[0.12.x][v0.12.10] Bob's Logistics mod
Moderator: bobingabout
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Edit : nah nevermind it don't work..... Why JSON migration script before LUA ? It even run 0.13.6 JSON migration script before 0.13.5 LUA migration script. Is it a bug ?
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Re: [0.12.x][v0.12.10] Bob's Logistics mod
Well, JSON is used to replace things that don't exist anymore, so is run before the game fully initialises.
LUA is a script that runs on things once the game is initialised.
so... it makes sense that json runs first, even if it's not really what we want to do here.
LUA is a script that runs on things once the game is initialised.
so... it makes sense that json runs first, even if it's not really what we want to do here.
Re: [0.12.x][v0.12.10] Bob's Logistics mod
even in this case :
1.0.1 : migration script in LUA (mymod_1.0.1.lua in migration folder)
1.0.2 : migration script in JSON (mymod_1.0.2.json in migration folder)
when we update from 1.0.0 to 1.0.2 the JSON is running first. And I don't think it should be the case. If we wrote a script in earlier version we don't want to update it everytime an entity change in later version (if we use that entity). So we must wrote the entire entity migration in LUA to do it in one save/load. They must have good reason to design it that way...
So like I said before, I think it's better to use an other mod to update the inserters as the mod portal will be unable to give player a specific version of your mod to execute only the LUA script. But in the end you choose
Keep up the good work.
1.0.1 : migration script in LUA (mymod_1.0.1.lua in migration folder)
1.0.2 : migration script in JSON (mymod_1.0.2.json in migration folder)
when we update from 1.0.0 to 1.0.2 the JSON is running first. And I don't think it should be the case. If we wrote a script in earlier version we don't want to update it everytime an entity change in later version (if we use that entity). So we must wrote the entire entity migration in LUA to do it in one save/load. They must have good reason to design it that way...
So like I said before, I think it's better to use an other mod to update the inserters as the mod portal will be unable to give player a specific version of your mod to execute only the LUA script. But in the end you choose

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Re: [0.12.x][v0.12.10] Bob's Logistics mod
Imagine the scenario (in which this is actually the case) that we have an entity, and have a LUA migration script on on that specific entity.
Then you release an update, the update completely removes said entity from the game, with a JSON migration script telling it to replace the removed entity with another.
Well, the object referenced to in the LUA no longer exists in the game(but that isn't a problem, the result is that nothing happens), the save file contains a reference to an object that doesn't exist. the JSON tells the game to replace said references of the entity with the new entity.
If these references were not replaced, the only thing the game could do is delete them... in either case, there is no entity to run a LUA script on, because it is GONE!!!
If the LUA runs first, the script runs, but finds no entities to run the script on, because that object doesn't exist anymore, if it runs after, well, same problem, only the reference is replaced with something else.
Now do you see why the JSON is always run first?
Then you release an update, the update completely removes said entity from the game, with a JSON migration script telling it to replace the removed entity with another.
Well, the object referenced to in the LUA no longer exists in the game(but that isn't a problem, the result is that nothing happens), the save file contains a reference to an object that doesn't exist. the JSON tells the game to replace said references of the entity with the new entity.
If these references were not replaced, the only thing the game could do is delete them... in either case, there is no entity to run a LUA script on, because it is GONE!!!
If the LUA runs first, the script runs, but finds no entities to run the script on, because that object doesn't exist anymore, if it runs after, well, same problem, only the reference is replaced with something else.
Now do you see why the JSON is always run first?
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Yeah I see, even though it doesn't cover all use case. You surely have every thing done for logistic so that's perfect
When I play again (waiting some update) i will be able to continue my Science overhaul with bob's mod on 0.13 


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Re: [0.12.x][v0.12.10] Bob's Logistics mod
And it is done!
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 (Old key will be kept in your config files though)
* Removed the inserter stack size research changes.
Inserter Migrate
Instructions:
With Logistics mod version 0.13.4 or older installed, install this mod, load the game, then save.
Once you have saved the game with this mod installed, it is safe to remove it.
Then upgrade the logistics mod to version0.13.5 0.13.6 to complete the migration and continue as normal.
