[0.16.x] Bob's Mods: Adjustable Inserters

Some mods, made by Bob. Basically streaks every Factroio-area.

Moderator: bobingabout

Post Reply
User avatar
FallenPaladin
Inserter
Inserter
Posts: 21
Joined: Wed May 24, 2017 1:04 am
Contact:

[0.16.x] Bob's Mods: Adjustable Inserters

Post by FallenPaladin »

Getting an unknown key...

Image
- Constantly choosing the lesser of two evils is still choosing evil.

ImageImage

User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.16.x] Bob's Mods: Adjustable Inserters

Post by bobingabout »

Yeeees.... of course.

The code is now entirely in inserters, but the Locale entries are still in the logistics mod.

I'll make a note of it.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

User avatar
FallenPaladin
Inserter
Inserter
Posts: 21
Joined: Wed May 24, 2017 1:04 am
Contact:

Re: [0.16.x] Bob's Mods: Adjustable Inserters

Post by FallenPaladin »

just seen it and thought id say something...
- Constantly choosing the lesser of two evils is still choosing evil.

ImageImage

User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.16.x] Bob's Mods: Adjustable Inserters

Post by bobingabout »

FallenPaladin wrote:just seen it and thought id say something...
Thanks for the report.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

nickcombs
Burner Inserter
Burner Inserter
Posts: 10
Joined: Mon Jan 01, 2018 1:25 am
Contact:

Re: [0.16.x] Bob's Mods: Adjustable Inserters

Post by nickcombs »

I encountered another bug. It kicked me back to the menu.

Code: Select all

6142.497 Error MainLoop.cpp:1013: Exception at tick 318371: Error while running event bobinserters::on_gui_checked_state_changed (ID 3)
LuaGuiElement API call when LuaGuiElement was invalid.
stack traceback:
	__bobinserters__/control.lua:394: in function <__bobinserters__/control.lua:379>
Attachments
factorio-current.log
(22.91 KiB) Downloaded 145 times

User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.16.x] Bob's Mods: Adjustable Inserters

Post by bobingabout »

nickcombs wrote:I encountered another bug. It kicked me back to the menu.

Code: Select all

6142.497 Error MainLoop.cpp:1013: Exception at tick 318371: Error while running event bobinserters::on_gui_checked_state_changed (ID 3)
LuaGuiElement API call when LuaGuiElement was invalid.
stack traceback:
	__bobinserters__/control.lua:394: in function <__bobinserters__/control.lua:379>
I'm not sure what's causing that issue, line 394 is this:

Code: Select all

if event.element.name == "bob_logistics_inserter_button"
the issue there is.... if that is invalid, it means you're pressing a button that doesn't exist.
I could try and put extra checks in place, but that's not a situation that should be able to happen.

EDIT: Yeah, due to the way I spliced inserters and Logistics scripts together, a situation might happen that results in it continuing to check buttons after a GUI has been deleted, resulting in this crash.
to fix this I'm going to add in a check for if event.element.valid.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

orzelek
Smart Inserter
Smart Inserter
Posts: 3911
Joined: Fri Apr 03, 2015 10:20 am
Contact:

Re: [0.16.x] Bob's Mods: Adjustable Inserters

Post by orzelek »

bobingabout wrote:
nickcombs wrote:I encountered another bug. It kicked me back to the menu.

Code: Select all

6142.497 Error MainLoop.cpp:1013: Exception at tick 318371: Error while running event bobinserters::on_gui_checked_state_changed (ID 3)
LuaGuiElement API call when LuaGuiElement was invalid.
stack traceback:
	__bobinserters__/control.lua:394: in function <__bobinserters__/control.lua:379>
I'm not sure what's causing that issue, line 394 is this:

Code: Select all

if event.element.name == "bob_logistics_inserter_button"
the issue there is.... if that is invalid, it means you're pressing a button that doesn't exist.
I could try and put extra checks in place, but that's not a situation that should be able to happen.

EDIT: Yeah, due to the way I spliced inserters and Logistics scripts together, a situation might happen that results in it continuing to check buttons after a GUI has been deleted, resulting in this crash.
to fix this I'm going to add in a check for if event.element.valid.
I've managed to find reliable way to reproduce it.
You need to open inserter game gui (to set filters for example) then without closing it open adjustement gui and try to change something in it. It will cause the message above every time. I'm still not sure if it's a base game issue or you would need to add the protection in mod.

User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.16.x] Bob's Mods: Adjustable Inserters

Post by bobingabout »

orzelek wrote:
bobingabout wrote:
nickcombs wrote:I encountered another bug. It kicked me back to the menu.

Code: Select all

6142.497 Error MainLoop.cpp:1013: Exception at tick 318371: Error while running event bobinserters::on_gui_checked_state_changed (ID 3)
LuaGuiElement API call when LuaGuiElement was invalid.
stack traceback:
	__bobinserters__/control.lua:394: in function <__bobinserters__/control.lua:379>
I'm not sure what's causing that issue, line 394 is this:

Code: Select all

if event.element.name == "bob_logistics_inserter_button"
the issue there is.... if that is invalid, it means you're pressing a button that doesn't exist.
I could try and put extra checks in place, but that's not a situation that should be able to happen.

