[MOD 0.12.12+] Advanced Logistics System 0.2.13

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Outsider
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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.12

Post by Outsider »

tetryon wrote:Bug report:

We had ALS 0.2.12 on 0.12.28 factorio. Upgraded to 0.12.29 and started the server up, and was greeted with this:

Code: Select all

   6.736 Info Scenario.cpp:124: Map version 0.12.28-1
  47.596 Warning NetworkInputHandler.cpp:739: mapTick(-1) networkTick(0) disconnecting from player but already disconnected.
  47.976 Error MultiplayerManager.cpp:109: MultiplayerManager failed: "Error while running the on_configuration_changed: __advanced-logistics-system__/control.lua:386: attempt to index field 'mod_changes' (a nil value)"
  47.976 Info MultiplayerManager.cpp:912: networkTick(0) mapTick(-1) changing state from(CreatingGame) to(InitializationFailed)
  47.976 Error Main.cpp:344: Couldn't load the game for MP: Error while running the on_configuration_changed: __advanced-logistics-system__/control.lua:386: attempt to index field 'mod_changes' (a nil value)
To reproduce? Just follow the steps above.
To fix it, we had to take the mod away, start the server (0.12.29), shut down the server, then put the mod back in place, and restart the server (0.12.29).
Thank you for the report, i guess i'm missing a check on mod_changes, Line 386 should be :

Code: Select all

if data and data.mod_changes and data.mod_changes[modName] then
Advanced Logistics System - Provides a detailed view of your logistics network and the items within it

tetryon
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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.12

Post by tetryon »

Bug report #2. We have gravestone mod installed. Same version of ALS as before. Factorio 0.12.29. Not seen this before, and we've played a few maps with ALS+Gravestone...

Code: Select all

3696.867 Info NetworkInputHandler.cpp:582: assigning playerIndex(31) to peer(7)
3696.867 Info GameActionHandler.cpp:1945: MapTick(13469661) processed PlayerJoinGame peerID(7) playerIndex(31) mode(connect)
4272.427 Info Synchronizer.cpp:444: NetworkTick(240606) peer(6) drop detection state(100/600).
4352.750 Error Util.cpp:58: Error while running the event handler: __advanced-logistics-system__/gui/items.lua:287: Unknown style item-icons-gravestone
4356.331 Warning NetworkInputHandler.cpp:739: mapTick(13501651) networkTick(245181) disconnecting from player but already disconnected.
4356.740 Info MultiplayerManager.cpp:133: NetworkTick(245181) disconnecting multiplayer connection.
4356.740 Info NetworkInputHandler.cpp:64: expectedMapTick(13501651) sending PlayerLeaveGame
4356.753 Info MultiplayerManager.cpp:160: NetworkTick(245181) quitting multiplayer connection.
4356.753 Info MultiplayerManager.cpp:912: networkTick(245181) mapTick(-1) changing state from(InGame) to(Disconnected)
4356.795 Info Router.cpp:507: Router peerID(0) shutting down.
4356.795 Info PosixUDPSocket.cpp:127: Socket closed
4356.795 Info Router.cpp:534: Router state -> Disconnected
4356.800 Goodbye

Outsider
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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.12

Post by Outsider »

tetryon wrote:Bug report #2. We have gravestone mod installed. Same version of ALS as before. Factorio 0.12.29. Not seen this before, and we've played a few maps with ALS+Gravestone...