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 (Old key will be kept in your config files though)
* Removed the inserter stack size research changes.
Inserter Migrate
Instructions:
With Logistics mod version 0.13.4 or older installed, install this mod, load the game, then save.
Once you have saved the game with this mod installed, it is safe to remove it.
Then upgrade the logistics mod to version
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Thank you for your hard work bobingabout really appreciate it, but it looks like i am staying on boblogistics version 0.13.4. I'm not really a fan of these 2 changes because this will change all the inserter "ratio's" again and my guess is that the new adjustable inserter is not as fast to setup even with hotkeys, why would you remove the current ones?bobingabout wrote: Logistics 0.13.6
* re-added the old inserter stack size bonus technology, also removed normal inserter stack size bonuses from the new tech.
* Removed long/near/more inserters. Use the migrate mod to retain hand positions.
PS.
As one software developer to another 0.13.4 to 0.13.6 does not really reflect the changes you made. In my mind such a version increment looks more like a bug fix which it is clearly not because this will "break" current factories when people don't see your message (in game mod update ) to use the migration mod/script and install the inserter mod.
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Re: [0.12.x][v0.12.10] Bob's Logistics mod
I'm not sure what you mean by Inserter Ratios... but otherwise, it is still fairly fast to setup the new inserters (though obviously not as fast) and the main reason why I removed the old ones so soon is because people kept asking me to. (It is true that you don't NEED them anymore with the new setup.)vlczero wrote:Thank you for your hard work bobingabout really appreciate it, but it looks like i am staying on boblogistics version 0.13.4. I'm not really a fan of these 2 changes because this will change all the inserter "ratio's" again and my guess is that the new adjustable inserter is not as fast to setup even with hotkeys, why would you remove the current ones?
This was one of my major concerns with the removal of the old entities. If I could put it all in one update to make it as painless and silent as possible, I would have, but the way the game works, it simply wasn't.vlczero wrote:As one software developer to another 0.13.4 to 0.13.6 does not really reflect the changes you made. In my mind such a version increment looks more like a bug fix which it is clearly not because this will "break" current factories when people don't see your message (in game mod update ) to use the migration mod/script and install the inserter mod.
As for the version number step... well, if I was still using my old number, it would have been a step up, but I normalised my numbers with the game's release numbers so that it should be clearer to tell what version of the game it is for.
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Re: [0.12.x][v0.12.10] Bob's Logistics mod
Hey, I have a slight problem in the game I migrated I can't build fast inserters and still have long inserters instead, in a new game fast inserters work but there are still long inserters.
Great new addon to the mod!
Eh what can I do to fix that? I tried resetting recipes and researches.
-- edit --
enabling it by hand worked and the long inserters seem to be where they ought to be, thought they'd be migrated too
Great new addon to the mod!
Eh what can I do to fix that? I tried resetting recipes and researches.
-- edit --
enabling it by hand worked and the long inserters seem to be where they ought to be, thought they'd be migrated too
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Re: [0.12.x][v0.12.10] Bob's Logistics mod
I don't even know how what you describe could be possible, Fast long inserters don't even exist any more. As for fast inserters, the migration scripts themselves shouldn't have touched them.
if you are having issues with the fast inserter not being available though, this should fix it.
if you are having issues with the fast inserter not being available though, this should fix it.
Code: Select all
/c for index, force in pairs(game.forces) do force.recipes["fast-inserter"].enabled = true end
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Re: [0.12.x][v0.12.10] Bob's Logistics mod
As I pointed out in a previous post somewhere, standard base game "long handed inserter" is a unique entity, the speed is somewhere between "inserter" and "fast inserter", so I left them alone.funnysunnybunny wrote:enabling it by hand worked and the long inserters seem to be where they ought to be, thought they'd be migrated too
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Thanks for the response. With the inserter ratio's i meant the stack bonus, this changes some assembly setups because the inserters now move more items.bobingabout wrote: I'm not sure what you mean by Inserter Ratios... but otherwise, it is still fairly fast to setup the new inserters (though obviously not as fast) and the main reason why I removed the old ones so soon is because people kept asking me to. (It is true that you don't NEED them anymore with the new setup.)
