into Russian.
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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Post by Qubeninja »

played for bout 5 hours yesterday
when i went to play this morning i cant seem to load my world with out disabling your mod
the following is the error and list of mods


error:
__advanced-logistics-system-update-by-andrew__/control.lua:5: An interface already exists under with name: advanced-logistics-system
stack traceback:
...vanced-logistics-system-update-by-andrew__/interface.lua:2: in main chunk
[C]: in function 'require'
__advanced-logistics-system-update-by-andrew__/control.lua:5: in main chunk


list of mods
200 Inventory Size_0.14.0
5dim_automatization_0.14.0
5dim_battlefield_0.14.0
5dim_core_0.14.1
5dim_decoration_0.14.0
5dim_energy_0.14.0
5dim_logistic_0.14.1
5dim_mining_0.14.0
5dim_module_0.14.0
5dim_resources_0.14.0
5dim_transport_0.14.0
5dim_vehicle_0.14.0
Additional-Turret_0.0.22
Advanced-Belt-Laying_0.1.0
Advanced-Drills_0.1.8
Advanced-Electric_0.1.3
advanced-logistics-system-update-by-andrew_0.14.1
advanced-logistics-system_0.4.0
Advanced-Logistics_0.1.3
AdvancedEndlessResources_1.1.1
Advanced_Armor_0.1.1
Advanced_Chemical_Plant_0.1.0
Advanced_Personal_Defense_0.1.3
aliom-more-oil-plugin_0.1.0
aliom_0.1.2
andrew-library_0.14.21
andrew-logistics_0.14.6
andrew-modules_0.14.5
andrew-ore_0.14.10
andrew-plants_0.14.8
andrew-power-armor_0.14.2
angelsaddons-oresilos_0.2.2
angelsaddons-pressuretanks_0.1.1
angelsaddons-warehouses_0.1.3
angelsbioprocessing_0.1.1
angelsinfiniteores_0.4.5
angelspetrochem_0.2.1
angelsrefining_0.4.5
angelssmelting_0.1.2
angelstrigger-infiniteores-disableinfiniteores_0.1.2
angelstrigger-infiniteores-disablersomode_0.1.2
angelstrigger-refining-enablefurnace_0.1.2
angelstrigger-refining-enableproductivity_0.1.1
bobassembly_0.14.0
bobconfig_0.14.0
bobelectronics_0.14.0
bobenemies_0.14.0
bobgreenhouse_0.14.0
bobinserters_0.14.2
boblibrary_0.14.3
boblogistics_0.14.5
bobmining_0.14.0
bobores_0.14.0
bobplates_0.14.0
bobpower_0.14.0
bobrevamp_0.14.1
bobtechsave_0.14.2
bobtech_0.14.0
bobwarfare_0.14.2
clock_0.14.1
RecycleRatio050_0.14.1
yi_engines_0.4.19
yi_railway_0.4.13
Yi_Tech_Tree_0.14.12
Yuoki_0.4.61
ZRecycling_0.14.1
z_yira_UP_0.4.6
z_yira_yuokirails_0.4.6
Nexela
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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Post by Nexela »

advanced-logistics-system-update-by-andrew_0.14.1
advanced-logistics-system_0.4.0

Pick one and your problems will go away. (the second one is the official one)
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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Post by asw122 »

Minor thing but when I search in the advanced logistics screen, if I accidentally hit [, it crashes back to the main menu (was going to type "pipe" but my fingers were one key right of normal so I typed [o[ and it crashed. Don't know if its possible on the next update to make it either reject special characters or not crash for it in some way?
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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Post by Nexela »

asw122 wrote:Minor thing but when I search in the advanced logistics screen, if I accidentally hit [, it crashes back to the main menu (was going to type "pipe" but my fingers were one key right of normal so I typed [o[ and it crashed. Don't know if its possible on the next update to make it either reject special characters or not crash for it in some way?
Posting the error or the logfile you get while doing this goes a long way towards fixing the problem.
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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Post by tenhags »

Scenario Fix
RE: steinio
Several variables are referenced prior to being initialized. I will post a version of the mod with this fix included, if it is not incorporated by the original author.

Code: Select all

control.lua

function initForce(force)
    local forceName = force.name
	
	--Initialize Variables - Causes errors later in mod if these do not exist here.

	if global.hasSystem == nil then
		global.hasSystem = {}
	end
	if global.networks == nil then
		global.networks = {}
	end
	if global.networksCount == nil then
		global.networksCount = {}
	end
	if global.networksNames == nil then
		global.networksNames = {}
	end
	if global.disconnectedChests == nil then
		global.disconnectedChests = {}
	end
	if global.normalChests == nil then
		global.normalChests = {}
	end
	if global.logisticsItems == nil then
		global.logisticsItems = {}
	end
	if global.logisticsItemsTotal == nil then
		global.logisticsItemsTotal = {}
	end
	if global.normalItems == nil then
		global.normalItems = {}
	end
	if global.normalItemsTotal == nil then
		global.normalItemsTotal = {}
	end
	if global.logisticsChests == nil then
		global.logisticsChests = {}
	end

    -- hasSystem
...
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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Post by mickael9 »

I would say this is a bug in factorio, on_init should be called before any event can be delivered, here is my bug report:
I submitted a bug report: viewtopic.php?f=7&t=39906

A simpler workaround is to simply call initAll() before initForce() in the on_force_created callback function :

Code: Select all

--- Force Related Events
script.on_event(defines.events.on_force_created, function(event)
    initAll() -- workaround for https://forums.factorio.com/viewtopic.php?f=7&t=39906
    initForce(event.force)
end)
I submitted a GitHub PR: https://github.com/anoutsider/advanced- ... em/pull/39
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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Post by Jürgen Erhard »

One minor(?) thing I'm so desperately missing is a count of used and even more so, free slots in chests/warehouses. The old question (for a hoarder like me :D) is: "How much space is left".

I did and do often run into bots (I always run with all-bots, nary a belt) just floating there because they have no place to drop of a stack.
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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Post by kevincool87 »

Trying to update this myself to no avail. Getting "ticks_to_stay_in_combat" error about it not being found in ROOT.player.Is-controller.

Anyway, could anyone update this for 0.15? Much appreciated.
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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Post by Nexela »

kevincool87 wrote:Trying to update this myself to no avail. Getting "ticks_to_stay_in_combat" error about it not being found in ROOT.player.Is-controller.

Anyway, could anyone update this for 0.15? Much appreciated.
The fake player prototype is probably missing some required values. Those will need to be added/adjusted

Or removed all together and replaced with a camera Gui because camera.
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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Post by Liquid5n0w »

I am missing this mod! The stock version in 15 tells you how much, but doesn't help you find it!
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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Post by British_Petroleum »

I also miss this mod
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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Post by Rookzor »

Liquid5n0w wrote:I am missing this mod! The stock version in 15 tells you how much, but doesn't help you find it!
Exactly. That was actually my main reason for getting that mod.
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