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Re: [MOD 0.13] Warehousing v0.0.10

Posted: Fri Sep 02, 2016 7:40 am
by Pe334
I have try this and it seems to work but the icons (shown with ALT) are extremly big so that you can't see the warehouse anymore.
But I don't known if this was also befor the 0.14 update.

Re: [MOD 0.13] Warehousing v0.0.10

Posted: Fri Sep 02, 2016 9:22 am
by Nexela
I think this was a Factorio change. The alt-icon seems to scale with the size of the placed entity

Re: [MOD 0.13] Warehousing v0.0.10

Posted: Sat Sep 03, 2016 4:43 pm
by tehroach
Soul wrote:Haven't done extensive testing yet, but if you change the "factorio version" from 13 to 14, it seems to run fine. I haven't looked yet in-depth with what's changed between 13 and 14 to see if anything needs to be changed, but until the mod is updated this seems to work okay. :)
Can Confirm this.

Just edit the info.json
and change line
"factorio_version": "0.13"
to
"factorio_version": "0.14"
and it will work fine.

Well it has been running consecutively for a couple of hours on my game without worries.

Re: [MOD 0.13] Warehousing v0.0.10

Posted: Tue Sep 06, 2016 5:27 am
by Kirito
it dosnt work in the new up dates

Re: [MOD 0.13] Warehousing v0.0.10

Posted: Tue Sep 06, 2016 1:06 pm
by theradman221
hi, i like your mod, i was wondering how do you make those boxes with the clickable x that brings out a box with the full licence ect? I am working on a mod and cannot figure it out.
I am talking about description on the forums not anything in the actual game.

Re: [MOD 0.13] Warehousing v0.0.10

Posted: Sat Sep 10, 2016 2:53 pm
by ElecNinja
Hello,

I've updated the mod so that you can just download it for 0.14 and it should work.
Also changed it so that the warehouses and storehouses all have the same inventory size.
Warehouses are 3x3 with 500 inventory space, which makes them more efficient than just 9 chests which are 48x9=432 inventory space. This does nerf the storage chest as it goes from 800 to 500 inventory space, but 800 inventory space is pretty ridiculous. You can change it by unzipping the mod and going into /prototypes/entity.lua and look for the inventory_size=500 variable.
Storehouses are 6x6 with 2000 inventory space, which is better than 36 chests that only hold 48*36=1728 inventory space. I just made everything the same inventory space, so Active, Passive, and Requester chests now hold ridiculous amounts of items.

Edit: Since the main author has requested to not change the slots for the warehouses, I've removed my edits of the mod.

Re: [MOD 0.13] Warehousing v0.0.10

Posted: Sat Sep 10, 2016 2:58 pm
by steinio
Thanks for updating to 0.14.

The Storehouses had a lower capacity because larger chests have a higher latency time due their large amount of slots which have to be checked before insert.
So you can not easily higher this value without negative consequences.

Greetings steinio

Re: [MOD 0.13] Warehousing v0.0.10

Posted: Sat Sep 10, 2016 3:20 pm
by Arch666Angel
Also just comparing the area of chests and slots is a bit lacking, because you could only use the 6x6 area with chests if you use storage chests, else inserter wont be able to reach it and basically halve the area you can place chests on

Re: [MOD 0.13] Warehousing v0.0.10

Posted: Sat Sep 10, 2016 3:29 pm
by ElecNinja
steinio wrote:Thanks for updating to 0.14.

The Storehouses had a lower capacity because larger chests have a higher latency time due their large amount of slots which have to be checked before insert.
So you can not easily higher this value without negative consequences.

Greetings steinio
I see. I've updated the entries so that regular storehouses only have 250 slots and regular warehouses only have 800 slots, which is what they had in the 0.13 version.
Logistics storehouses have 500 slots and logistics warehouse have 2000 slots.
Arch666Angel wrote:Also just comparing the area of chests and slots is a bit lacking, because you could only use the 6x6 area with chests if you use storage chests, else inserter wont be able to reach it and basically halve the area you can place chests on
Eh, generally you don't have inserters in between chests used for mass storage. And it's a rough approximation on what the inventory size should be for it.

Re: [MOD 0.13] Warehousing v0.0.10

Posted: Sun Sep 11, 2016 3:04 pm
by Anoyomouse
Hi Guys

I've been really buzy with real life things, and it's taken me a while to get around to things

As much as people love changing the values in the warehouses, if you make a release you want to give to people PLEASE keep the values the same
People have games which depend on the slots of the warehouses, and in some weird way the slots are well balanced to not cause too much lag for the various sizes of warehouses

this being said, please feel free to change it for your own game, but please DON'T change it for everyone just because you think it's better for you

Thanks

Re: [MOD 0.14] Warehousing v0.0.11

Posted: Sun Sep 11, 2016 5:03 pm
by SomeDuder
Hey man, you may be some kind of weird furry, but I still wanna thank you for updating this thing to be 0.14 compatible, so I can finally use it to clean up my what can only be called horrible mess of storage.

