As I pointed out in a previous post somewhere, standard base game "long handed inserter" is a unique entity, the speed is somewhere between "inserter" and "fast inserter", so I left them alone.funnysunnybunny wrote:enabling it by hand worked and the long inserters seem to be where they ought to be, thought they'd be migrated too
[0.12.x][v0.12.10] Bob's Logistics mod
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Re: [0.12.x][v0.12.10] Bob's Logistics mod
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Thanks for the response. With the inserter ratio's i meant the stack bonus, this changes some assembly setups because the inserters now move more items.bobingabout wrote: I'm not sure what you mean by Inserter Ratios... but otherwise, it is still fairly fast to setup the new inserters (though obviously not as fast) and the main reason why I removed the old ones so soon is because people kept asking me to. (It is true that you don't NEED them anymore with the new setup.)
Ohh i see, yea migrations are still a bit lacking in functionality.bobingabout wrote: This was one of my major concerns with the removal of the old entities. If I could put it all in one update to make it as painless and silent as possible, I would have, but the way the game works, it simply wasn't.
As for the version number step... well, if I was still using my old number, it would have been a step up, but I normalised my numbers with the game's release numbers so that it should be clearer to tell what version of the game it is for.
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Re: [0.12.x][v0.12.10] Bob's Logistics mod
Ah, well, the original method was 5, the new system changed them to 3, my change changed them back to 5.vlczero wrote:Thanks for the response. With the inserter ratio's i meant the stack bonus, this changes some assembly setups because the inserters now move more items.bobingabout wrote: I'm not sure what you mean by Inserter Ratios... but otherwise, it is still fairly fast to setup the new inserters (though obviously not as fast) and the main reason why I removed the old ones so soon is because people kept asking me to. (It is true that you don't NEED them anymore with the new setup.)
Obviously if you only want 3, then don't research all the tiers.
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Re: [0.12.x][v0.12.10] Bob's Logistics mod
Okay, all known bugs should now be fixed.
Feel free to report any new ones.
Inserters 0.13.3:
* Fixed entity.valid check (game could crash if the entity became invalid while the GUI was open)
Logistics 0.13.7:
* Added a migration script to fix the issue of some inserters being disabled when not supposed to be.
* changed inserters order slightly.
Feel free to report any new ones.
Inserters 0.13.3:
* Fixed entity.valid check (game could crash if the entity became invalid while the GUI was open)
Logistics 0.13.7:
* Added a migration script to fix the issue of some inserters being disabled when not supposed to be.
* changed inserters order slightly.
Re: [0.12.x][v0.12.10] Bob's Logistics mod
With the latest version, all inserters are migrated to something not working stuff.
How can i prevent this?
This were long fast inserters... Long filter inserters the same, but they are also not working anymore:
How can i prevent this?
This were long fast inserters... Long filter inserters the same, but they are also not working anymore:
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Re: [0.12.x][v0.12.10] Bob's Logistics mod
Use the inserter migration mod.steinio wrote:With the latest version, all inserters are migrated to something not working stuff.
How can i prevent this?
viewtopic.php?f=51&t=6987&start=410#p186769
if you've already saved the game with the inserters being wrong, you'll need to set them all up again manually with the adjustable inserters mod.
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Ok managed to update with the migration mod.
Bob really changed to this fucking k&l inserters. WHY.
Why to change something what don't need to be changed.
How can i now change to long inserters?
Dumb shit really.
Bob really changed to this fucking k&l inserters. WHY.
Why to change something what don't need to be changed.
How can i now change to long inserters?
Dumb shit really.
Re: [0.12.x][v0.12.10] Bob's Logistics mod
All the shortcuts are in the game controls under mods tab - you can find them there.
By default you press shift+L to make inserter long.
Once you get used to this it's easier then having lots of inserter variants. If you don't like it then you can find alternate inserter mod - not sure if all of them switched to the dynamic variant by now.
By default you press shift+L to make inserter long.
Once you get used to this it's easier then having lots of inserter variants. If you don't like it then you can find alternate inserter mod - not sure if all of them switched to the dynamic variant by now.
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Re: [0.12.x][v0.12.10] Bob's Logistics mod
The GUI is optional, and although does give you more options, most of them are special case options.
For general use, shortcut keys are easier without all the GUI clutter.
Just place an inserter, point to it, and press shift + L to change the pickup reach to long, then shift + N to change the output reach (depending on research, you might need to press that one twice)
I've actually been considering changing the hotkeys too... so that SHIFT + L changes it to a long inserter directly, you know, to make it quicker.
