And my to do list includes adding logistic links to Accumulators.
If there are any other entities that have a logistic connection in base game, and not my mods, let me know.
if any other changes need to be made, let me know.
If there are any bugs, let me know.
I will wait for a short time to see if any other bugs crop up, and possibly make a few other changes before I release these bugfixes and adjustments.
I'll leave it there for today.
Change log
Logistics 0.13.10:
* Added an option to the GUI to enable/disable the hand position overides.
Logistics 0.13.8:
* Updated inserter base graphics to align properly.
* Updated old JSON migration scripts to migrate to the newest entity.
* Added inserter config menu to top of screen (inserter in hand always shows the defaults)
Inserters 0.13.3:
* Fixed entity.valid check (game could crash if the entity became invalid while the GUI was open)
Logistics 0.13.7:
* Added a migration script to fix the issue of some inserters being disabled when not supposed to be.
* changed inserters order slightly.
Logistics 0.13.6
* Added a check for stack inserter research, made it compatable for versions before it was added.
* re-added the old inserter stack size bonus technology, also removed normal inserter stack size bonuses from the new tech.
* replaced inserter capacity bonus technology icon with old stack inserter icon from pre 0.13.7
* Removed long/near/more inserters. Use the migrate mod to retain hand positions.
* Added Logistic zone interface. An entity connected to the roboport logistics network to connect circuit wires to.
Inserters 0.13.2
* Added 3 tiles reach options, unlocked by long inserters 2 research
* More inserters research only unlocks diagonals, more inserters 2 unlocks other positions if there are any.
* GUI now draws a smaller GUI for standard reach inserters if there are no long inserter options.
* Researching a technology that changes the GUI now automatically redraws the GUI.
* Changed open/close GUI hotkey to SHIFT + E
* Removed the inserter stack size research changes.
Greenhouse 0.13.2:
* Made greenhouse more power hungry. (4x)
* Made the basic greenhouse tree growing recipe last longer and give less wood.
* Made the advanced recipe last a little longer too.
* Added active animation
Logistics 0.13.4:
* removed LZE charging point for real this time.
* Valves no longer rotate in hand after placing one. (via a script that rotates it back to the correct rotation)
* Rename purple inserter to express inserter, and recolour to cyan
* Fixed roboport wire connection points.
* Fixed storage tank wire connection points.
* Added express versions of Filter(magenta), Stack(dark green), and Stack Filter(striped) inserters.
Inserters 0.13.1:
* Changed title from Adjustable Inserters to Bob's Adjustable Inserters
* Renamed Locale file
* Fixed an issue where clicking on a gui element not related to this mod could cause a scripting error.
* fix shift + N cycle if offset is to the side. (and other crazy combinations)
* Fix GUI on lowest graphics settings.
* re-added the old inserter stack size bonus technology, also removed normal inserter stack size bonuses from the new tech.
* implemented a range check when making changes to inserter position
* GUI also auto-closes if you move out of range.
* GUI now also has titles for each grid
* Added the inserter adjustment options research technologies.
* replaced inserter capacity bonus technology icon with old stack inserter icon from pre 0.13.7
Warfare 0.13.4
* Fixed trying to access groups and subgroups that don't exist in warfare mod.
Plates 0.13.2:
* Fixed migration scripts.
Config 0.13.1:
* Changed default inventory starting size to 90.
* Updated bot overide values to that of new numbers
* Added combat robot update option
Enemies 0.13.1:
* Added evolution limitation to big worm spawning.
* Added Electric and Piercing big worms
* Added Giant and Behemoth worms.
Logistics 0.13.3:
* Underground pipe underground indicator graphics fixed.
Power 0.13.1:
* Updated Big pole/substation collision/selection boxes.
* Accumulators are connectable to the circuit network.
Greenhouse 0.13.1:
* Added fuel value to seedling.
Warfare 0.13.3:
* I missed energy shield MK2. Fixed.
* Fixed gate graphics.
