Awesome. I thought it might when they said they were going to re-write how signals work. I don't even have that version yet.cpy wrote:0.11.11 Fixed the problem of train occasionally losing path when moving fast.
There they fixed it for you!
[0.12.x][v0.12.10] Bob's Logistics mod
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Re: [0.11.x][v0.1.5] Bob's Logistics mod
Re: [0.11.x][v0.1.5] Bob's Logistics mod
I think you have something wrong on the pipes. Copper pipe has a maximum pressure of 5, iron of 10, stone of 20, but steel pipe also has only 10?
Re: [0.11.x][v0.1.5] Bob's Logistics mod
The pipe information is still in the MCI thread (since custom pipes haven't been moved over yet). Steel pipe is in the same capacity as iron, so it has 10, like iron. Copper and stone are small and large pipes, respectively.
Re: [0.11.x][v0.1.5] Bob's Logistics mod
Yeah but Steel pipe costs double, not to mention that steel pipe-to-ground costs more than double, for the exact same result. It's just strange, thought it was not intended.Degraine wrote:The pipe information is still in the MCI thread (since custom pipes haven't been moved over yet). Steel pipe is in the same capacity as iron, so it has 10, like iron. Copper and stone are small and large pipes, respectively.
Edit: Well, to be honest, they have different color and goes underground further.
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Re: [0.11.x][v0.1.5] Bob's Logistics mod
and has more health too, don't forget the health thing.SHiRKiT wrote:Yeah but Steel pipe costs double, not to mention that steel pipe-to-ground costs more than double, for the exact same result. It's just strange, thought it was not intended.Degraine wrote:The pipe information is still in the MCI thread (since custom pipes haven't been moved over yet). Steel pipe is in the same capacity as iron, so it has 10, like iron. Copper and stone are small and large pipes, respectively.
Edit: Well, to be honest, they have different color and goes underground further.
Re: [0.11.x][v0.1.5] Bob's Logistics mod
Health on pipes? ...........bobingabout wrote:and has more health too, don't forget the health thing.SHiRKiT wrote:Yeah but Steel pipe costs double, not to mention that steel pipe-to-ground costs more than double, for the exact same result. It's just strange, thought it was not intended.Degraine wrote:The pipe information is still in the MCI thread (since custom pipes haven't been moved over yet). Steel pipe is in the same capacity as iron, so it has 10, like iron. Copper and stone are small and large pipes, respectively.
Edit: Well, to be honest, they have different color and goes underground further.
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Re: [0.11.x][v0.1.5] Bob's Logistics mod
all entities have health, this determines how much a biter has to chew on it, how many shots from your shotgun it can withstand, or how hard you hit it with the tank/car before it breaks.SHiRKiT wrote:Health on pipes? ...........bobingabout wrote:and has more health too, don't forget the health thing.SHiRKiT wrote:Yeah but Steel pipe costs double, not to mention that steel pipe-to-ground costs more than double, for the exact same result. It's just strange, thought it was not intended.Degraine wrote:The pipe information is still in the MCI thread (since custom pipes haven't been moved over yet). Steel pipe is in the same capacity as iron, so it has 10, like iron. Copper and stone are small and large pipes, respectively.
Edit: Well, to be honest, they have different color and goes underground further.
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Re: [0.11.x][v0.1.5] Bob's Logistics mod
I know what you ment but I can't stop imagining a steam punk bitter...
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Re: [0.11.x][v0.1.5] Bob's Logistics mod
All entities have pipes... yeah, when I re-read that, I was imagining a biter with a pipe, monacle and top hat.LordFedora wrote:I know what you ment but I can't stop imagining a steam punk bitter...
I edited my post to be correct now.
Re: [0.11.x][v0.1.5] Bob's Logistics mod
I'd suggest the a rebalance of the modular roboports. For example, the MK1 zone expander is a 30x30 area, which gives us 900 blocks/squared of coverage. The vanilla Roboport gives us 50x50, which means 2500 blocks/squared of coverage. Roboport's components are: Steel, Iron Gear Wheels and Electronic Circuits. The gear wheels and steel are the easiest material to produce, costing 180 iron ore. They are easy to produce and requires almost no complexity. The Electronic Boards on the other hand are the most complex product, requiring a whole chain of production for a single board, combining a lot of assembling machines and various kinds of resources together. But to produce the zone expander you require only 66% of the boards required for the Roboport, but only giving 36% of area coverage. Although I don't think it should cost 36% of the circuits required, since sometimes you only want to expand in straight line, I don't see it's fair to cost 66% of the circuits required.
Well, that's only my opinion anyways.
Well, that's only my opinion anyways.
