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Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Posted: Tue Aug 09, 2016 9:02 pm
by Gwynbleidd
I've created a forked version that works with 0.13. I also fixed the issue with the battery icon not showing up.
Credit to jakimfett for some of the work.
Github:
https://github.com/spencersutton/advanc ... ics-system
Zip:
https://github.com/spencersutton/advanc ... 0.2.14.zip
I haven't uploaded to mods.factorio.com yet because I'm not sure about the ettiquette of uploading a forked version. Should I change the name or use the same one?
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Posted: Wed Aug 10, 2016 12:47 am
by Lejving
I posted an error with "@spencersutton" since your fork (I don't know how github works) don't have any issue reporting. Hope that you see it!
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Posted: Wed Aug 10, 2016 3:49 pm
by Gwynbleidd
Lejving wrote:I posted an error with "@spencersutton" since your fork (I don't know how github works) don't have any issue reporting. Hope that you see it!
I don't know how to Github either. I had to enable issues on my fork.
I replied on Github but the issue was I didn't test with all items and my fix for the battery icon broke icons for some of the other items. You can download the fixed version at the same link.
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Posted: Sat Aug 13, 2016 4:58 pm
by depeter
Gwynbleidd wrote:I haven't uploaded to mods.factorio.com yet because I'm not sure about the ettiquette of uploading a forked version. Should I change the name or use the same one?
Most cases where people do this, they seem to use the same name, so that's definitely a valid option. Something like "original name - unofficial update" might be even better though, especially if there's reason to assume the original author might come back eventually. Either way, it would definitely be nice to have it there (more exposure, auto-update, ...).
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Posted: Sun Aug 14, 2016 10:37 am
by Kilann
hi
i have an error when clicking the next button on network item
i think is because i use other mod
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Posted: Tue Aug 16, 2016 7:16 pm
by Outsider
Hey,
Thank you guys for stepping up and taking care of this while i was away, i had some updates done and implemented a while ago but recent rl situations prevented me from finalizing this..
I just pushed an update for 0.13 labeled 0.3.0.. it's on Github for now as i haven't had enough time to fully test it, would appreciate if you guys can report any issues you might run into, and if none is found i'll be adding it to the mod portal.
You can access the latest release from here
https://github.com/anoutsider/advanced- ... stem_0.3.0
Thanks again to everyone who contributed to the mod update.
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Posted: Tue Aug 16, 2016 7:40 pm
by Kilann
Hi
your update 0.3.0 work well whit the custom barrel
but it make game eror whit the "factorissimo plus" mod when removing it from land
thank for your work
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Posted: Sun Aug 21, 2016 6:59 pm
by Lonewolf
I'm getting this when trying to add it into a current save game as well as trying to start a new map.
Removed all my mods and used only this one it didn't seem to help :/
The updated one from github a couple of posts above.
Error while running the on_init: __advanced-logistics-system__/control.lua:830: attempt to index field '?' (a nil value)
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Posted: Mon Aug 22, 2016 4:43 pm
by mickael9
@Lonewolf : this bug is fixed in the Git version (not the 0.3.0 release)
You can install it using Git by running this in your mods folder :
Code: Select all
git clone https://github.com/anoutsider/advanced-logistics-system.git advanced-logistics-system_0.3.0
If you don't have Git, you can get the zip from
https://github.com/anoutsider/advanced- ... master.zip
You'll need to extract the zip into your mods folder and rename the folder to advanced-logistics-system_0.3.0
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Posted: Mon Aug 22, 2016 7:07 pm
by Lonewolf
mickael9 wrote:@Lonewolf : this bug is fixed in the Git version (not the 0.3.0 release)
You can install it using Git by running this in your mods folder :
Code: Select all
git clone https://github.com/anoutsider/advanced-logistics-system.git advanced-logistics-system_0.3.0
If you don't have Git, you can get the zip from
https://github.com/anoutsider/advanced- ... master.zip
You'll need to extract the zip into your mods folder and rename the folder to advanced-logistics-system_0.3.0
Works like a charm. Thank you for the help and thanks for what looks to be an amazing mod!
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Posted: Wed Aug 24, 2016 9:17 pm
by Jürgen Erhard
Hmm, love the work you collectively did on 0.3.0. Yup, works, after I finally violated my allegiance to the mod portal
Only thing missing now: Support for the Warehousing mod.