Ohh i see, yea migrations are still a bit lacking in functionality.bobingabout wrote: This was one of my major concerns with the removal of the old entities. If I could put it all in one update to make it as painless and silent as possible, I would have, but the way the game works, it simply wasn't.
As for the version number step... well, if I was still using my old number, it would have been a step up, but I normalised my numbers with the game's release numbers so that it should be clearer to tell what version of the game it is for.
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Re: [0.12.x][v0.12.10] Bob's Logistics mod
Ah, well, the original method was 5, the new system changed them to 3, my change changed them back to 5.vlczero wrote:Thanks for the response. With the inserter ratio's i meant the stack bonus, this changes some assembly setups because the inserters now move more items.bobingabout wrote: I'm not sure what you mean by Inserter Ratios... but otherwise, it is still fairly fast to setup the new inserters (though obviously not as fast) and the main reason why I removed the old ones so soon is because people kept asking me to. (It is true that you don't NEED them anymore with the new setup.)
Obviously if you only want 3, then don't research all the tiers.
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Re: [0.12.x][v0.12.10] Bob's Logistics mod
Okay, all known bugs should now be fixed.
Feel free to report any new ones.
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.
Feel free to report any new ones.
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.
Re: [0.12.x][v0.12.10] Bob's Logistics mod
With the latest version, all inserters are migrated to something not working stuff.
How can i prevent this?
This were long fast inserters... Long filter inserters the same, but they are also not working anymore:
How can i prevent this?
This were long fast inserters... Long filter inserters the same, but they are also not working anymore:
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Re: [0.12.x][v0.12.10] Bob's Logistics mod
Use the inserter migration mod.steinio wrote:With the latest version, all inserters are migrated to something not working stuff.
How can i prevent this?
viewtopic.php?f=51&t=6987&start=410#p186769
if you've already saved the game with the inserters being wrong, you'll need to set them all up again manually with the adjustable inserters mod.
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Ok managed to update with the migration mod.
Bob really changed to this fucking k&l inserters. WHY.
Why to change something what don't need to be changed.
How can i now change to long inserters?
Dumb shit really.
Bob really changed to this fucking k&l inserters. WHY.
Why to change something what don't need to be changed.
How can i now change to long inserters?
Dumb shit really.
Re: [0.12.x][v0.12.10] Bob's Logistics mod
All the shortcuts are in the game controls under mods tab - you can find them there.
By default you press shift+L to make inserter long.
Once you get used to this it's easier then having lots of inserter variants. If you don't like it then you can find alternate inserter mod - not sure if all of them switched to the dynamic variant by now.
By default you press shift+L to make inserter long.
Once you get used to this it's easier then having lots of inserter variants. If you don't like it then you can find alternate inserter mod - not sure if all of them switched to the dynamic variant by now.
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Re: [0.12.x][v0.12.10] Bob's Logistics mod
The GUI is optional, and although does give you more options, most of them are special case options.
For general use, shortcut keys are easier without all the GUI clutter.
Just place an inserter, point to it, and press shift + L to change the pickup reach to long, then shift + N to change the output reach (depending on research, you might need to press that one twice)
I've actually been considering changing the hotkeys too... so that SHIFT + L changes it to a long inserter directly, you know, to make it quicker.
Then add more to change the positions independently. (Pickup reach, pickup rotation, drop tile reach, drop rotation, and then 2 for tile offset potion, near/far, and sideways)
For general use, shortcut keys are easier without all the GUI clutter.
Just place an inserter, point to it, and press shift + L to change the pickup reach to long, then shift + N to change the output reach (depending on research, you might need to press that one twice)
I've actually been considering changing the hotkeys too... so that SHIFT + L changes it to a long inserter directly, you know, to make it quicker.
Then add more to change the positions independently. (Pickup reach, pickup rotation, drop tile reach, drop rotation, and then 2 for tile offset potion, near/far, and sideways)
Re: [0.12.x][v0.12.10] Bob's Logistics mod
The shortcut does nothing and in Controls -> Mods is nothing related:
Logistics is 0.13.7 and migration is disabled: