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Re: [0.11.22/0.12.x][v0.12.3] Bob's Logistics mod
Posted: Thu Aug 27, 2015 2:13 pm
by bobingabout
I'll add it to the list of fixes.
Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod
Posted: Fri Sep 04, 2015 5:06 pm
by Kayser
Have you considered including glass pipe? It feels so wrong transporting sulphuric/nitric acid mix in metal pipes.
It imagine it being mostly transparent and really fragile. I would build plop down a big field and run my car through it just for fun.
Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod
Posted: Fri Sep 04, 2015 6:56 pm
by bobingabout
2 main problems with that is... 1. It would require costom graphics to make it fully transparant. 2. not all peices can have a "Window" in them anyway with the current system, so you wouldn't have the fluid flowing in it anyway.
On top of this, you can't restrict certain fluids to certain pipes, otherwise I would have already tried to restrict it to Plastic pipe.
Speaking of... I probably should change the container for Sulfuric Acid from Barrels to Plastic Canisters.
Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod
Posted: Fri Sep 04, 2015 8:05 pm
by Kayser
bobingabout wrote:2 main problems with that is... 1. It would require costom graphics to make it fully transparant. 2. not all peices can have a "Window" in them anyway with the current system, so you wouldn't have the fluid flowing in it anyway.
What a pity.
Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod
Posted: Fri Sep 04, 2015 8:09 pm
by Kayser
bobingabout wrote:
On top of this, you can't restrict certain fluids to certain pipes, otherwise I would have already tried to restrict it to Plastic pipe.
Can't you make it degrade rapidly by scripting?
Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod
Posted: Sat Sep 05, 2015 2:04 am
by NorNogaAdmin
Kayser wrote:bobingabout wrote:
On top of this, you can't restrict certain fluids to certain pipes, otherwise I would have already tried to restrict it to Plastic pipe.
Can't you make it degrade rapidly by scripting?
If you have looked through bobs mods and this form, you will see that bob does not want to script. so more that likely not.
Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod
Posted: Sat Sep 05, 2015 5:17 pm
by aklesey1
Its very funny now - we must produce tin and lead for fast inserters and below - now begins realistic hardcore

Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod
Posted: Sat Sep 05, 2015 6:17 pm
by Goirad
I've noticed that the robots seem to be pretty dumb when it comes to using charging points, instead overwhelmingly preferring to use extenders or roboports, especially when they're all out in force and get bunched up. I was wondering if there was a way of having them prioritize charging points, at least when there are a bunch waiting already.
Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod
Posted: Sat Sep 05, 2015 6:25 pm
by bobingabout
The fact that Chests and Extenders have a charging point at all is to get around the fact that I can't set any type of priority. if I could, I would set it so that robots don't even attempt to charge at them.
Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod
Posted: Sat Sep 05, 2015 7:14 pm
by Goirad
Wait, then why not remove the charging points off the extenders and chests? Wouldn't that force the robots to use the roboports and charging points?
Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod
Posted: Sat Sep 05, 2015 9:42 pm
by bobingabout
Goirad wrote:Wait, then why not remove the charging points off the extenders and chests? Wouldn't that force the robots to use the roboports and charging points?
that forces the robots to park and wait at the tower/chest and wait for a port that doesn't exist.
Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod
Posted: Sat Sep 05, 2015 11:00 pm
by Goirad
Oh, because they're just modified roboports and you can't actually separate the functions
Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod
Posted: Sun Sep 06, 2015 12:13 am
by orzelek
Maybe add a request in modding section so that roboport without charging points is ignored by bots that want to charge?
Seems that bots are not looking at presence of charging points - only at the fact it's a roboport.
Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod
Posted: Thu Sep 10, 2015 6:23 pm
by irbork
Will .12.6 additional logistic slot research influence in any bad way my ongoing bobs mods game?
Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod
Posted: Thu Sep 10, 2015 10:31 pm
by bobingabout
irbork wrote:Will .12.6 additional logistic slot research influence in any bad way my ongoing bobs mods game?
it shouldn't effect it at all. My version would overite the base game version because mine loads after it. besides, the reward for researching it is the same, the only difference is the cost.
Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod
Posted: Thu Sep 17, 2015 9:15 pm
by Chess
Hi bob, I'm a huge fan to your mods. I just noticed that smart long inserters can't connect wires to set conditions because they lack the wire placement code.
I fixed it by adding the code from the vanilla smart inserter to the prototype file.
Code: Select all
circuit_wire_connection_point =
{
shadow =
{
red = {0, 0},
green = {0, 0}
},
wire =
{
red = {0, 0},
green = {0, 0}
}
},
circuit_wire_max_distance = 7.5,
Hope you fix it in the next version and huge thanks for your good work!
Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod
Posted: Thu Sep 17, 2015 9:55 pm
by bobingabout
Chess wrote:Hi bob, I'm a huge fan to your mods. I just noticed that smart long inserters can't connect wires to set conditions because they lack the wire placement code.
I fixed it by adding the code from the vanilla smart inserter to the prototype file.
Code: Select all
circuit_wire_connection_point =
{
shadow =
{
red = {0, 0},
green = {0, 0}
},
wire =
{
red = {0, 0},
green = {0, 0}
}
},
circuit_wire_max_distance = 7.5,
Hope you fix it in the next version and huge thanks for your good work!
... they do though, I just double checked. I fixed that issue quite some time ago. (Like, version 0.12.2 or something of this mod, I would need to look back at version history to know for sure.)
I tend to post updates for my mods every week or two, even more than once a week if there's an urgent fix, this was an issue that I fixed quite early on in the 0.12 series.
Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod
Posted: Fri Sep 18, 2015 9:58 pm
by Chess
Oh, sorry then, I'm playing 12.0, didn't notice the new versions lol
Re: [0.11.22/0.12.x][v0.12.5] Bob's Logistics mod
Posted: Sat Sep 26, 2015 1:02 pm
by Neotix
I'm getting error on start:

Re: [0.11.22/0.12.x][v0.12.5] Bob's Logistics mod
Posted: Sat Sep 26, 2015 1:38 pm
by bobingabout
Neotix wrote:I'm getting error on start:

I look at the error, I know exactly what the problem is.
Question: Does installing my tech mod fix the error?
This is one of the mods that I havn't re-defined the Technology science pack manipulation fuctions, so it isn't using them. It still uses the old manual method, it checks to see if science pack 4 exists, if it does it adds that to certain technologies, if it doesn't, it adds alien science pack instead. If another mod defines the same technology (Both my mod and "Expanded Robot Tech" in this case will be adding their own versions of further character logistic slots), they may end up with 2 listings of the same science pack, which causes an error.
The function to add a science pack would do a lot more than just add the pack, one of the extra things it does is a safety check to make sure this error can't happen(one versions just doesn't add the pack if it already exists, another version will increment the number of that science pack required per research cycle). On top of that, if the functions were available, the alien science pack would be there on the research by default in my mod, and would get replaced with science pack 4 instead, using a different function. In either case, if the functions were available, duplicated or in my proposed CORE mod, you wouldn't get this error.
I plan to start work on my functions mod today, the poll duration hasn't expired, but with the overwhealming "Yes" votes, I can't see "No" taking over in the remaining time. When this mod is released, and all my other mods are updated to use it, this will fix this issue.