Code: Select all

3696.867 Info NetworkInputHandler.cpp:582: assigning playerIndex(31) to peer(7)
3696.867 Info GameActionHandler.cpp:1945: MapTick(13469661) processed PlayerJoinGame peerID(7) playerIndex(31) mode(connect)
4272.427 Info Synchronizer.cpp:444: NetworkTick(240606) peer(6) drop detection state(100/600).
4352.750 Error Util.cpp:58: Error while running the event handler: __advanced-logistics-system__/gui/items.lua:287: Unknown style item-icons-gravestone
4356.331 Warning NetworkInputHandler.cpp:739: mapTick(13501651) networkTick(245181) disconnecting from player but already disconnected.
4356.740 Info MultiplayerManager.cpp:133: NetworkTick(245181) disconnecting multiplayer connection.
4356.740 Info NetworkInputHandler.cpp:64: expectedMapTick(13501651) sending PlayerLeaveGame
4356.753 Info MultiplayerManager.cpp:160: NetworkTick(245181) quitting multiplayer connection.
4356.753 Info MultiplayerManager.cpp:912: networkTick(245181) mapTick(-1) changing state from(InGame) to(Disconnected)
4356.795 Info Router.cpp:507: Router peerID(0) shutting down.
4356.795 Info PosixUDPSocket.cpp:127: Socket closed
4356.795 Info Router.cpp:534: Router state -> Disconnected
4356.800 Goodbye

The gravestone mod seems to be using a container to store the items, my mod should generate icon styles for all custom entities but it's not generating one for the gravestone container, these styles are generated in data-final-fixes.lua

The issue here is that the entity gravestone mod adds doesn't have a stack_size set, and that's something my mod checks for when creating the styles to limit the generated styles to actual usable ingame items.

So to fix you need to either remove the the "entity.stack_size" check from my mod in "data-final-fixes" line 4, or add a stack_size parameter to the gravestone entity in "prototypes/entity.lua" and set maybe to 1.

I'll upload a fix for both issues this weekend.
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 0.2.12

Post by muaddib176 »

Outsider wrote:
muaddib176 wrote:Love the Mod. I find the information it contains CRUCIAL when starting to build a large base.

One thing I think myself and others may find useful is the change/time that each item count is experiencing. I can obviously sit and watch the numbers for a bit but it would be really handy to be able to see your total number trends for the past 5 min, maybe longer depending on space required. ie. I'm seeing an increase in my total ore count by 200/min. I don't need to open up a new mine just yet. Wow, the count just dropped 10k in 5 min, there must be something wrong with my supply chain. Again, I can already read this information using the totals but just takes longer, so this is not a complaint! I love your MOD.

Anyway, just a thought. Great work.
Thank you,

I personally would love to include history related features, my main concern is how it would affect performance since the data will have to be saved in tables for x intervals, i imagine it can get really messy if we are saving say an hour's worth of data every 10 secs.. i never experimented with it tho so i can't be sure.

i have been meaning to add some new features but haven't got to it yet.. mainly more flexibility customizing the UI, and some sort of "Alerting" system on the logistics data, i'll sure experiment with what you suggested on my next factorio coding run :)

An alerting system would be awesome. I wonder if you could have someway of automatically running trains that are off if an alert goes off. ie. Start coal service again.

I should really take a crack at trying to mod for myself. It seems like such a rewarding hobby and I might be able to help instead of shout. LOL.

Take care!

tetryon
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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.12

Post by tetryon »

Outsider wrote:
tetryon wrote:Bug report #2. We have gravestone mod installed. Same version of ALS as before. Factorio 0.12.29. Not seen this before, and we've played a few maps with ALS+Gravestone...

Code: Select all

3696.867 Info NetworkInputHandler.cpp:582: assigning playerIndex(31) to peer(7)
3696.867 Info GameActionHandler.cpp:1945: MapTick(13469661) processed PlayerJoinGame peerID(7) playerIndex(31) mode(connect)
4272.427 Info Synchronizer.cpp:444: NetworkTick(240606) peer(6) drop detection state(100/600).
4352.750 Error Util.cpp:58: Error while running the event handler: __advanced-logistics-system__/gui/items.lua:287: Unknown style item-icons-gravestone
4356.331 Warning NetworkInputHandler.cpp:739: mapTick(13501651) networkTick(245181) disconnecting from player but already disconnected.
4356.740 Info MultiplayerManager.cpp:133: NetworkTick(245181) disconnecting multiplayer connection.
4356.740 Info NetworkInputHandler.cpp:64: expectedMapTick(13501651) sending PlayerLeaveGame
4356.753 Info MultiplayerManager.cpp:160: NetworkTick(245181) quitting multiplayer connection.
4356.753 Info MultiplayerManager.cpp:912: networkTick(245181) mapTick(-1) changing state from(InGame) to(Disconnected)
4356.795 Info Router.cpp:507: Router peerID(0) shutting down.
4356.795 Info PosixUDPSocket.cpp:127: Socket closed
4356.795 Info Router.cpp:534: Router state -> Disconnected
4356.800 Goodbye

