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Re: [MOD 0.12.x] Advanced Logistics System

Posted: Fri Aug 07, 2015 2:58 pm
by Outsider
PersonUnknown wrote:
Outsider wrote:
PersonUnknown wrote:Explain to me how to fix it?
http://s020.radikal.ru/i709/1508/e9/ce557e0cfd8d.jpg
i'm not sure i understand what you mean, but you have 236 logistics chests that are not part of the logistics network, you can view where they are and fix the issue by extending your network to where they are if you need to.

if you are referring to a bug with the logistics network check code, then i'll probably need more info, are you using mods that add custom roboports? if so what are they?
Very big thanks! I use robopots from DyTech. It would be nice if you add them to your mod.
i wasn't aware Dytech added roboports.. are you sure it's not 5dim's logistics mod? i think it is..

either way i will be pushing an update shortly that fixes all the issues mentioned.

Re: [MOD 0.12.x] Advanced Logistics System

Posted: Fri Aug 07, 2015 3:52 pm
by Outsider
Damrus wrote:I get this Error every time I try to remove a normal roboport

http://i.imgur.com/f53SUbJ.png

Please help ;p


edit:

O and this one now too. When i open the menu.

http://i.imgur.com/Gwwh8mG.png

Used to only have an error when I opened the "Normal items" tab, but kind of ignored that one. (sorry, I should have noted it down too).

O well. Hope this helps or that its just me being a dummy
The first image you linked isn't working, what is the error you get when you remove a roboport?

the second bug will be fixed in the next release.

Re: [MOD 0.12.x] Advanced Logistics System

Posted: Fri Aug 07, 2015 6:24 pm
by Outsider
Version 0.2.3 Uploaded

Changelog
  • add checks for invalid chests
  • fix compatibility issues with other mods - DyTech, 5dim
  • UI scale adjustments

Re: [MOD 0.12.x] Advanced Logistics System

Posted: Fri Aug 07, 2015 8:31 pm
by Razunter
Please add support for Bob's mods.

Re: [MOD 0.12.x] Advanced Logistics System

Posted: Fri Aug 07, 2015 8:49 pm
by Outsider
Razunter wrote:Please add support for Bob's mods.
Bob's mods are already supported.

Re: [MOD 0.12.x] Advanced Logistics System

Posted: Fri Aug 07, 2015 10:49 pm
by Razunter
Outsider wrote: Bob's mods are already supported.
Most of my chests count as disconnected. Mod counts only new roboports?

Re: [MOD 0.12.x] Advanced Logistics System

Posted: Fri Aug 07, 2015 10:56 pm
by McGuten
Outsider wrote:Version 0.2.3 Uploaded

Changelog
  • add checks for invalid chests
  • fix compatibility issues with other mods - DyTech, 5dim
  • UI scale adjustments
Thanks you for do it ^^

Re: [MOD 0.12.x] Advanced Logistics System

Posted: Fri Aug 07, 2015 10:57 pm
by Outsider
Razunter wrote:
Outsider wrote: Bob's mods are already supported.
Most of my chests count as disconnected. Mod counts only new roboports?
No it counts existing roboports on game init and then any new roboports are added using the entity built events.

i personally use bob's mods, and for me it works fine but i mostly use the vanilla roboports and the range extenders, haven't used the mk2,3.. roboports, i assume you are using these?

i'll test using these and see if i run into the same issues.

Re: [MOD 0.12.x] Advanced Logistics System

Posted: Fri Aug 07, 2015 11:41 pm
by Damrus
Outsider wrote:
The first image you linked isn't working, what is the error you get when you remove a roboport?

the second bug will be fixed in the next release.
The images said:
Error while running the event handler:
_ _ advanced-logistics-system_ _/control.lua.502: LuaEntity API call when LuaEntity was invalid.

and

Error while running the event handler:
_ _ advanced-logistics-system_ _/control.lua.470: LuaEntity API call when LuaEntity was invalid.

Re: [MOD 0.12.x] Advanced Logistics System

Posted: Fri Aug 07, 2015 11:50 pm
by Outsider
Damrus wrote:
Outsider wrote:
The first image you linked isn't working, what is the error you get when you remove a roboport?

the second bug will be fixed in the next release.
The images said:
Error while running the event handler:
_ _ advanced-logistics-system_ _/control.lua.502: LuaEntity API call when LuaEntity was invalid.

and

Error while running the event handler:
_ _ advanced-logistics-system_ _/control.lua.470: LuaEntity API call when LuaEntity was invalid.
The latest release 0.2.4 should fix both issues, can you please confirm?