* Swapped acid and poison ammo recipes. Acid now uses sulfuric-acid and Poison now uses Coal
* Added combat robot recipe overhaul. additional items controlled by logistic robot settings in config.
Logistics 0.13.2:
* Fixed robot power consumptions.
* Fixed roboport (and offshoots) power consumptions.
* LZE no longer has a charge port.
* Changed Filter and Fast inserter speeds and energy consumptions to match new base game values.
Warfare 0.13.2:
* Updated energy consumption values of personal equipment.
Ores 0.13.1:
* Fixed Lithia water spawning.
Logistics 0.13.1:
* Fixed train to work with Factorio 0.13.1
* Removed Ghost time to live from robots research, the new default was longer than mine anyway.
* Added Logistic wire network connection to roboports (only roboports)
* Added Inserter connections to circuit network.
* Fixed locale entry renames.
* Added character inventory slots research
mining 0.13.1:
* Water mining pumpjacks now check if water resource exists, to prevent crash.
Electronics 0.13.1:
* Fixed recipe updates for Electric mining drill, inserter and splitter to use the correct electronics.
Plates 0.13.1:
* added liquid fuel to flame turret.
* Changed default inventory starting size to 90
Warfare 0.13.1:
* Fixed technology update for personal laser defense 5 and 6. (now use the correct science packs)
* removed residule impact ammo parts.
* removed references to impact ammo parts in productivity filters.
Library 0.13.1:
* Fixed some recipe result function related bugs.
Warfare 0.13.0:
* Combat robot overhaul WIPs in robots.lua and robots-updates.lua
* Added wall/gate wire connections.
* Updated basic-laser-defense-equipment->personal-laser-defense-equipment
* Updated basic-exoskeleton-equipment->exoskeleton-equipment
* Impact ammos removed.
Library 0.13.0:
* Changed the way autoplace functions work
Greenhouse 0.13.0:
* Added new graphics by Aonova
Enemies 0.13.0
* Added locale entry for Pierce damage
* Reworked Autoplace
Ores 0.13.0:
* Use library autoplace methods.
Electronics 0.13.0:
* Fixed migration script 0.12.4 to check if alloy processing 2 exists before checking if it is researched.
Tech 0.13.0
* Changed icon of advanced research back to the old one from factorio 0.11.
* Added an option to the GUI to enable/disable the hand position overides.
Logistics 0.13.8:
* Updated inserter base graphics to align properly.
* Updated old JSON migration scripts to migrate to the newest entity.
* Added inserter config menu to top of screen (inserter in hand always shows the defaults)
Inserters 0.13.3:
* Fixed entity.valid check (game could crash if the entity became invalid while the GUI was open)
Logistics 0.13.7:
* Added a migration script to fix the issue of some inserters being disabled when not supposed to be.
* changed inserters order slightly.
Logistics 0.13.6
* Added a check for stack inserter research, made it compatable for versions before it was added.
* re-added the old inserter stack size bonus technology, also removed normal inserter stack size bonuses from the new tech.
* replaced inserter capacity bonus technology icon with old stack inserter icon from pre 0.13.7
* Removed long/near/more inserters. Use the migrate mod to retain hand positions.
* Added Logistic zone interface. An entity connected to the roboport logistics network to connect circuit wires to.
Inserters 0.13.2
* Added 3 tiles reach options, unlocked by long inserters 2 research
* More inserters research only unlocks diagonals, more inserters 2 unlocks other positions if there are any.
* GUI now draws a smaller GUI for standard reach inserters if there are no long inserter options.
* Researching a technology that changes the GUI now automatically redraws the GUI.
* Changed open/close GUI hotkey to SHIFT + E
* Removed the inserter stack size research changes.
Greenhouse 0.13.2:
* Made greenhouse more power hungry. (4x)
* Made the basic greenhouse tree growing recipe last longer and give less wood.
* Made the advanced recipe last a little longer too.
* Added active animation
Logistics 0.13.4:
* removed LZE charging point for real this time.
* Valves no longer rotate in hand after placing one. (via a script that rotates it back to the correct rotation)
* Rename purple inserter to express inserter, and recolour to cyan
* Fixed roboport wire connection points.