Re: [MOD 0.13] Warehousing v0.0.10

Posted: Tue Sep 13, 2016 5:34 pm
by Anson
Anoyomouse wrote:this being said, please feel free to change it for your own game, but please DON'T change it for everyone just because you think it's better for you
having ONE official public version is nice.

thus i don't change values myself, but ask whether you can add another storage "chest" that is compatible with the requester and provider "chests". i already had quite a few item bombs when trying to reorganize something and putting an active provider chest on top of the storage chest (luckily, i had the magnet mod and an autotrash mod that helped me clean up the mess pretty fast)

i like the oversized storage warehouse and wouldn't like it to be gone or different, but i also want a compatible storage warehouse that can be exchanged with requester warehouses, and with active and passive provider warehouses, and even with the fifth type (the former smart warehouses). maybe there simply could be a yellow storage warehouse with the same size and capacity as the other warehouses (to easily switch back and forth between them), and another variant (orange or something) with the same physical size but the current superlarge capacity (for cases when i am sure that i really will keep it in place for huge storage).

if you don't want to include two different storage warehouses, i would prefer to get the smaller compatible version: i would be able to use the compression chest mod to store superhuge amounts and have only the compatible storage warehouse in this mod.

Re: [MOD 0.13] Warehousing v0.0.10

Posted: Tue Sep 13, 2016 5:45 pm
by Anson
answer to theradman221s question about these boxes

Re: [MOD 0.14] Warehousing v0.0.11

Posted: Tue Sep 13, 2016 6:21 pm
by Ratzap
One thing that I'd like is if the later smart warehouses used the first ones as ingredients. If you build a new logistic one you don't lose out but it would let you recycle older warehouses as you tech up.

Re: [MOD 0.14] Warehousing v0.0.11

Posted: Thu Sep 15, 2016 12:48 am
by MajorTom
Having some difficulty getting this downloaded. I'm running 13.20 and when I try to get it using the in-game downloader it tells me "Selected mod has no released version". Suggestions?


Brian

Re: [MOD 0.14] Warehousing v0.0.11

Posted: Thu Sep 15, 2016 1:05 am
by Nexela
It is possible the author never posted a .13 version.

You manually download the mod and change "factorio_version" : ".14" to "factorio_version" : ".13" in info.json

Alternatively further up in this thread might be a link for a .13 version.

Re: [MOD 0.14] Warehousing v0.0.11

Posted: Sat Sep 17, 2016 2:29 pm
by aTeLe
is it possible for you to put the 0.13. files on the mod-site as well? 0.13. is the normal stable version at the moment.

edit: where can I download your 0.10 for 0.13?

edit2: I just saw the solution is on this site :D

Re: [MOD 0.14] Warehousing v0.0.11

Posted: Sun Sep 18, 2016 3:30 pm
by marijn211
I could help you with a dutch translation

Re: [MOD 0.14] Warehousing v0.0.11

Posted: Fri Oct 14, 2016 12:30 am
by YotaXP
If I may ask, what was the rationale for giving Storage Warehouses 250% more slots than other warehouses? From what I've seen, it just causes everyone I see to use them in place of normal and passive provider warehouses. This invariably causes my OCD to go absolutely bonkers. Particularly when other items end up getting put in them, destroying any semblance of order.

Not to sound like a jerk, but this really is my only issue with the mod. I love it otherwise. Could its storage capacity be standardized for the 0.15 version, when that eventually comes around? (Since major Factorio updates usually demand new saves anyway.) If not, well, I guess I already asked why is the way it is...

Thanks

Re: [MOD 0.14] Warehousing v0.0.11

Posted: Sat Oct 22, 2016 2:51 pm
by tehroach
YotaXP wrote:If I may ask, what was the rationale for giving Storage Warehouses 250% more slots than other warehouses? From what I've seen, it just causes everyone I see to use them in place of normal and passive provider warehouses. This invariably causes my OCD to go absolutely bonkers. Particularly when other items end up getting put in them, destroying any semblance of order.

Not to sound like a jerk, but this really is my only issue with the mod. I love it otherwise. Could its storage capacity be standardized for the 0.15 version, when that eventually comes around? (Since major Factorio updates usually demand new saves anyway.) If not, well, I guess I already asked why is the way it is...

Thanks
The fix for this is easy
-unzip Warehousing_0.0.11.zip to a folder in your Factorio MODs folder and call it Warehousing_0.0.11
make sure that new folder has the graphics, locale, migrations and prototypes folders, as well as the config.lua, control.lua, data.lua and info.json files as its direct descendants.

-edit file entity.lua in the prototypes folder using a text editor
ie. notepad++

find section of code

Code: Select all

	if (logistics_name ~= nil) then
		result.max_health = 450;
		result.minable.hardness = 0.2;
		result.logistic_mode = logistics_name;
		if (logistics_name == "storage") then
			result.inventory_size = 2000;
		end
	end
delete the lines

Code: Select all

		if (logistics_name == "storage") then
			result.inventory_size = 2000;
		end
or change the 2000 to 800

-save file
-play game

:)