The gravestone mod seems to be using a container to store the items, my mod should generate icon styles for all custom entities but it's not generating one for the gravestone container, these styles are generated in data-final-fixes.lua

The issue here is that the entity gravestone mod adds doesn't have a stack_size set, and that's something my mod checks for when creating the styles to limit the generated styles to actual usable ingame items.

So to fix you need to either remove the the "entity.stack_size" check from my mod in "data-final-fixes" line 4, or add a stack_size parameter to the gravestone entity in "prototypes/entity.lua" and set maybe to 1.

I'll upload a fix for both issues this weekend.
Not sure I 100% follow. My guess is that the gravestone is meant to disappear (which it does) when it is picked up.

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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.12

Post by Outsider »

tetryon wrote: Not sure I 100% follow. My guess is that the gravestone is meant to disappear (which it does) when it is picked up.
It means that there is a gravestone that wasn't picked up, and when you try to view an item info page in the logistic system for an item that's in that gravestone, the mod tries to load the gravestone "chest" icon, which then fails because it can't find one.
Advanced Logistics System - Provides a detailed view of your logistics network and the items within it

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

Post by Outsider »

Hey Guys,

Version 0.2.13 is now available, and it deals with 2 bugs that were reported by Tetyron

Changelog

0.2.13
  • Fixed an issue with the on_configuration_changed not properly checking for mod_changes.
  • Added compatibility for gravestone mod, and other mods that add non craftable items to the the game.
Advanced Logistics System - Provides a detailed view of your logistics network and the items within it

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

Post by tetryon »

Outsider wrote:Hey Guys,

Version 0.2.13 is now available, and it deals with 2 bugs that were reported by Tetyron

Changelog

0.2.13
  • Fixed an issue with the on_configuration_changed not properly checking for mod_changes.
  • Added compatibility for gravestone mod, and other mods that add non craftable items to the the game.
Perfect timing - I've just set up a new map and put this version on.

Thanks so much! We love this mod =)

~tetryon

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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Post by Zarnoo »

Just hit a problem where it said:

Error while running event handler:
_ _ advanced-logistics-
system_ _ /gui/items.lua:123 : Unknown style
items-icons-small-alien-artifact

Not sure which mod the small artefact has come from (althought think it is Natural_Evolution_Enemies_5.0.7), I'm guessing the item type isn't recognised, but unsure whether that's a fix for you, or a fix for the other mod ?

Z

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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Post by Outsider »

Zarnoo wrote:Just hit a problem where it said:

Error while running event handler:
_ _ advanced-logistics-
system_ _ /gui/items.lua:123 : Unknown style
items-icons-small-alien-artifact

Not sure which mod the small artefact has come from (althought think it is Natural_Evolution_Enemies_5.0.7), I'm guessing the item type isn't recognised, but unsure whether that's a fix for you, or a fix for the other mod ?

Z
It's Natrual Evolution Enemies, that's right :) The issue is the mod adds it's new entities in the data-final-fixes.lua file, and this is also where my mod loads the custom styles for all the entities, ideally data-final-fixes is used to modify/call existing entities, in this case the mod uses it for adding the entities for some reason.

It can be fixed in either one of the mods, the fix for ALS is to edit the mod info.json file, and change line 8

From :

Code: Select all

"dependencies": ["base >= 0.12.12"]
To:

Code: Select all

"dependencies": ["base >= 0.12.12", "? Natural_Evolution_Enemies"]
You can apply the dependency fix manually for now, and i'll include it in the next release, The fix for NEE mod would involve moving the entities declaration to data.lua or data-updates.lua.
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 Zarnoo »

Outsider wrote:
Zarnoo wrote:Just hit a problem where it said:

Error while running event handler:
_ _ advanced-logistics-
system_ _ /gui/items.lua:123 : Unknown style
items-icons-small-alien-artifact

Not sure which mod the small artefact has come from (althought think it is Natural_Evolution_Enemies_5.0.7), I'm guessing the item type isn't recognised, but unsure whether that's a fix for you, or a fix for the other mod ?

Z
It's Natrual Evolution Enemies, that's right :) The issue is the mod adds it's new entities in the data-final-fixes.lua file, and this is also where my mod loads the custom styles for all the entities, ideally data-final-fixes is used to modify/call existing entities, in this case the mod uses it for adding the entities for some reason.

It can be fixed in either one of the mods, the fix for ALS is to edit the mod info.json file, and change line 8

From :

Code: Select all

"dependencies": ["base >= 0.12.12"]
To:

Code: Select all

"dependencies": ["base >= 0.12.12", "? Natural_Evolution_Enemies"]
You can apply the dependency fix manually for now, and i'll include it in the next release, The fix for NEE mod would involve moving the entities declaration to data.lua or data-updates.lua.
Yep, that fixed it ! Thanks for the speedy reply.. love this mod!

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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Post by EnderTheXenocide »

First off, really fantastic mod, love it.

Just a quick question, would it be overly difficult to make the escape key close the window? I keep opening the game menu by accident. Is there a line of code I can just splice in for that?

Thanks for your time in making this manager :)

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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Post by Outsider »

EnderTheXenocide wrote:First off, really fantastic mod, love it.

Just a quick question, would it be overly difficult to make the escape key close the window? I keep opening the game menu by accident. Is there a line of code I can just splice in for that?

Thanks for your time in making this manager :)
Thank you, glad you find it helpful :)

Unfortunately, the modding API doesn't allow us to use custom key events yet "should be coming in 0.13" so there's no straight way to do this for now, one hackish way to do it is to check if the player has his inventory open while the mod screen is visible, and hide the mod gui.. so that would translate to when you click "e" to view your inventory it'd close the mod interface, this can be done by checking

Code: Select all

player.opened_self
unfortunately again this variable is read only, so there is no way to force close the inventory.. so it kinda looks weird, still it's a way to close the mod's interface with 1-2 key strokes.

I never really implemented it tho because i felt it looked/acted weird, if people are interested in this temporary solution i'll certainly add it :)
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 EnderTheXenocide »

Thanks for that, I'll put that in and see if I get comfortable using it, though I think my habit of pressing 'esc' is just hardcoded into my mind from other games.

Getting the ability to script in keybinds will be fantastic for the modding community!

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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Post by provet »

this mod looks interesting.. wonder why I havnt seen it before!

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

Post by tetryon »

CPU usage was way too high for this on our server: http://imgur.com/gUZL5Lp
Made the server super jerky-laggy until we removed it.
I have a save and modpack if you want it.

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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Post by Outsider »

tetryon wrote:CPU usage was way too high for this on our server: http://imgur.com/gUZL5Lp
Made the server super jerky-laggy until we removed it.
I have a save and modpack if you want it.
Yes please, pm me a link?
Also how many players were on the server? and did it spike that high even if only 1 player had the gui open?
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 JasonC »

Do you mind if I reuse your data-final-fixes item icon style code (and related styles for creating item icon widgets)?
Took a break from 0.12.29 to 0.17.79, and then to ... oh god now it's 1.something. I never know what's happening.

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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Post by Outsider »

JasonC wrote:Do you mind if I reuse your data-final-fixes item icon style code (and related styles for creating item icon widgets)?
Don't mind at all, you can do whatever you want with any code/styles/graphics :)
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 Le3tspeak »

Nice Mod i like it

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