Then add more to change the positions independently. (Pickup reach, pickup rotation, drop tile reach, drop rotation, and then 2 for tile offset potion, near/far, and sideways)
For general use, shortcut keys are easier without all the GUI clutter.
Just place an inserter, point to it, and press shift + L to change the pickup reach to long, then shift + N to change the output reach (depending on research, you might need to press that one twice)
I've actually been considering changing the hotkeys too... so that SHIFT + L changes it to a long inserter directly, you know, to make it quicker.
Then add more to change the positions independently. (Pickup reach, pickup rotation, drop tile reach, drop rotation, and then 2 for tile offset potion, near/far, and sideways)
Re: [0.12.x][v0.12.10] Bob's Logistics mod
The shortcut does nothing and in Controls -> Mods is nothing related:
Logistics is 0.13.7 and migration is disabled:
Re: [0.12.x][v0.12.10] Bob's Logistics mod
FYI the inserters are on a seperate mod
no yes yes no yes no yes yes
Re: [0.12.x][v0.12.10] Bob's Logistics mod
however, i don't like it currently
Last edited by steinio on Sat Jul 23, 2016 9:23 pm, edited 1 time in total.
Re: [0.12.x][v0.12.10] Bob's Logistics mod
BOB ... dont forget to do this ...
Or say me where i must change that, then i make it by my own.
Thanks!
Or say me where i must change that, then i make it by my own.
Thanks!
DOSorDIE wrote: The Red undergrund belt need 1 more size to be the same like 2x yellow underground belts.
And the Iron/Copper/Stone Underground pipe too. To fit in the system.
Splitter 'Build-over' issue
If you try to place a Green or Purple Splitter over any vanilla splitter while its vertically (1 x 2) placed, you can place it anywhere over it and doesn't require being centered like normal. However this doesn't happen with they are horizontally place (2 x 1). Gets annoying when replacing old splitters with better ones and you keep forgetting about the issue.
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Re: Splitter 'Build-over' issue
This is a new one on me... As far as I knew, you had to place the new one exactly as it was over the old one, or the option to replace wouldn't be available.Ralord89 wrote:If you try to place a Green or Purple Splitter over any vanilla splitter while its vertically (1 x 2) placed, you can place it anywhere over it and doesn't require being centered like normal. However this doesn't happen with they are horizontally place (2 x 1). Gets annoying when replacing old splitters with better ones and you keep forgetting about the issue.
http://i.imgur.com/saRqZKv.png
It is likely a result of code that was slightly changed in 0.13, but my code is as it was in 0.12, and probably as it was in 0.11, perhaps even 0.10, I can't remember how old the mod is.
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Re: [0.12.x][v0.12.10] Bob's Logistics mod
Is there a hotkey to close the inserter configuration window? It's not so nice having to click the close button every time. Other than that, I'm really enjoying the new inserters mod
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Re: [0.12.x][v0.12.10] Bob's Logistics mod
The same button that opened it. Either SHIFT + LMB if you've used it from the start, SHIFT + E if you've just started using it, or whatever you rebound open GUI to.British_Petroleum wrote:Is there a hotkey to close the inserter configuration window? It's not so nice having to click the close button every time. Other than that, I'm really enjoying the new inserters mod
That's because the shortcuts are in the adjustable inserters mod, not the logistics mod.steinio wrote:The shortcut does nothing and in Controls -> Mods is nothing related:
As people have been saying, the GUI is just an option, it isn't the only thing the mod does, it also adds the shortcuts. GUI just presents you with more options.
what would make it better?steinio wrote:however, i don't like it currently
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Ok i calmed down and tried to get used to it.
Maybe the shock about this heavy change was to big.
Now i want to place a inserter but with long arm at the position with the red dot to put items on the left belt.
I can only select a normal inserter and change it afterward but this means it start to put items on the wrong belt.
Is there a proper way to quick place a long inserter?
Greetings steinio
Maybe the shock about this heavy change was to big.
Now i want to place a inserter but with long arm at the position with the red dot to put items on the left belt.
I can only select a normal inserter and change it afterward but this means it start to put items on the wrong belt.
Is there a proper way to quick place a long inserter?
Greetings steinio
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Re: [0.12.x][v0.12.10] Bob's Logistics mod
Not yet.steinio wrote:Is there a proper way to quick place a long inserter?
I am open to suggestions though, Perhaps in this case I should add a key combination, like holding L while placing maybe?
Re: [0.12.x][v0.12.10] Bob's Logistics mod
I Like that idea !bobingabout wrote:Not yet.steinio wrote:Is there a proper way to quick place a long inserter?
I am open to suggestions though, Perhaps in this case I should add a key combination, like holding L while placing maybe?