EDIT: Yeah, due to the way I spliced inserters and Logistics scripts together, a situation might happen that results in it continuing to check buttons after a GUI has been deleted, resulting in this crash.
to fix this I'm going to add in a check for if event.element.valid.
I've managed to find reliable way to reproduce it.
You need to open inserter game gui (to set filters for example) then without closing it open adjustement gui and try to change something in it. It will cause the message above every time. I'm still not sure if it's a base game issue or you would need to add the protection in mod.
Does it still do it with inserters 0.16.3?
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

nickcombs
Burner Inserter
Burner Inserter
Posts: 10
Joined: Mon Jan 01, 2018 1:25 am
Contact:

Re: [0.16.x] Bob's Mods: Adjustable Inserters

Post by nickcombs »

Thanks guys. 0.16.3 has fixed the issue for me.
Just a reminder to change the zip filename to bobinserters_0.16.3.zip

User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.16.x] Bob's Mods: Adjustable Inserters

Post by bobingabout »

why, what is the zip filename?
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

nickcombs
Burner Inserter
Burner Inserter
Posts: 10
Joined: Mon Jan 01, 2018 1:25 am
Contact:

Re: [0.16.x] Bob's Mods: Adjustable Inserters

Post by nickcombs »

the filename still says 0.16.2. I only mention because Factorio reads looks for the newer name on launch.

User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.16.x] Bob's Mods: Adjustable Inserters

Post by bobingabout »

nickcombs wrote:the filename still says 0.16.2. I only mention because Factorio reads looks for the newer name on launch.
According to dropbox and the mods.factorio website, they both report it to me as 0.16.3
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

orzelek
Smart Inserter
Smart Inserter
Posts: 3911
Joined: Fri Apr 03, 2015 10:20 am
Contact:

Re: [0.16.x] Bob's Mods: Adjustable Inserters

Post by orzelek »

bobingabout wrote:
orzelek wrote:
bobingabout wrote:
nickcombs wrote:I encountered another bug. It kicked me back to the menu.

Code: Select all

6142.497 Error MainLoop.cpp:1013: Exception at tick 318371: Error while running event bobinserters::on_gui_checked_state_changed (ID 3)
LuaGuiElement API call when LuaGuiElement was invalid.
stack traceback:
	__bobinserters__/control.lua:394: in function <__bobinserters__/control.lua:379>
I'm not sure what's causing that issue, line 394 is this:

Code: Select all

if event.element.name == "bob_logistics_inserter_button"
the issue there is.... if that is invalid, it means you're pressing a button that doesn't exist.
I could try and put extra checks in place, but that's not a situation that should be able to happen.

EDIT: Yeah, due to the way I spliced inserters and Logistics scripts together, a situation might happen that results in it continuing to check buttons after a GUI has been deleted, resulting in this crash.
to fix this I'm going to add in a check for if event.element.valid.
I've managed to find reliable way to reproduce it.
You need to open inserter game gui (to set filters for example) then without closing it open adjustement gui and try to change something in it. It will cause the message above every time. I'm still not sure if it's a base game issue or you would need to add the protection in mod.
Does it still do it with inserters 0.16.3?
It doesn't crash now but it doesn't modify the inserter with what you click. And GUI closes after clicking on on option (offset change for example).
It seems for me that it might be partially a base game issue since something gets invalidated on the way when processing events.

User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.16.x] Bob's Mods: Adjustable Inserters

Post by bobingabout »

I just did a test to make sure.

new game, everything loads and doesn't crash.

obviously my options in a new game are limited, the Shift + E to configure an inserter works as expected, however there is an issue with using the pre-place GUI, it seems to want to assume that the drop location is of the orientation, and doesn't get rotated as it would if you used the editing GUI, so you can create near inserters by reversing the pickup and drop locations, etc.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

orzelek
Smart Inserter
Smart Inserter
Posts: 3911
Joined: Fri Apr 03, 2015 10:20 am
Contact:

Re: [0.16.x] Bob's Mods: Adjustable Inserters

Post by orzelek »

Would you consider making separate shortcut that would switch inserter from far to near(only on offset)?
It's pretty frequently used action but it requires opening full ui to make one change. Current shift+N shortcut switches whole tiles not the offset only.

User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [0.16.x] Bob's Mods: Adjustable Inserters

Post by bobingabout »

orzelek wrote:Would you consider making separate shortcut that would switch inserter from far to near(only on offset)?
It's pretty frequently used action but it requires opening full ui to make one change. Current shift+N shortcut switches whole tiles not the offset only.
Shift + N switchs tiles AND offset. though if you want to make a near inserter from standard, you do have to toggle through long near, long, xlong near, xlong then to near.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

orzelek
Smart Inserter
Smart Inserter
Posts: 3911
Joined: Fri Apr 03, 2015 10:20 am
Contact:

Re: [0.16.x] Bob's Mods: Adjustable Inserters

Post by orzelek »

bobingabout wrote:
orzelek wrote:Would you consider making separate shortcut that would switch inserter from far to near(only on offset)?
It's pretty frequently used action but it requires opening full ui to make one change. Current shift+N shortcut switches whole tiles not the offset only.
Shift + N switchs tiles AND offset. though if you want to make a near inserter from standard, you do have to toggle through long near, long, xlong near, xlong then to near.
Thats the main reason for this request - since usually switching far/near is more useful then going through all ranges.

User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 2420
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: [0.16.x] Bob's Mods: Adjustable Inserters

Post by BlueTemplar »

Could you please add a tech to Bob's Revamp(?) to only enable Inserter GUIs when researched ?

Being able to set up inserters to 90° angles is a really powerful feature, one that maybe should not be available right from the start ?
viewtopic.php?p=418415#p418415
(I also constantly forget about it when starting new games, thinking that it *does* require research, and I might not be the only one ?)
BobDiggity (mod-scenario-pack)

Post Reply

Return to “Bob's mods”