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Posted: Wed Aug 24, 2016 9:52 pm
by Nexela
Jürgen Erhard wrote:Hmm, love the work you collectively did on 0.3.0. Yup, works, after I finally violated my allegiance to the mod portal
Only thing missing now: Support for the Warehousing mod.

Warehousing is supported just not in the way that you want. the totals show up in the totals screen just not in the invidual chests, the same can be seen by using any modified logistic chest.
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Posted: Thu Aug 25, 2016 6:38 am
by Nexela
Here is a quick fix adding the contents of logistic warehouses to the main network items view
replace your control.lua with this one.
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Posted: Wed Aug 31, 2016 3:50 pm
by Hitmare
Hello
THis mod isn't compatible with 13.20
When do you think can you update this mod?
BR
Hitmare
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Posted: Sat Sep 03, 2016 12:43 pm
by Outsider
Nexela wrote:Here is a quick fix adding the contents of logistic warehouses to the main network items view
replace your control.lua with this one.
That's an interesting approach, i'll look into integrating it since the warehouse mod seems popular, my original idea for this was to make the columns customizable, but i'm not sure that's what people actually want, so you'd rather have the totals aggregated under each chest type?
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Posted: Sat Sep 03, 2016 12:44 pm
by Outsider
Hitmare wrote:Hello
THis mod isn't compatible with 13.20
When do you think can you update this mod?
BR
Hitmare
What issues are you having with 13.20? please check the version on the portal :
https://mods.factorio.com/mods/anoutsid ... ics-system or on github :
https://github.com/anoutsider/advanced- ... stem_0.3.1
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Posted: Sat Sep 03, 2016 12:46 pm
by Outsider
Hi everyone,
Thanks for your patience

i finally released the mod update on the portal :
https://mods.factorio.com/mods/anoutsid ... /downloads this is for Factorio 0.13, a release for 0.14 will follow soon.
Big shoutout to mickael9 for all the fixed and code refactoring updates he pushed.
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Posted: Sat Sep 03, 2016 3:29 pm
by Nexela
Outsider wrote:Nexela wrote:Here is a quick fix adding the contents of logistic warehouses to the main network items view
replace your control.lua with this one.
That's an interesting approach, i'll look into integrating it since the warehouse mod seems popular, my original idea for this was to make the columns customizable, but i'm not sure that's what people actually want, so you'd rather have the totals aggregated under each chest type?
I thought about that but then realized the list could get to big so I just broke them up based on chest type
After doing this I found a way to get logistic chest type at runtime. I will throw up an example later tonight. It will get rid of the hacky explicit support and give us dynamic mod support

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Posted: Sat Sep 03, 2016 10:00 pm
by mickael9
Nexela wrote:After doing this I found a way to get logistic chest type at runtime. I will throw up an example later tonight. It will get rid of the hacky explicit support and give us dynamic mod support

I'm curious how you would achieve that since I've already looked into ways to do just that.
The only solution I found (and it's quite hacky) is to serialize data.raw (or only interesting parts) into a field that is accessible via Lua*Prototype (there's even a mod for that:
https://mods.factorio.com/mods/sparr/expose-data-raw )
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Posted: Sun Sep 04, 2016 1:46 am
by Nexela
mickael9 wrote:Nexela wrote:After doing this I found a way to get logistic chest type at runtime. I will throw up an example later tonight. It will get rid of the hacky explicit support and give us dynamic mod support

I'm curious how you would achieve that since I've already looked into ways to do just that.
The only solution I found (and it's quite hacky) is to serialize data.raw (or only interesting parts) into a field that is accessible via Lua*Prototype (there's even a mod for that:
https://mods.factorio.com/mods/sparr/expose-data-raw )
That ^
Doing it for just the interesting bits shouldn't be an issue.