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Re: [0.11.x][v0.1.1] Bob's Logistics mod

Posted: Wed Dec 24, 2014 4:25 pm
by cpy
Probably game engine bug. But if you need single rail no signal train, i guess you can use this one.

Re: [0.11.x][v0.1.1] Bob's Logistics mod

Posted: Thu Dec 25, 2014 12:38 am
by bobingabout
Well, the track I tried it on is one complete network, it just doesn't have a lot of signals on it.

Re: [0.11.x][v0.1.1] Bob's Logistics mod

Posted: Sat Dec 27, 2014 8:09 am
by timsheff
Hello, long-time lurker, first time poster. I've been using your logistics and assembly mods for a while now and have built up a pretty decent-sized base. A couple days ago I started getting a game-killing crash and after eliminating other mods have narrowed the issue to these two. If I disable both of these mods, the game no longer crashed and I can continue playing, but I built my base with your logistics and have quite a few high level assemblers.

I can post my .logs if that will help, but it doesn't look like there's much going on there. I tried to post my .sav but it's too big. Any help would be appreciated.

Re: [0.11.x][v0.1.1] Bob's Logistics mod

Posted: Sat Dec 27, 2014 8:24 am
by LordFedora
pastebin for logs, and your favorite file hosting site for the saves (i like dropbox, but mediafire works if you can get access to it)

Re: [0.11.x][v0.1.1] Bob's Logistics mod

Posted: Sat Dec 27, 2014 1:17 pm
by Lime
What's the actual difference between different pipe types, except underground distance? Can't figure it out from the code :| Some docs would be nice... :roll:

Re: [0.11.x][v0.1.1] Bob's Logistics mod

Posted: Sat Dec 27, 2014 1:44 pm
by Degraine
Check the first post for the MCI mod here in Bob's forum, it has all the info on the different types and tiers of pipe (since that's where they all were originally).

Re: [0.11.x][v0.1.1] Bob's Logistics mod

Posted: Sat Dec 27, 2014 10:56 pm
by timsheff
OK here are my log and sav file. The crash is a few minutes in, before nightfall.

Log
http://pastebin.com/JYgnZj3F

Save
https://www.dropbox.com/s/8xqgyxfq2hqk4 ... 5.zip?dl=0

Re: [0.11.x][v0.1.1] Bob's Logistics mod

Posted: Tue Jan 06, 2015 10:58 am
by Redlemon
Hello !

Logistics grew a dependencie for Bob's plate and it's a bit annoying.

It's asking for pipes recipes when you don't have plates installed.

Any way to fix it ?

Thanks a lot bob !

Re: [0.11.x][v0.1.1] Bob's Logistics mod

Posted: Tue Jan 06, 2015 6:43 pm
by safan
there seems to be a problem with 11.10 and the fast-far-inserter. I can't get past loading mods in the game startup

Re: [0.11.x][v0.1.1] Bob's Logistics mod

Posted: Tue Jan 06, 2015 7:13 pm
by bobingabout
Redlemon wrote:Hello !

Logistics grew a dependencie for Bob's plate and it's a bit annoying.

It's asking for pipes recipes when you don't have plates installed.

Any way to fix it ?

Thanks a lot bob !
latest version of logistics has pipes in it.
safan wrote:there seems to be a problem with 11.10 and the fast-far-inserter. I can't get past loading mods in the game startup
I've not tried anything for about 3 weeks, I'll have to look into it.

Re: [0.11.x][v0.1.1] Bob's Logistics mod

Posted: Tue Jan 06, 2015 7:32 pm
by tubs
Hi, it looks like the insert_position for the inserters has changed.

I can get the regular express and long inserters working by changing the insert_position from 0.65 and 1.65 to 0.5 and 1.5 (which matches the current inserters in the base game).

Not much much luck with the near and far inserters though, I'll mash through a few attempts but this is the first time I've looked at the modding at all, I just want my bobing to work again.