Re: [MOD 0.12.x] Advanced Logistics System

Posted: Sat Aug 08, 2015 12:06 am
by Outsider
Version 0.2.4 Uploaded

Sorry guys, lots of releases i know but i guess it's better than not fixing the bugs :)
This one handles an issue with the latest release, apparently entity.valid doesn't work properly on added entities, so this update addresses this issue and also adds another feature to "cure" it's side effects.
Under "Settings" you will find a new option to "Update Logistics Data" which manually updates the stored roboports, and logistics chests data, this will solve the faulty logistics network chests counts.
Settings Preview


Changelog
  • fixed an issue where entity.valid wasn't working for all roboports
  • added an option under "Settings" to Update the logistics data, fixes issues with faulty logistics network data being displayed

Re: [MOD 0.12.x] Advanced Logistics System

Posted: Sat Aug 08, 2015 12:07 am
by Outsider
McGuten wrote:
Outsider wrote:Version 0.2.3 Uploaded

Changelog
  • add checks for invalid chests
  • fix compatibility issues with other mods - DyTech, 5dim
  • UI scale adjustments
Thanks you for do it ^^
You're welcome, nice collection of mods you have there :)

Re: [MOD 0.12.x] Advanced Logistics System

Posted: Sat Aug 08, 2015 12:29 am
by Razunter
Outsider wrote:added an option under "Settings" to Update the logistics data, fixes issues with faulty logistics network data being displayed
This fixed the issue, thanks!

Re: [MOD 0.12.x] Advanced Logistics System

Posted: Sat Aug 08, 2015 12:35 am
by McGuten
Outsider wrote:
McGuten wrote:
Outsider wrote:Version 0.2.3 Uploaded

Changelog
  • add checks for invalid chests
  • fix compatibility issues with other mods - DyTech, 5dim
  • UI scale adjustments
Thanks you for do it ^^
You're welcome, nice collection of mods you have there :)
The same for your mod, so usefull ^^

Re: [MOD 0.12.x] Advanced Logistics System

Posted: Sat Aug 08, 2015 6:32 am
by MasterBuilder
I keep trying to press the escape key to close the UI only to have the main menu open. Can anything be done about this?

Re: [MOD 0.12.x] Advanced Logistics System

Posted: Sat Aug 08, 2015 12:14 pm
by Outsider
MasterBuilder wrote:I keep trying to press the escape key to close the UI only to have the main menu open. Can anything be done about this?
Stop prrssinh ESC :) but really i do it sometimes too, unfortunately we have no access to key or mouse events so not possible to do anything about it.

Re: [MOD 0.12.x] Advanced Logistics System

Posted: Sat Aug 08, 2015 1:13 pm
by Damrus
Outsider wrote:
Damrus wrote:
Outsider wrote:
Damrus wrote: snip
The latest release 0.2.4 should fix both issues, can you please confirm?
Checked. but removing a roboport still prompts an error.

http://imgur.com/sMP913K

_ _ advanced-logistics-system_ _/control.lua.510: LuaEntity API call when LuaEntity was invalid.

Re: [MOD 0.12.x] Advanced Logistics System

Posted: Sat Aug 08, 2015 1:30 pm
by Outsider
Damrus wrote:
Outsider wrote:
Damrus wrote:
Outsider wrote:
Damrus wrote: snip
The latest release 0.2.4 should fix both issues, can you please confirm?
Checked. but removing a roboport still prompts an error.

http://imgur.com/sMP913K

_ _ advanced-logistics-system_ _/control.lua.510: LuaEntity API call when LuaEntity was invalid.
What is the mod you are using for the roboports?

Also did you try the "Update Logistics data" option?

What the error really means is that there is an invalid chest in the list, so a chest was removed/destroyed but not removed properly from the list, so running a manual update should fix it.

Granted i should probably add an entity.valid check to the function but that just hides the error not the underlying issue.

Re: [MOD 0.12.x] Advanced Logistics System

Posted: Sat Aug 08, 2015 1:55 pm
by Damrus
I've got Dytech installed. But this happens when I remove normal Roboports too. (don't think Dytech changes them beyond cost but I could be wrong).

Could, Expanded Robot Tech be the problem?
https://forums.factorio.com/forum/vie ... 93&t=13610

err

Nvm : l
The update logistics data did actually work. (sorry for being an idiot..., Should have read to whole thread.)

Re: [MOD 0.12.x] Advanced Logistics System

Posted: Sat Aug 08, 2015 4:50 pm
by PersonUnknown
Thanks for very fast updates!

And another desire - close the menu by pressing "E" (Sorry for google translate ;) )