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

Posted: Sat Aug 06, 2016 6:43 am
by ixnorp
I don't quite understand the "Logistics Zone Interface" item. Would someone be kind enough to offer examples of its usage?

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

Posted: Sat Aug 06, 2016 8:06 am
by aeros1
ixnorp wrote:I don't quite understand the "Logistics Zone Interface" item. Would someone be kind enough to offer examples of its usage?
I guess you learned how to open this option yourself.
Now input area, is basically grid that defines from each square from inserter inserter would accept materials. Output is on what grid it would output. Offset is used to put on far or near side of the belt. From all of those only offset is not quite obvious. Others just power inserter and see its behavior.

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

Posted: Sat Aug 06, 2016 1:20 pm
by ukezi
he asked about logistic zone interface not inserter. the parts of the modular roboport don't have a connection for the circuit network. thats what the interface is for.
the offset gets you the possibility to put things on the near or far side of belts. it has to be 3x3 to get that if you put the output to 45°.

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

Posted: Sat Aug 06, 2016 7:03 pm
by aeros1
ukezi wrote:he asked about logistic zone interface not inserter. the parts of the modular roboport don't have a connection for the circuit network. thats what the interface is for.
the offset gets you the possibility to put things on the near or far side of belts. it has to be 3x3 to get that if you put the output to 45°.
Oh derp so true. IT is just connector for circuit network with logistics network.

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

Posted: Sun Aug 07, 2016 12:09 am
by keirbhaltair
So, it almost seems like I might be in the minority here, but I really don't like the new inserter mod and removal of the various types of inserters from this one. The GUI is clunky and I really liked the colour-coding that told you what type of inserter it is at a glance (I mostly only ever used the near and far handed ones, anyway). But most of all, I really don't like how many options the adaptable inserters give you. The game is largely about solving puzzles with space management, having the ability to configure inserters so freely is something I definitely don't want.

For now I've downgraded to the previous version which still has the other types of inserters, but my question is: are those being discontinued for good or will they be at the very least added back in as a config option, maybe expanded for stack near/far handed inserters - no corners, no diagonals, no need for asymmetry, just what we had until now, adapted for 0.13 base?

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

Posted: Sun Aug 07, 2016 2:00 am
by bobingabout
The latest WIP version of Logistics includes a small GUI at the top of the screen with 3 checkboxes in it. Long pickup, Long drop and near side of belt. These options basically allow you to configure what the inserters reach will be when placed. (Even though the preview always shows the defaults)

This basically lets you configure the inserters to do the same jobs that the 8 different versions in previous versions used to do, without the need for the configration GUI or Hotkeys of the Adjustable Inserters mod.

I swear, I'll release it soon, I've just been taking a break from developing factorio mods for a week or two.

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

Posted: Mon Aug 08, 2016 3:43 pm
by aklesey1
Hi bobingabout
The pressing issue - can we control count of items that inserter takes and items that inserter puts (stack bouns input and stack bonus output) - I want to control these settings separately from each other and for each individual inserter - please say that possible to modify :?: so we can control that by UI
I'm asking because now inserters works too fast - they taking items too fast and putting items too fast - some times i need that one line must work slower then another line, now its very hard to regulate - i dont want to use combinator circuits too often
If possible to control stack bonus input and stack bonus output your inserters will be divine they will be amazing :D

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

Posted: Mon Aug 08, 2016 8:22 pm
by iamwyza
aklesey1 wrote:Hi bobingabout
The pressing issue - can we control count of items that inserter takes and items that inserter puts (stack bouns input and stack bonus output) - I want to control these settings separately from each other and for each individual inserter - please say that possible to modify :?: so we can control that by UI
I'm asking because now inserters works too fast - they taking items too fast and putting items too fast - some times i need that one line must work slower then another line, now its very hard to regulate - i dont want to use combinator circuits too often
If possible to control stack bonus input and stack bonus output your inserters will be divine they will be amazing :D
why not just use the standard inserter? Those things are slow and if you stick it on a red belt they'll only be fast enough to grab a few of an item.

