[0.12.x][v0.12.10] Bob's Logistics mod

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

Moderator: bobingabout

What should go where?

Poll ended at Sat Jul 16, 2016 7:41 pm

Add everything to the logistics mod
12
40%
Everything inserter related in the new inserters mod
9
30%
Only the new adjustment functionallity in the inserters mod
9
30%
 
Total votes: 30

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

Re: [0.11.22/0.12.x][v0.12.3] Bob's Logistics mod

Post by bobingabout »

I'll add it to the list of fixes.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

Kayser
Long Handed Inserter
Long Handed Inserter
Posts: 95
Joined: Mon Aug 10, 2015 9:43 am
Contact:

Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod

Post by Kayser »

Have you considered including glass pipe? It feels so wrong transporting sulphuric/nitric acid mix in metal pipes.

It imagine it being mostly transparent and really fragile. I would build plop down a big field and run my car through it just for fun.

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

Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod

Post by bobingabout »

2 main problems with that is... 1. It would require costom graphics to make it fully transparant. 2. not all peices can have a "Window" in them anyway with the current system, so you wouldn't have the fluid flowing in it anyway.

On top of this, you can't restrict certain fluids to certain pipes, otherwise I would have already tried to restrict it to Plastic pipe.

Speaking of... I probably should change the container for Sulfuric Acid from Barrels to Plastic Canisters.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

Kayser
Long Handed Inserter
Long Handed Inserter
Posts: 95
Joined: Mon Aug 10, 2015 9:43 am
Contact:

Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod

Post by Kayser »

bobingabout wrote:2 main problems with that is... 1. It would require costom graphics to make it fully transparant. 2. not all peices can have a "Window" in them anyway with the current system, so you wouldn't have the fluid flowing in it anyway.
What a pity.

Kayser
Long Handed Inserter
Long Handed Inserter
Posts: 95
Joined: Mon Aug 10, 2015 9:43 am
Contact:

Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod

Post by Kayser »

bobingabout wrote: On top of this, you can't restrict certain fluids to certain pipes, otherwise I would have already tried to restrict it to Plastic pipe.
Can't you make it degrade rapidly by scripting?

NorNogaAdmin
Inserter
Inserter
Posts: 31
Joined: Sat Jul 25, 2015 4:58 am
Contact:

Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod

Post by NorNogaAdmin »

Kayser wrote:
bobingabout wrote: On top of this, you can't restrict certain fluids to certain pipes, otherwise I would have already tried to restrict it to Plastic pipe.
Can't you make it degrade rapidly by scripting?
If you have looked through bobs mods and this form, you will see that bob does not want to script. so more that likely not.
00110001 00100000 01101001 01100110 00100000 01111001 01101111 01110101 00100000 01100011 01100001 01101110 00100000 01110010 01100101 01100001 01100100 00100000 01101101 01100101

aklesey1
Smart Inserter
Smart Inserter
Posts: 1862
Joined: Sun May 18, 2014 3:45 pm
Contact:

Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod

Post by aklesey1 »

Its very funny now - we must produce tin and lead for fast inserters and below - now begins realistic hardcore :D 8-)
Nickname on ModPortal - Naron79

Goirad
Burner Inserter
Burner Inserter
Posts: 5
Joined: Tue Sep 23, 2014 9:11 pm
Contact:

Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod

Post by Goirad »

I've noticed that the robots seem to be pretty dumb when it comes to using charging points, instead overwhelmingly preferring to use extenders or roboports, especially when they're all out in force and get bunched up. I was wondering if there was a way of having them prioritize charging points, at least when there are a bunch waiting already.

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

Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod

Post by bobingabout »

The fact that Chests and Extenders have a charging point at all is to get around the fact that I can't set any type of priority. if I could, I would set it so that robots don't even attempt to charge at them.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

Goirad
Burner Inserter
Burner Inserter
Posts: 5
Joined: Tue Sep 23, 2014 9:11 pm
Contact:

Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod

Post by Goirad »

Wait, then why not remove the charging points off the extenders and chests? Wouldn't that force the robots to use the roboports and charging points?