Edit, exact error message:
fast-far-inserter has wrong insert vector as it isn't in safe distance from the tile edge

Re: [0.11.x][v0.1.2] Bob's Logistics mod

Posted: Tue Jan 06, 2015 8:42 pm
by bobingabout
okay, fixed it, update in first post.

Re: [0.11.x][v0.1.2] Bob's Logistics mod

Posted: Tue Jan 06, 2015 9:16 pm
by tubs
Thanks, you are bobing amazing. :)

Re: [0.11.x][v0.1.2] Bob's Logistics mod

Posted: Wed Jan 07, 2015 5:56 pm
by TiTaN_3000
With boblogistics_0.1.2 i get this error:

"Error in assignID, "steel-pipe" was not recognized id of recipe."

Re: [0.11.x][v0.1.2] Bob's Logistics mod

Posted: Wed Jan 07, 2015 6:44 pm
by Redlemon
TiTaN_3000 wrote:With boblogistics_0.1.2 i get this error:

"Error in assignID, "steel-pipe" was not recognized id of recipe."
That's exactly what i was telling you.

LOgistics as a dependence to plates... to get this recipe and others...

Re: [0.11.x][v0.1.3] Bob's Logistics mod

Posted: Thu Jan 08, 2015 2:02 am
by bobingabout
Fixed for real this time.

Aparantly although I coded in the pipes, I forgot to include them in the data.lua file.

Re: [0.11.x][v0.1.3] Bob's Logistics mod

Posted: Thu Jan 08, 2015 4:41 pm
by TiTaN_3000
bobingabout wrote:Fixed for real this time.

Aparantly although I coded in the pipes, I forgot to include them in the data.lua file.
Not quite.

Error: "Path __bobplates__/graphics/icons/pipe/copper-pipe-to-ground.png does not match any mod."
You have to change the item icon path to "__boblogistics__/graphics/icons/pipe/copper-pipe-to-ground.png"

Thank you very much

Re: [0.11.x][v0.1.3] Bob's Logistics mod

Posted: Thu Jan 08, 2015 9:23 pm
by aklesey1
Bobingabout can you add in future very fast versions of inserters - and smart and long too like in dytech inserters, and paint them, maybe in white color
I very liked dytech fast inserters, they can put out items very very fast and this is very conveniently with belts mk4 and mk5

Re: [0.11.x][v0.1.3] Bob's Logistics mod

Posted: Fri Jan 09, 2015 8:07 am
by bobingabout
aklesey1 wrote:Bobingabout can you add in future very fast versions of inserters - and smart and long too like in dytech inserters, and paint them, maybe in white color
I very liked dytech fast inserters, they can put out items very very fast and this is very conveniently with belts mk4 and mk5
Didn't I already do that with my purple inserters?

okay I didn't add smart, I was discussing what I should add with a friend, and he basically said that "the increased complexity of a smart inserter will likely result in it's lack of speed compared to the relatively dumb high speed inserter", so I went with it.
TiTaN_3000 wrote:
bobingabout wrote:Fixed for real this time.

Aparantly although I coded in the pipes, I forgot to include them in the data.lua file.
Not quite.

Error: "Path __bobplates__/graphics/icons/pipe/copper-pipe-to-ground.png does not match any mod."
You have to change the item icon path to "__boblogistics__/graphics/icons/pipe/copper-pipe-to-ground.png"

Thank you very much
it worked for me when I tested it... maybe it still worked for me because the mod was disabled, not removed....

I bet the problems with these pipes files are due to working on more than one computer when modding, I bet the version I actually released, and therefore the version I've been working from since were NOT from the latest version I'd been working on, hence why there's holes in it I keep missing...

Re: [0.11.x][v0.1.4] Bob's Logistics mod

Posted: Fri Jan 09, 2015 11:48 am
by bobingabout
okay, updated, hopefully its fixed now.