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

Posted: Tue Aug 09, 2016 11:28 am
by aklesey1
iamwyza wrote:
aklesey1 wrote:Hi bobingabout
The pressing issue - can we control count of items that inserter takes and items that inserter puts (stack bouns input and stack bonus output) - I want to control these settings separately from each other and for each individual inserter - please say that possible to modify :?: so we can control that by UI
I'm asking because now inserters works too fast - they taking items too fast and putting items too fast - some times i need that one line must work slower then another line, now its very hard to regulate - i dont want to use combinator circuits too often
If possible to control stack bonus input and stack bonus output your inserters will be divine they will be amazing :D
why not just use the standard inserter? Those things are slow and if you stick it on a red belt they'll only be fast enough to grab a few of an item.
My task is getting more control under inserter programming, bobingabout did first useful additions in this way

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

Posted: Wed Aug 10, 2016 4:07 pm
by bobingabout
As far as I know, the inserter stack sizes are only controlable by researching to the point you want them to be.

There is no support for using anything other than the maximum stack they can grab. This is a base game issue, and if you look in the ideas and sugestions, and ballancing forums on this site, you'll see it littered with such sugestions.

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

Posted: Wed Aug 10, 2016 4:36 pm
by bobingabout
Logistics 0.13.8:
* Updated inserter base graphics to align properly.
* Updated old JSON migration scripts to migrate to the newest entity.
* Added inserter config menu to top of screen (inserter in hand always shows the defaults)

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

Posted: Wed Aug 10, 2016 5:29 pm
by Lunaman
Latest update is giving me following error.

Code: Select all

Error while running event on_player_built_entity (ID 6)
Entity is not ghost.
stack traceback:
	__boblogistics__/control.lua:307: in function <__boblogistics__/control.lua:297>
happens in saved game and new game when trying to place a burner mining drill

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

Posted: Wed Aug 10, 2016 5:46 pm
by doc776@gmail.com
same for me, when placing turrets with auto fill

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

Posted: Wed Aug 10, 2016 6:11 pm
by TheSAguy
Same, placing a belt:
Image

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

Posted: Wed Aug 10, 2016 6:24 pm
by mbrx
Also having problems with line 307 in control.lua, that attempts to check if an entity is a ghost. For now I just extracted the ZIP and changed line 307 to be a comment:

if
entity.type == "inserter"
-- or entity.ghost_type == "inserter"
then

Works for me since I don't have bots yet in this play through, but will probably break something as soon as I do.

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

Posted: Wed Aug 10, 2016 7:41 pm
by jakeyjkp
Ah... I've just posted something similar elsewhere on the Board. I get this error, but this time when placing a pylon:

Script control.lua:356: AutoFill: Defaults Updated
115.284 Error MainLoop.cpp:698: Exception at tick 28031883: Error while running event on_player_built_entity (ID 6)
Entity is not ghost.
stack traceback:
__boblogistics__/control.lua:307: in function <__boblogistics__/control.lua:297>
133.865 Steam API shutdown.
133.869 Goodbye

But otherwise I do enjoy all these mods, and Bob's in particular!

Regards

JJ

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

Posted: Wed Aug 10, 2016 8:05 pm
by bobingabout
Fixed. Uploading now.

in the script.on_event on_built_entity event:
Replaced

Code: Select all

    or entity.ghost_type == "inserter"
with

Code: Select all

    or (entity.type == "entity-ghost" and entity.ghost_type == "inserter")

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

Posted: Wed Aug 10, 2016 8:48 pm
by SilverSix311
So I downloaded the new Bob's Logistics and the GUI button doesn't seem to show anything. The picture shows it "expanded".

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

Posted: Wed Aug 10, 2016 9:28 pm
by axazol
SilverSix311 wrote:So I downloaded the new Bob's Logistics and the GUI button doesn't seem to show anything. The picture shows it "expanded".
How to disable it ?

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

Posted: Wed Aug 10, 2016 10:34 pm
by jakeyjkp
Excellent! Many thanks Bob.

JJ