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

Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod

Post by bobingabout »

Goirad wrote:Wait, then why not remove the charging points off the extenders and chests? Wouldn't that force the robots to use the roboports and charging points?
that forces the robots to park and wait at the tower/chest and wait for a port that doesn't exist.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

Goirad
Burner Inserter
Burner Inserter
Posts: 5
Joined: Tue Sep 23, 2014 9:11 pm
Contact:

Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod

Post by Goirad »

Oh, because they're just modified roboports and you can't actually separate the functions

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

Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod

Post by orzelek »

Maybe add a request in modding section so that roboport without charging points is ignored by bots that want to charge?
Seems that bots are not looking at presence of charging points - only at the fact it's a roboport.

User avatar
irbork
Fast Inserter
Fast Inserter
Posts: 239
Joined: Fri Jul 04, 2014 1:17 pm
Contact:

Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod

Post by irbork »

Will .12.6 additional logistic slot research influence in any bad way my ongoing bobs mods game?

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

Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod

Post by bobingabout »

irbork wrote:Will .12.6 additional logistic slot research influence in any bad way my ongoing bobs mods game?
it shouldn't effect it at all. My version would overite the base game version because mine loads after it. besides, the reward for researching it is the same, the only difference is the cost.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

Chess
Inserter
Inserter
Posts: 32
Joined: Thu Sep 17, 2015 9:08 pm
Contact:

Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod

Post by Chess »

Hi bob, I'm a huge fan to your mods. I just noticed that smart long inserters can't connect wires to set conditions because they lack the wire placement code.

I fixed it by adding the code from the vanilla smart inserter to the prototype file.

Code: Select all

circuit_wire_connection_point =
    {
      shadow =
      {
        red = {0, 0},
        green = {0, 0}
      },
      wire =
      {
        red = {0, 0},
        green = {0, 0}
      }
    },
    circuit_wire_max_distance = 7.5,
Hope you fix it in the next version and huge thanks for your good work!

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

Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod

Post by bobingabout »

Chess wrote:Hi bob, I'm a huge fan to your mods. I just noticed that smart long inserters can't connect wires to set conditions because they lack the wire placement code.

I fixed it by adding the code from the vanilla smart inserter to the prototype file.

Code: Select all

circuit_wire_connection_point =
    {
      shadow =
      {
        red = {0, 0},
        green = {0, 0}
      },
      wire =
      {
        red = {0, 0},
        green = {0, 0}
      }
    },
    circuit_wire_max_distance = 7.5,
Hope you fix it in the next version and huge thanks for your good work!
... they do though, I just double checked. I fixed that issue quite some time ago. (Like, version 0.12.2 or something of this mod, I would need to look back at version history to know for sure.)

I tend to post updates for my mods every week or two, even more than once a week if there's an urgent fix, this was an issue that I fixed quite early on in the 0.12 series.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

Chess
Inserter
Inserter
Posts: 32
Joined: Thu Sep 17, 2015 9:08 pm
Contact:

Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod

Post by Chess »

Oh, sorry then, I'm playing 12.0, didn't notice the new versions lol

Neotix
Filter Inserter
Filter Inserter
Posts: 599
Joined: Sat Nov 23, 2013 9:56 pm
Contact:

Re: [0.11.22/0.12.x][v0.12.5] Bob's Logistics mod

Post by Neotix »

I'm getting error on start:
Image

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

Re: [0.11.22/0.12.x][v0.12.5] Bob's Logistics mod

Post by bobingabout »

Neotix wrote:I'm getting error on start:
Image
I look at the error, I know exactly what the problem is.

Question: Does installing my tech mod fix the error?

This is one of the mods that I havn't re-defined the Technology science pack manipulation fuctions, so it isn't using them. It still uses the old manual method, it checks to see if science pack 4 exists, if it does it adds that to certain technologies, if it doesn't, it adds alien science pack instead. If another mod defines the same technology (Both my mod and "Expanded Robot Tech" in this case will be adding their own versions of further character logistic slots), they may end up with 2 listings of the same science pack, which causes an error.

The function to add a science pack would do a lot more than just add the pack, one of the extra things it does is a safety check to make sure this error can't happen(one versions just doesn't add the pack if it already exists, another version will increment the number of that science pack required per research cycle). On top of that, if the functions were available, the alien science pack would be there on the research by default in my mod, and would get replaced with science pack 4 instead, using a different function. In either case, if the functions were available, duplicated or in my proposed CORE mod, you wouldn't get this error.

I plan to start work on my functions mod today, the poll duration hasn't expired, but with the overwhealming "Yes" votes, I can't see "No" taking over in the remaining time. When this mod is released, and all my other mods are updated to use it, this will fix this issue.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

Post Reply

Return to “Bob's mods”