[0.11.x] Logistic mod

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kyranzor
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Re: [0.11.x] Logistic mod

Post by kyranzor »

Oragepoilu@gmail.com wrote:Hello,
When i use you mod, i get a weird sound sometime when I'm near a 90d inserter (whatever type it is).

t's like a "greek" (well an human can't do this sound anyway) witch is saturated or something like this.

I'v already used them before, and didn't hear anything; but now it alway happen...

I assume the problem is from me, but i don't know why.

It's not a big deal, but it if someone have an idea or know how I could avoid to play a sound when they work, i would really appreciate the help :)


ps : using 11.6, last version of the mod, problem still here when playing with only the mod in the mod folder and the computer was restarted. First time for years that i found a problem like this in a game, and I play a lot of modded games :)
The "while working" sound for his custom inserters is not working properly - this is the screeching sound you can hear. I get it to. It's because either the sound file is missing that he is trying to use, or the sound has just not been set at all, so it's making a weird unknown sound instead.
elmi
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Re: [0.11.x] Logistic mod

Post by elmi »

i have this problem too with the sound, but i don't know why. i will try to fix this

sound removed for the inserter, for the vesion 0.3.0
you can download this version now

do you want normal long inserter?
Last edited by elmi on Fri Dec 19, 2014 10:32 am, edited 1 time in total.
Google translater ftw ^^

Logistic mod
Better electric pole mod
kyranzor
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Re: [0.11.x] Logistic mod

Post by kyranzor »

Yes I want the normal red long inserter. Why?
elmi
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Re: [0.11.x] Logistic mod

Post by elmi »

which is still there, where the normal inserter are
but i can add one
Google translater ftw ^^

Logistic mod
Better electric pole mod
kyranzor
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Re: [0.11.x] Logistic mod

Post by kyranzor »

what... the hell are you talking about!? Leave the normal inserter, and normal long-handed inserter! All your extra inserters are fine too, keep them as well :) I like using the left/right inserters when I have only a small space to build.
elmi
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Re: [0.11.x] Logistic mod

Post by elmi »

sry my english is bad :(
Google translater ftw ^^

Logistic mod
Better electric pole mod
kyranzor
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Re: [0.11.x] Logistic mod

Post by kyranzor »

elmi wrote:sry my english is bad :(
lassen Sie die normalen, in , nichts anderes ändern Sie bitte

^ Google Translate.
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Re: [0.11.x] Logistic mod

Post by elmi »

:mrgreen: google translate ftw ^^

i think i know what you mean
Google translater ftw ^^

Logistic mod
Better electric pole mod
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AlphaRaptor
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Re: [0.11.x] Logistic mod

Post by AlphaRaptor »

kyranzor wrote:
elmi wrote:sry my english is bad :(
lassen Sie die normalen, in , nichts anderes ändern Sie bitte

^ Google Translate.
Nice Try man , great :)
Must say :D
Live your life like you want.
Mods are still Awesome , and i love Mods , for every Game.

Lov'in it.
kyranzor
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Re: [0.11.x] Logistic mod

Post by kyranzor »

I backwards translated to English and it's totally wrong. Fuck Google Translate!!!

I mean, do not change the normal inserters. That is all!
Oragepoilu@gmail.com
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Re: [0.11.x] Logistic mod

Post by Oragepoilu@gmail.com »

thx for the update i'll try with this.

About the long inserter,
we have actually (not counting the version with 90°)

(green = core game, blue = your mod, red = missing)

-Normal inserter
-Fast inserter
-Fast close inserter

-Long inserter
-Fast long inserter
-Fast long close inserter

I just say that i could really use the Fast long inserter, because I have actually some part of my factory that use in the Assembling machine mk3 a total of 3 [Efficiency module 3] & 1 [Speed module 3]
That mean they craft faster than i can feed it with a Long inserter but I can't use the Fast long close inserter because they won't pick up item from each side of the belt - only the closer item.

So either I mess around with belt in every direction, either i don't craft at full speed or either i find a way to have a Fast long inserter and build in line :)

Edit : Also, when I use the Super underground Belt, sometime item get stuck inside; they won't enter/go out and it can be either one side of the belt or both.
De-construct, save/load, quit/restart the game don't help; It seems that it's linked with the place where i build them - like there is an item underground stuck somehow and it won't move. I can't think of anything that can help, atm I'm just building somewhere else instead.


