[MOD 1.1] Warehousing v0.4.0

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Anoyomouse
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Re: [MOD 0.12.18] Warehousing v0.0.10

Post by Anoyomouse »

Welcome to the Future .. of Warehousing

Well, almost

I've put the migration json in the mod and .. deployed it on https://mods.factorio.com/mods/anoyomouse/Warehousing

So, everyone, please grab from the mod portal, and have fun! :mrgreen:
So, no more pre-releases!

I've got some extra features planned for the next release (mostly graphical), please give feedback, as all feedback is read and we're trying to make your warehousing experience awesome (note, it might not be, and mostly because of TPS, and i can't do anything about that, sorry x.x)
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Re: [MOD 0.12.18] Warehousing v0.0.10

Post by jakimfett »

Anoyomouse wrote:So, everyone, please grab from the mod portal, and have fun!
I went ahead and took down my pre-release, and linked to the mod portal so people don't get confused about where to get the official version.
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Re: [MOD 0.12.18] Warehousing v0.0.10

Post by Anoyomouse »

jakimfett wrote:
Anoyomouse wrote:So, everyone, please grab from the mod portal, and have fun!
I went ahead and took down my pre-release, and linked to the mod portal so people don't get confused about where to get the official version.
Awesome, Thanks

Also, thanks for your work on the mod, it's made it a lot easier to take it to 0.13 ^.^
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Re: [MOD 0.12.18] Warehousing v0.0.10

Post by jakimfett »

Anoyomouse wrote:
jakimfett wrote:
Anoyomouse wrote:So, everyone, please grab from the mod portal, and have fun!
I went ahead and took down my pre-release, and linked to the mod portal so people don't get confused about where to get the official version.
Awesome, Thanks

Also, thanks for your work on the mod, it's made it a lot easier to take it to 0.13 ^.^
I'm fairly motivated by selfish reasons...I have a 200+ hour world that uses Warehouses extensively. :-P
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Re: [MOD 0.13] Warehousing v0.0.10

Post by tehroach »

First I must say thankyou so much for this mod, I can't play Factorio now without it.

I like the old smart warehouse look better than the basic warehouse,

So my question is, is there an easy way that I could replace the graphics, so the current warehouse looks like the old smart warehouse?

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Re: [MOD 0.13] Warehousing v0.0.10

Post by jakimfett »

tehroach wrote:is there an easy way that I could replace the graphics, so the current warehouse looks like the old smart warehouse?
Yup, just unzip the latest version, replace the graphics/entity/warehouse-basic.png file with the smart warehouse graphic, and re-zip the mod.
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Re: [MOD 0.13] Warehousing v0.0.10

Post by jockeril »

jakimfett wrote:
tehroach wrote:is there an easy way that I could replace the graphics, so the current warehouse looks like the old smart warehouse?
Yup, just unzip the latest version, replace the graphics/entity/warehouse-basic.png file with the smart warehouse graphic, and re-zip the mod.
Don't even have to zip it...
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Re: [MOD 0.13] Warehousing v0.0.10

Post by tehroach »

jockeril wrote:
jakimfett wrote:
tehroach wrote:is there an easy way that I could replace the graphics, so the current warehouse looks like the old smart warehouse?
Yup, just unzip the latest version, replace the graphics/entity/warehouse-basic.png file with the smart warehouse graphic, and re-zip the mod.
Don't even have to zip it...
Thanks, that was even easier than I had hoped for :)

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Re: [MOD 0.13] Warehousing v0.0.10

Post by Airat9000 »

please link in forum

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Re: [MOD 0.13] Warehousing v0.0.10

Post by jakimfett »

Airat9000 wrote:please link in forum
Link what? The updated version of the mod is available via the mod portal...there's a link in the first post in this thread.
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Re: [MOD 0.13] Warehousing v0.0.10

Post by Ranakastrasz »

Could we get a 2x2 variant? It would work great for mining buffer setups.
With that, I would also be able to entirely discontinue my large chests mod.
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Re: [MOD 0.13] Warehousing v0.0.10

Post by jockeril »

Ranakastrasz wrote:Could we get a 2x2 variant? It would work great for mining buffer setups.
With that, I would also be able to entirely discontinue my large chests mod.
here's an idea - go to this site, fork this mod source, add your code and make a PR ! that's what I do when I find a mod I like and add locale to it :)
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Re: [MOD 0.13] Warehousing v0.0.10

Post by Ranakastrasz »

That should work.

How is the version number managed for testing btw? If I try to rename the folder, github can't find it since its a different folder. No way to compare old and new if you do that.
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Re: [MOD 0.13] Warehousing v0.0.10

Post by jakimfett »

Ranakastrasz wrote:That should work.

How is the version number managed for testing btw? If I try to rename the folder, github can't find it since its a different folder. No way to compare old and new if you do that.
Not sure what you mean...the version number gets incremented when there's a release...I think...I still need to talk to Anoyomouse about that...I'm going to suggest a major.minor.build numbering scheme, will allow me to automate builds more easily.

What are you trying to do with the rename? You can clone the repo twice, in different locations...or just change the code and do a "git diff" command...there's a lot of ways to see what has changed...and once you push to github, you can create a PR that shows all the changes.
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Re: [MOD 0.13] Warehousing v0.0.10

Post by Ranakastrasz »

Factorio won't run if you don't change the folder name to match the name in info, and Migrations don't work for testing if they don't match version number. It makes using Git with Factorio mod numbers a pain.
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Re: [MOD 0.13] Warehousing v0.0.10

Post by jockeril »

Ranakastrasz wrote:Factorio won't run if you don't change the folder name to match the name in info, and Migrations don't work for testing if they don't match version number. It makes using Git with Factorio mod numbers a pain.
Maybe try what I do: manage the repos under one folder outside of the game folder and when you want to test, copy to mods folder and rename to match the version number
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Re: [MOD 0.13] Warehousing v0.0.10

Post by jakimfett »

Ranakastrasz wrote:Factorio won't run if you don't change the folder name to match the name in info, and Migrations don't work for testing if they don't match version number. It makes using Git with Factorio mod numbers a pain.
Oh! Yeah, the important thing is that the zipfile is named correctly...the folder inside can be named whatever.

I use a script to build the file...I'll add it to the repo. Right now it's Linux only, but I'll see if I can make a windows version for anyone who isn't on a 'nix system.

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Re: [MOD 0.13] Warehousing v0.0.10

Post by CaptainRush »

i have about 15 mods installed and running smooth 60fps

when i activate the warehouse mod i get stuttering and around 48 fps max... :(

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Re: [MOD 0.13] Warehousing v0.0.10

Post by jakimfett »

CaptainRush wrote:i have about 15 mods installed and running smooth 60fps

when i activate the warehouse mod i get stuttering and around 48 fps max... :(
Do you get the stuttering even without any warehouses placed?
What are your system stats (CPU, RAM, GPU)?
How big is your world?
Which mods do you have installed?
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Re: [MOD 0.13] Warehousing v0.0.10

Post by Tyrindor »

Can confirm when the warehouse is open game stutters. Definitely not my computer, I got a 6700k @ 4.5GHz and a Titan X. Easiest way to see it is have some drones fly around, they'll stutter around whenever you accessing the warehouse.
Last edited by Tyrindor on Wed Jul 13, 2016 2:18 pm, edited 1 time in total.

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