[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

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

Post by Redlemon »

Nope :) Sorry ^^

0.11.10 : assignID "brass pipe to ground" was not recognized...

Keep the faith ;)

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

Post by bobingabout »

0.11.10. No mods except bob's logistics 0.1.4.
Loads with no errors.

can you be more specific with your error?
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Re: [0.11.x][v0.1.4] Bob's Logistics mod

Post by Redlemon »

That's strange, All my mods goes smooth with 11.10.
i have 6 dytech, and 6 smalls one. ( RSO, fluid barrel, air filtering and co)

Anyway, when a left only boblogistics (in my mod folder). I get a random pipe "was not recognized".
it's really a different pipe each time :p

When i add bobplates, everything run fine.

Image

Image

EDIT : Your sneaky technique works. I keep plates in my folder but desactivate it in the game... ^^

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

Post by bobingabout »

the test I did last when I said only logistics mod, literally had nothing but the logistics mod in the mods folder, I copied the installation of factorio and deleted everything else from the folder to do a propper test, and the result was that it worked fine.


your screenshots will actually help me figure out what is causing the problem though, for starters, when you typed it out, you forgot the last and probably most important part "id of recipe", that lets me know that it is a problem with recipes, rather than items or entities. and the first part of the error seems to indicate that something is trying to access said recipe when it doesn't exist. So it is most likely an error in the way I'm trying to unlock recipes.

Did you try it with just boblogistics, and no other mods, not even my mods? it could be one of the other mods that you're loading causing it to error, in which case knowing which mod would be useful to tracking down the problem.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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

Post by Redlemon »

Oups, my bad, it works fine on a fresh factorio zip.

The error come when i add DyTech metallurgy.

Dytech metallurgy alone works, Bob's logistic alone works too.

But together, i have the error (identical to the screen i sent)

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

Post by bobingabout »

I thought the error would be something like that, it means that DyTech Metalurgy either adds a research with the same name as one of mine without the materials that mine unlocks, causing it to try and add a recipe that doesn't exist, or vica verca.
in either case I need to download and look through DyTech Metalurgy to find the cause of the problem so I can fix it.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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

Post by SuperSandro2000 »

I have metallurgy and all bobs installed and all is working fine.

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Re: [0.11.x][v0.1.5] Bob's Logistics mod

Post by bobingabout »

ugh, I see what I've done here. I have the files that create all the items, entities and recipies added into data.lua, but I also have some things that look into DyTech metalurgy and add some of the pipes unlocks to some of the metalurgy recipes, defined in data-updates.lua.

this means that since Bob's Logistics loads before DyTech Metallurgy, there is no such thing as a tungsten-plate, bronze-alloy or brass-alloy (yet), so it doesn't create the items, entities and recipes for said pipes. then it finishs loading all the mods, such as DyTech metalurgy, where DyTech's researchs exist. then it loads the data-updates files, and finds that DyTech's researchs exist, and therefore tries to add the non-existing recipes to the list. This results in your error.

the solution: Add an optional dependancy for DyTech metallurgy.



Update linked on the first page.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Re: [0.11.x][v0.1.5] Bob's Logistics mod

Post by SuperSandro2000 »

Maybe it works for because I have a selfwritten mod that changes loading priority.

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Re: [0.11.x][v0.1.5] Bob's Logistics mod

Post by lysmy »

Hello,

this happens very often with all kind of materials, ores, plates etc.

sometimes it helps if items are picked manually from tunnel entrance but after a while it could jam again. however if it's first goes through blue tunnel, it normally works with faster tunnels without problems.

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factorio 0.11.8
bob's logistics 0.1.5 (and all other bob's mods, latests versions)

thanks for awesome mods!

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Re: [0.11.x][v0.1.5] Bob's Logistics mod

Post by bobingabout »

is it specifically when there's another belt imediately after the underground belt entrance, or just any high speed underground belt?

I know the devs have been playing with how inserters work, and part of that was playing with underground belts to make it so they can't pick/place from an underground belt, perhaps something they've been tinkering with for 0.11.10 broke it?

The problem is likely how the underground belt is interacting with the speed of the belt, in which case there's nothing I can do other than change the speed.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Re: [0.11.x][v0.1.5] Bob's Logistics mod

Post by El-Lobo »

Got the same underground belt problem. Changed the value of distance_to_enter to 0.5 and it works now. Well, let's see whether it has broken something else.

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Re: [0.11.x][v0.1.5] Bob's Logistics mod

Post by lysmy »

did more testing, green/purple have different problems..

http://i.imgur.com/iOwoGnQ.png

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Re: [0.11.x][v0.1.5] Bob's Logistics mod

Post by El-Lobo »

Did you do the testing with the modification of the distance_to_enter value or without?

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Re: [0.11.x][v0.1.5] Bob's Logistics mod

Post by lysmy »

without modifications.

edit: http://i.imgur.com/qh97tNi.png testing with stone + blue ug before green/purple ug

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Re: [0.11.x][v0.1.5] Bob's Logistics mod

Post by bobingabout »

Ugh, I updated all the values of the inserters to make them work in the new version of the game, I didn't think to check to see if they've changed values of the underground belts.

I'll take a look at it, and see if I can fix things... see if I even get the bug myself too.

As I'm sure I've already mentioned, My mods are not currently in active developement, I'm just hanging around to fix any bugs that crop up right now.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Re: [0.11.x][v0.1.5] Bob's Logistics mod

Post by Redlemon »

I've had the same underground belt probleme since 11.5

Only purple ones. Any materials. Sometimes it works, sometimes not, haven't tested further (stop using it :( )

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Re: [0.11.x][v0.1.5] Bob's Logistics mod

Post by lysmy »

changed distance_to_enter to 0.50, as El-L obo suggested, in green/purple belt lua files and looks like that fixes all those problems seen in tests, no idea if something else is broken.

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Re: [0.11.x][v0.1.5] Bob's Logistics mod

Post by bobingabout »

I did some basic tests myself today, didn't seem to have any issues, but if you think that change to distance_to_enter helps, I might make it myself for the next version.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Re: [0.11.x][v0.1.5] Bob's Logistics mod

Post by cpy »

0.11.11 Fixed the problem of train occasionally losing path when moving fast.
There they fixed it for you! :D

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