Ps : the speed of the Super transport belt is quite insane. It solved all my problem because I was only using one lane of Iron plate for my factory and the end wasn't feed enough ... really nice ! (I could make a second lane but I lack of space)
I can't even walk on them :p
kyranzor
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Re: [0.11.x] Logistic mod

Post by kyranzor »

Oragepoilu@gmail.com wrote: but I can't use the Fast long close inserter because they won't pick up item from each side of the belt - only the closer item.
This is not true. Inserters will correctly pick up items from any side of the belt, but which side the PUT items is on the name. I have used Fast Close Inserters as inputs and output and they work with two items on 1 belt.

Maybe there is a bug with the "Fast long close inserter" but it should work the same as the normal "Fast Close Inserter"
kyranzor
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Re: [0.11.x] Logistic mod

Post by kyranzor »

kyranzor wrote:
Oragepoilu@gmail.com wrote: but I can't use the Fast long close inserter because they won't pick up item from each side of the belt - only the closer item.
This is not true. Inserters will correctly pick up items from any side of the belt, but which side the PUT items is on the name. I have used Fast Close Inserters as inputs and output and they work with two items on 1 belt.

Maybe there is a bug with the "Fast long close inserter" but it should work the same as the normal "Fast Close Inserter"
EDIT:

Ah, the Fast "near handed" inserter I was using is from boblogistics, not this logistic mod. xD whoops
Sunfact
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Re: [0.11.x] Logistic mod "translated"

Post by Sunfact »

Hey,

i have translated the mod to the german language
http://www.mediafire.com/download/7utuc ... 3.0_de.zip
to install.: go to your "mod dir" of factorio and open the mod dir "Logistic_0.3.0" and open as next the dir "locale" and put the dir form the zip in to your locale folder

have fun and enjoy it ;)
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Re: [0.11.x] Logistic mod

Post by Sunfact »

@ elmi, np kannst du gerne machen;) antwort auf deine nachricht.
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AlphaRaptor
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Re: [0.11.x] Logistic mod

Post by AlphaRaptor »

kyranzor wrote:I backwards translated to English and it's totally wrong. Fuck Google Translate!!!

I mean, do not change the normal inserters. That is all!
I agree with you , Fuck Google Translate. Everything is wrong then you try it. :evil:
Live your life like you want.
Mods are still Awesome , and i love Mods , for every Game.

Lov'in it.
kim
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Re: [0.11.x] Logistic mod

Post by kim »

superundergroundbelt sometime doesn't work
direction is correct but products don't go other side
my ver is 11.8
problem of mod or my mistake?
I'm so sorry bad English.
NoTron96
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Re: [0.11.x] Logistic mod

Post by NoTron96 »

I just updated to 0.11.10 and it gave me a message about insert vectors being to close to the tile edge, and I figured out that you just need to change the 'insert_position' value of all the close inserters from 0.7 to 0.8 unless it's also long-handed then it needs to be 1.8, and all other inserters need to be changed from 1.35 or 2.35 to 1.2 or 2.2 respectively

Examples:
fast: insert_position = {0, 1.2},
fast close: insert_position = {0, 0.8}
long handed: insert_position = {0, 2.2},
long handed close: insert_position = {0, 1.8},
jakobeng1303
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Re: [0.11.x] Logistic mod

Post by jakobeng1303 »

NoTron96 wrote:I just updated to 0.11.10 and it gave me a message about insert vectors being to close to the tile edge, and I figured out that you just need to change the 'insert_position' value of all the close inserters from 0.7 to 0.8 unless it's also long-handed then it needs to be 1.8, and all other inserters need to be changed from 1.35 or 2.35 to 1.2 or 2.2 respectively

Examples:
fast: insert_position = {0, 1.2},
fast close: insert_position = {0, 0.8}
long handed: insert_position = {0, 2.2},
long handed close: insert_position = {0, 1.8},
all my inserters changed completely
ronon101
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Re: [0.11.x] Logistic mod

Post by ronon101 »

I just updated to 11.13 and im getting this error when starting the game
http://gyazo.com/72827f74c09d1ef546ec3fd2284e3704
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