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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Posted: Sat Apr 02, 2016 8:20 pm
by Zarnoo
Outsider wrote:
Zarnoo wrote:Just hit a problem where it said:

Error while running event handler:
_ _ advanced-logistics-
system_ _ /gui/items.lua:123 : Unknown style
items-icons-small-alien-artifact

Not sure which mod the small artefact has come from (althought think it is Natural_Evolution_Enemies_5.0.7), I'm guessing the item type isn't recognised, but unsure whether that's a fix for you, or a fix for the other mod ?

Z
It's Natrual Evolution Enemies, that's right :) The issue is the mod adds it's new entities in the data-final-fixes.lua file, and this is also where my mod loads the custom styles for all the entities, ideally data-final-fixes is used to modify/call existing entities, in this case the mod uses it for adding the entities for some reason.

It can be fixed in either one of the mods, the fix for ALS is to edit the mod info.json file, and change line 8

From :

Code: Select all

"dependencies": ["base >= 0.12.12"]
To:

Code: Select all

"dependencies": ["base >= 0.12.12", "? Natural_Evolution_Enemies"]
You can apply the dependency fix manually for now, and i'll include it in the next release, The fix for NEE mod would involve moving the entities declaration to data.lua or data-updates.lua.
Yep, that fixed it ! Thanks for the speedy reply.. love this mod!

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Posted: Wed Apr 06, 2016 11:05 pm
by EnderTheXenocide
First off, really fantastic mod, love it.

Just a quick question, would it be overly difficult to make the escape key close the window? I keep opening the game menu by accident. Is there a line of code I can just splice in for that?

Thanks for your time in making this manager :)

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Posted: Thu Apr 07, 2016 8:15 pm
by Outsider
EnderTheXenocide wrote:First off, really fantastic mod, love it.

Just a quick question, would it be overly difficult to make the escape key close the window? I keep opening the game menu by accident. Is there a line of code I can just splice in for that?

Thanks for your time in making this manager :)
Thank you, glad you find it helpful :)

Unfortunately, the modding API doesn't allow us to use custom key events yet "should be coming in 0.13" so there's no straight way to do this for now, one hackish way to do it is to check if the player has his inventory open while the mod screen is visible, and hide the mod gui.. so that would translate to when you click "e" to view your inventory it'd close the mod interface, this can be done by checking

Code: Select all

player.opened_self
unfortunately again this variable is read only, so there is no way to force close the inventory.. so it kinda looks weird, still it's a way to close the mod's interface with 1-2 key strokes.

I never really implemented it tho because i felt it looked/acted weird, if people are interested in this temporary solution i'll certainly add it :)

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Posted: Thu Apr 07, 2016 8:25 pm
by EnderTheXenocide
Thanks for that, I'll put that in and see if I get comfortable using it, though I think my habit of pressing 'esc' is just hardcoded into my mind from other games.

Getting the ability to script in keybinds will be fantastic for the modding community!

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Posted: Sun Apr 17, 2016 9:50 pm
by provet
this mod looks interesting.. wonder why I havnt seen it before!

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Posted: Tue Apr 19, 2016 2:07 am
by tetryon
CPU usage was way too high for this on our server: http://imgur.com/gUZL5Lp
Made the server super jerky-laggy until we removed it.
I have a save and modpack if you want it.

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Posted: Tue Apr 19, 2016 9:35 am
by Outsider
tetryon wrote:CPU usage was way too high for this on our server: http://imgur.com/gUZL5Lp
Made the server super jerky-laggy until we removed it.
I have a save and modpack if you want it.
Yes please, pm me a link?
Also how many players were on the server? and did it spike that high even if only 1 player had the gui open?

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Posted: Tue Apr 19, 2016 1:07 pm
by JasonC
Do you mind if I reuse your data-final-fixes item icon style code (and related styles for creating item icon widgets)?

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Posted: Tue Apr 19, 2016 1:30 pm
by Outsider
JasonC wrote:Do you mind if I reuse your data-final-fixes item icon style code (and related styles for creating item icon widgets)?
Don't mind at all, you can do whatever you want with any code/styles/graphics :)

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Posted: Fri Apr 22, 2016 1:26 pm
by Le3tspeak
Nice Mod i like it

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Posted: Thu Apr 28, 2016 6:39 pm
by kot
Is it possible to add localised search support to the mod? There are LuaGameScript::item_prototypes and LuaItemPrototype::localised_name, but I don't know if they any good as a solution to the problem.

