[0.12.x][v0.12.10] Bob's Logistics mod
Moderator: bobingabout
Re: [0.12.x][v0.12.10] Bob's Logistics mod
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
I guess you learned how to open this option yourself.ixnorp wrote:I don't quite understand the "Logistics Zone Interface" item. Would someone be kind enough to offer examples of its usage?
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
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°.
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
Oh derp so true. IT is just connector for circuit network with logistics network.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°.
-
- Manual Inserter
- Posts: 2
- Joined: Sat Aug 06, 2016 11:53 pm
- Contact:
Re: [0.12.x][v0.12.10] Bob's Logistics mod
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?
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?
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.12.x][v0.12.10] Bob's Logistics mod
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.
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
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
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
Nickname on ModPortal - Naron79
Re: [0.12.x][v0.12.10] Bob's Logistics mod
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.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
Re: [0.12.x][v0.12.10] Bob's Logistics mod
My task is getting more control under inserter programming, bobingabout did first useful additions in this wayiamwyza wrote: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.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
Nickname on ModPortal - Naron79
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.12.x][v0.12.10] Bob's Logistics mod
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.
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.
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.12.x][v0.12.10] Bob's Logistics mod
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)
* 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
Latest update is giving me following error.
happens in saved game and new game when trying to place a burner mining drill
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>
-
- Inserter
- Posts: 33
- Joined: Wed Aug 03, 2016 8:46 pm
- Contact:
Re: [0.12.x][v0.12.10] Bob's Logistics mod
same for me, when placing turrets with auto fill
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Same, placing a belt:
Re: [0.12.x][v0.12.10] Bob's Logistics mod
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.
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
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
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
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Fixed. Uploading now.
in the script.on_event on_built_entity event:
Replaced
with
in the script.on_event on_built_entity event:
Replaced
Code: Select all
or entity.ghost_type == "inserter"
Code: Select all
or (entity.type == "entity-ghost" and entity.ghost_type == "inserter")
-
- Manual Inserter
- Posts: 4
- Joined: Mon Jun 27, 2016 9:41 pm
- Contact:
Re: [0.12.x][v0.12.10] Bob's Logistics mod
So I downloaded the new Bob's Logistics and the GUI button doesn't seem to show anything. The picture shows it "expanded".
- Attachments
-
- Capture.JPG (20.76 KiB) Viewed 9654 times
Re: [0.12.x][v0.12.10] Bob's Logistics mod
How to disable it ?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".
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Excellent! Many thanks Bob.
JJ
JJ