Re: [0.11.x][v0.1.5] Bob's Logistics mod
Question about storage tanks
In new Dytech we have now 2 technologies for storage tnaks - 1 from your mod and 1 from dytech, but dytech uese ypur storage tnaks recipies for last mk5 storgae tnaks so that's technolog is parent for dytech - can you adapt this technology so we could see only dytech in the end of the list? i think it's not a problem becauses as i said before dytech storage tanks from mk1 to mk4 uses your recipies and his technology had different name and icon
In new Dytech we have now 2 technologies for storage tnaks - 1 from your mod and 1 from dytech, but dytech uese ypur storage tnaks recipies for last mk5 storgae tnaks so that's technolog is parent for dytech - can you adapt this technology so we could see only dytech in the end of the list? i think it's not a problem becauses as i said before dytech storage tanks from mk1 to mk4 uses your recipies and his technology had different name and icon
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Re: [0.11.x][v0.1.5] Bob's Logistics mod
when I'm modding again, I'll look into it. I'll take a note.SHiRKiT wrote:I'd suggest the a rebalance of the modular roboports. For example, the MK1 zone expander is a 30x30 area, which gives us 900 blocks/squared of coverage. The vanilla Roboport gives us 50x50, which means 2500 blocks/squared of coverage. Roboport's components are: Steel, Iron Gear Wheels and Electronic Circuits. The gear wheels and steel are the easiest material to produce, costing 180 iron ore. They are easy to produce and requires almost no complexity. The Electronic Boards on the other hand are the most complex product, requiring a whole chain of production for a single board, combining a lot of assembling machines and various kinds of resources together. But to produce the zone expander you require only 66% of the boards required for the Roboport, but only giving 36% of area coverage. Although I don't think it should cost 36% of the circuits required, since sometimes you only want to expand in straight line, I don't see it's fair to cost 66% of the circuits required.
Well, that's only my opinion anyways.
I don't know if that's my fault of his, but it sounds like we're both using the same name for the storage tanks...aklesey1 wrote:Question about storage tanks
In new Dytech we have now 2 technologies for storage tnaks - 1 from your mod and 1 from dytech, but dytech uese ypur storage tnaks recipies for last mk5 storgae tnaks so that's technolog is parent for dytech - can you adapt this technology so we could see only dytech in the end of the list? i think it's not a problem becauses as i said before dytech storage tanks from mk1 to mk4 uses your recipies and his technology had different name and icon
Re: [0.11.x][v0.1.5] Bob's Logistics mod
For the first time the ability to upgrade appeared in Dytech logistics and dysoch demonstrated respect to you and did storage did storgae mk5 technology as parent to your technology and used your recipies with titan, inver nad nitiniolI don't know if that's my fault of his, but it sounds like we're both using the same name for the storage tanks...
So you can demonstrate respect to him and use past dytech logistics technology - simople we have 2 brange of storage tanks technologies
The solution - dytech technogy must replace yours as it now with assemblers where your technology replaces his, all easy i think
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Re: [0.11.x][v0.1.5] Bob's Logistics mod
All I can promice is that I'll look into it when I look into modding next.aklesey1 wrote:For the first time the ability to upgrade appeared in Dytech logistics and dysoch demonstrated respect to you and did storage did storgae mk5 technology as parent to your technology and used your recipies with titan, inver nad nitiniolI don't know if that's my fault of his, but it sounds like we're both using the same name for the storage tanks...
So you can demonstrate respect to him and use past dytech logistics technology - simople we have 2 brange of storage tanks technologies
The solution - dytech technogy must replace yours as it now with assemblers where your technology replaces his, all easy i think
Re: [0.11.x][v0.1.5] Bob's Logistics mod
If you want I can just do the maths and put out the numbers for you, so you are not overloaded with stuff. You have already a pretty big mod on your hands.
Re: [0.11.x][v0.1.5] Bob's Logistics mod
Express Near Inserter, Express Far Inserter and Express Long Inserter can all skip the requirement of Titanium, which the basic Express Inserter requires.
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Re: [0.11.x][v0.1.5] Bob's Logistics mod
I don't see how... the recipe for the derivative types should be exactly the same as the basic, except the type of inserter as an ingedient is closer to its range from the fast varients, which also cost the same as the original.SHiRKiT wrote:Express Near Inserter, Express Far Inserter and Express Long Inserter can all skip the requirement of Titanium, which the basic Express Inserter requires.
As for research, it should require the purple inserter to be researched before you can research the derivatives of the purple inserter.
So, I don't see where it could be skipping over "the requirement of Titanium". Can you be more specific?
is it possible that you've enabled the extended array of inserters after playing for a while, and the game hasn't properly built the Dynamic recipe properly?
Re: [0.11.x][v0.1.5] Bob's Logistics mod
See for yourself. I can build those without the need for a Express Inserter:
https://dl.dropboxusercontent.com/u/327 ... s/bob1.png
https://dl.dropboxusercontent.com/u/327 ... s/bob2.png
https://dl.dropboxusercontent.com/u/327 ... s/bob3.png
Edited by bobingabout: I've seen them, they're a bandwidth killer, so I changed them to links.
https://dl.dropboxusercontent.com/u/327 ... s/bob1.png
https://dl.dropboxusercontent.com/u/327 ... s/bob2.png
https://dl.dropboxusercontent.com/u/327 ... s/bob3.png
Edited by bobingabout: I've seen them, they're a bandwidth killer, so I changed them to links.
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Re: [0.11.x][v0.1.6] Bob's Logistics mod
Okay, I had a deeper look into your problem, and I'm fairly sure I've fixed it now:
v0.1.6
*Fix for (Purple) Express Inserter's Near, Far and Long varient missing some recipe ingredients.
v0.1.6
*Fix for (Purple) Express Inserter's Near, Far and Long varient missing some recipe ingredients.
Re: [0.11.x][v0.1.6] Bob's Logistics mod
regular cargo wagons already have 30 slots in 0.11.18+.
there went my 80 invar.
there went my 80 invar.
no yes yes no yes no yes yes