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Posted: Fri Apr 29, 2016 2:43 am
by JasonC
The icons changed appearance in 0.12.31. Seems to be all kinds of new quirks with buttons, checkboxes, and images. See my post on viewtopic.php?f=11&t=23593&p=154428#p154428.

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Posted: Mon May 02, 2016 11:00 am
by kot
kot wrote:Is it possible to add localised search support to the mod?
Answering to myself. It's impossible due to lua unicode support limitation. Moreover LuaItemPrototype::localised_name returns an array where first item is only a key to phrase in translation file.

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Posted: Tue May 10, 2016 12:16 pm
by Jodun
This is a great (I would even say essential) mod, but I have run into one small problem with it. I have a lot of small networks spread across my map and when I click on the view filters button to apply a filter to the results the window that opens is too big to fit my screen. The list of networks runs off the top and bottom of my screen. Would it be possible to make it so we can page through the list of networks to select the network or networks that we want to view?

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Posted: Sat May 14, 2016 10:08 pm
by Aintence
Hello, I have accidentally bugged my save. Game closes current save whenever i press the button to open the GUI.
here is the list of mods i use:
Mods
Here is the error i get when i press the button:
Error
Any help is appreciated.

EDIT:
I disabled mod, loaded world, then enabled mod and it started working. Error no longer shows up.

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Posted: Sun May 22, 2016 9:43 am
by steinio
Hello,

i'm playing with the Warehouse mod and it seems Advanced logistics don't count items in it.
Advanced Logistics 1.PNG
Advanced Logistics 1.PNG (89.48 KiB) Viewed 10066 times
To the picture above:
- Missing storage chest count display
- total item count only storage chest count
Advanced Logistics 2.PNG
Advanced Logistics 2.PNG (269.52 KiB) Viewed 10066 times
To the picture above:
+ Total items and logistics correct
+ Storage Warehouse included

Edit: Logistic Rails are also ignored.

Greetings steinio

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Posted: Sun May 22, 2016 1:40 pm
by JasonC
Bug: If you type a stray [ (left square bracket) in the search filter, the mod errors out.

Sorry this is brief; it's pretty easy to recreate though.

I didn't look at the code but I guess the search string is being directly passed to some lua pattern matching function, if it's an invalid pattern it throws an error.

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Posted: Sun May 22, 2016 1:54 pm
by Outsider
steinio wrote:Hello,

i'm playing with the Warehouse mod and it seems Advanced logistics don't count items in it.
Advanced Logistics 1.PNG
To the picture above:
- Missing storage chest count display
- total item count only storage chest count
Advanced Logistics 2.PNG
To the picture above:
+ Total items and logistics correct
+ Storage Warehouse included

Greetings steinio
Hi, i'm not seeing the issue here? the "Storage Warehouse" isn't really a "Storage Chest" which is what shows in the main items list, it seems to be counting the items in it in the totals, but they wouldn't show under the "Storage Chest" column since this only counts items in actual storage chests, not modded ones, on the "Item Details" view it does show that there are 2646 Alien Artifacts in "Storage Warehouses".

The only bug i see here is that on the Item Details page it's actually including the items in "Requester Chests" in the total count, and by default it shouldn't, this is something you can adjust in the "Settings" btw.. if you'd like the main item lists to include "Requester Chests Items" in the totals.

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Posted: Sun May 22, 2016 1:56 pm
by Outsider
JasonC wrote:Bug: If you type a stray [ (left square bracket) in the search filter, the mod errors out.

Sorry this is brief; it's pretty easy to recreate though.

I didn't look at the code but I guess the search string is being directly passed to some lua pattern matching function, if it's an invalid pattern it throws an error.
Thanks for the report, i'll include a fix in the next release, been terribly busy with work, so this and other fixes will probably have to wait for 0.13, as i have a list of things that need to be changed/added but so far nothing game breaking, so i'd rather hold off till 0.13 is out as it adds some interesting stuff.. "Sprites, Tooltips.. etc" :)

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Posted: Sun May 22, 2016 1:58 pm
by Outsider
Jodun wrote:This is a great (I would even say essential) mod, but I have run into one small problem with it. I have a lot of small networks spread across my map and when I click on the view filters button to apply a filter to the results the window that opens is too big to fit my screen. The list of networks runs off the top and bottom of my screen. Would it be possible to make it so we can page through the list of networks to select the network or networks that we want to view?
Thank you, And that is a fair point.. and an oversight on my end :)

I'll look into implementing Pagination for the network filters window, or maybe even move it into the actual networks list since it already includes pagination.