* Fixed storage tank wire connection points.
* Added express versions of Filter(magenta), Stack(dark green), and Stack Filter(striped) inserters.
Inserters 0.13.1:
* Changed title from Adjustable Inserters to Bob's Adjustable Inserters
* Renamed Locale file
* Fixed an issue where clicking on a gui element not related to this mod could cause a scripting error.
* fix shift + N cycle if offset is to the side. (and other crazy combinations)
* Fix GUI on lowest graphics settings.
* re-added the old inserter stack size bonus technology, also removed normal inserter stack size bonuses from the new tech.
* implemented a range check when making changes to inserter position
* GUI also auto-closes if you move out of range.
* GUI now also has titles for each grid
* Added the inserter adjustment options research technologies.
* replaced inserter capacity bonus technology icon with old stack inserter icon from pre 0.13.7
Warfare 0.13.4
* Fixed trying to access groups and subgroups that don't exist in warfare mod.
Plates 0.13.2:
* Fixed migration scripts.
Config 0.13.1:
* Changed default inventory starting size to 90.
* Updated bot overide values to that of new numbers
* Added combat robot update option
Enemies 0.13.1:
* Added evolution limitation to big worm spawning.
* Added Electric and Piercing big worms
* Added Giant and Behemoth worms.
Logistics 0.13.3:
* Underground pipe underground indicator graphics fixed.
Power 0.13.1:
* Updated Big pole/substation collision/selection boxes.
* Accumulators are connectable to the circuit network.
Greenhouse 0.13.1:
* Added fuel value to seedling.
Warfare 0.13.3:
* I missed energy shield MK2. Fixed.
* Fixed gate graphics.
* Swapped acid and poison ammo recipes. Acid now uses sulfuric-acid and Poison now uses Coal
* Added combat robot recipe overhaul. additional items controlled by logistic robot settings in config.
Logistics 0.13.2:
* Fixed robot power consumptions.
* Fixed roboport (and offshoots) power consumptions.
* LZE no longer has a charge port.
* Changed Filter and Fast inserter speeds and energy consumptions to match new base game values.
Warfare 0.13.2:
* Updated energy consumption values of personal equipment.
Ores 0.13.1:
* Fixed Lithia water spawning.
Logistics 0.13.1:
* Fixed train to work with Factorio 0.13.1
* Removed Ghost time to live from robots research, the new default was longer than mine anyway.
* Added Logistic wire network connection to roboports (only roboports)
* Added Inserter connections to circuit network.
* Fixed locale entry renames.
* Added character inventory slots research
mining 0.13.1:
* Water mining pumpjacks now check if water resource exists, to prevent crash.
Electronics 0.13.1:
* Fixed recipe updates for Electric mining drill, inserter and splitter to use the correct electronics.
Plates 0.13.1:
* added liquid fuel to flame turret.
* Changed default inventory starting size to 90
Warfare 0.13.1:
* Fixed technology update for personal laser defense 5 and 6. (now use the correct science packs)
* removed residule impact ammo parts.
* removed references to impact ammo parts in productivity filters.
Library 0.13.1:
* Fixed some recipe result function related bugs.
Warfare 0.13.0:
* Combat robot overhaul WIPs in robots.lua and robots-updates.lua
* Added wall/gate wire connections.
* Updated basic-laser-defense-equipment->personal-laser-defense-equipment
* Updated basic-exoskeleton-equipment->exoskeleton-equipment
* Impact ammos removed.
Library 0.13.0:
* Changed the way autoplace functions work
Greenhouse 0.13.0:
* Added new graphics by Aonova
Enemies 0.13.0
* Added locale entry for Pierce damage
* Reworked Autoplace
Ores 0.13.0:
* Use library autoplace methods.
Electronics 0.13.0:
* Fixed migration script 0.12.4 to check if alloy processing 2 exists before checking if it is researched.
Tech 0.13.0
* Changed icon of advanced research back to the old one from factorio 0.11.