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				Re: [0.11.x] Logistic mod
				Posted: Fri Dec 19, 2014 9:46 am
				by kyranzor
				Oragepoilu@gmail.com wrote:Hello,
When i use you mod, i get a weird sound sometime when I'm near a 90d inserter (whatever type it is).
t's like a "greek" (well an human can't do this sound anyway) witch is saturated or something like this.
I'v already used them before, and didn't hear anything; but now it alway happen...
I assume the problem is from me, but i don't know why.
It's not a big deal, but it if someone have an idea or know how I could avoid to play a sound when they work, i would really appreciate the help 
 
ps : using 11.6, last version of the mod, problem still here when playing with only the mod in the mod folder and the computer was restarted. First time for years that i found a problem like this in a game, and I play a lot of modded games 

 
The "while working" sound for his custom inserters is not working properly - this is the screeching sound you can hear. I get it to. It's because either the sound file is missing that he is trying to use, or the sound has just not been set at all, so it's making a weird unknown sound instead.
 
			
					
				Re: [0.11.x] Logistic mod
				Posted: Fri Dec 19, 2014 10:26 am
				by elmi
				i have this problem too with the sound, but i don't know why. i will try to fix this
sound removed for the inserter, for the vesion 0.3.0
you can download this version now
do you want normal long inserter?
			 
			
					
				Re: [0.11.x] Logistic mod
				Posted: Fri Dec 19, 2014 10:28 am
				by kyranzor
				Yes I want the normal red long inserter. Why?
			 
			
					
				Re: [0.11.x] Logistic mod
				Posted: Fri Dec 19, 2014 10:30 am
				by elmi
				which is still there, where the normal inserter are
but i can add one
			 
			
					
				Re: [0.11.x] Logistic mod
				Posted: Fri Dec 19, 2014 10:39 am
				by kyranzor
				what... the hell are you talking about!? Leave the normal inserter, and normal long-handed inserter!  All your extra inserters are fine too, keep them as well 

 I like using the left/right inserters when I have only a small space to build.
 
			
					
				Re: [0.11.x] Logistic mod
				Posted: Fri Dec 19, 2014 10:45 am
				by elmi
				sry my english is bad  

 
			
					
				Re: [0.11.x] Logistic mod
				Posted: Fri Dec 19, 2014 10:49 am
				by kyranzor
				elmi wrote:sry my english is bad  

 
lassen Sie die normalen, in , nichts anderes ändern Sie bitte
^ Google Translate.
 
			
					
				Re: [0.11.x] Logistic mod
				Posted: Fri Dec 19, 2014 10:55 am
				by elmi
				
  google translate ftw ^^
i think i know what you mean
 
			
					
				Re: [0.11.x] Logistic mod
				Posted: Fri Dec 19, 2014 3:44 pm
				by AlphaRaptor
				kyranzor wrote:elmi wrote:sry my english is bad  

 
lassen Sie die normalen, in , nichts anderes ändern Sie bitte
^ Google Translate.
 
Nice Try man , great 

Must say 

 
			
					
				Re: [0.11.x] Logistic mod
				Posted: Fri Dec 19, 2014 4:29 pm
				by kyranzor
				I backwards translated to English and it's totally wrong. Fuck Google Translate!!!
I mean, do not change the normal inserters. That is all!
			 
			
					
				Re: [0.11.x] Logistic mod
				Posted: Fri Dec 19, 2014 4:30 pm
				by Oragepoilu@gmail.com
				thx for the update i'll try with this.
About the long inserter, 
we have actually (not counting the version with 90°)
(green = core game, blue = your mod, red = missing)
-Normal inserter
-Fast inserter
-Fast close inserter
-Long inserter
-Fast long inserter
-Fast long close inserter
I just say that i could really use the 
Fast long inserter, because I have actually some part of my factory that use in the Assembling machine mk3 a total of 3 [Efficiency module 3] & 1 [Speed module 3]
That mean they craft faster than i can feed it with a 
Long inserter but I can't use the 
Fast long close inserter because they won't pick up item from each side of the belt - only the closer item.
So either I mess around with belt in every direction, either i don't craft at full speed or either i find a way to have a 
Fast long inserter and build in line 
 
Edit : Also, when I use the Super underground Belt, sometime item get stuck inside; they won't enter/go out and it can be either one side of the belt or both.
De-construct, save/load, quit/restart the game don't help; It seems that it's linked with the place where i build them - like there is an item underground stuck somehow and it won't move. I can't think of anything that can help, atm I'm just building somewhere else instead.
Ps : the speed of the Super transport belt is quite insane. It solved all my problem because I was only using one lane of Iron plate for my factory and the end wasn't feed enough ... really nice ! (I could make a second lane but I lack of space)
I can't even walk on them :p
 
			
					
				Re: [0.11.x] Logistic mod
				Posted: Sat Dec 20, 2014 11:42 am
				by kyranzor
				Oragepoilu@gmail.com wrote: but I can't use the Fast long close inserter because they won't pick up item from each side of the belt - only the closer item.
This is not true. Inserters will correctly pick up items from any side of the belt, but which side the PUT items is on the name. I have used Fast Close Inserters as inputs and output and they work with two items on 1 belt. 
Maybe there is a bug with the "Fast long close inserter" but it should work the same as the normal "Fast Close Inserter"
 
			
					
				Re: [0.11.x] Logistic mod
				Posted: Sat Dec 20, 2014 12:05 pm
				by kyranzor
				kyranzor wrote:Oragepoilu@gmail.com wrote: but I can't use the Fast long close inserter because they won't pick up item from each side of the belt - only the closer item.
This is not true. Inserters will correctly pick up items from any side of the belt, but which side the PUT items is on the name. I have used Fast Close Inserters as inputs and output and they work with two items on 1 belt. 
Maybe there is a bug with the "Fast long close inserter" but it should work the same as the normal "Fast Close Inserter"
 
EDIT:
Ah, the Fast "near handed" inserter I was using is from boblogistics, not this logistic mod.  xD whoops
 
			
					
				Re: [0.11.x] Logistic mod "translated"
				Posted: Sat Dec 20, 2014 2:42 pm
				by Sunfact
				Hey,
i have translated the mod to the german language
http://www.mediafire.com/download/7utuc ... 3.0_de.zip
to install.: go to your "mod dir" of factorio and open the mod dir "Logistic_0.3.0" and open as next the dir "locale" and put the dir form the zip in to your locale folder
have fun and enjoy it 

 
			
					
				Re: [0.11.x] Logistic mod
				Posted: Sat Dec 20, 2014 7:36 pm
				by Sunfact
				@ elmi, np kannst du gerne machen;) antwort auf deine nachricht.
			 
			
					
				Re: [0.11.x] Logistic mod
				Posted: Sat Dec 20, 2014 9:52 pm
				by AlphaRaptor
				kyranzor wrote:I backwards translated to English and it's totally wrong. Fuck Google Translate!!!
I mean, do not change the normal inserters. That is all!
I agree with you , Fuck Google Translate. Everything is wrong then you try it.  

 
			
					
				Re: [0.11.x] Logistic mod
				Posted: Sat Jan 03, 2015 11:34 am
				by kim
				superundergroundbelt sometime doesn't work
direction is correct but products don't go other side
my ver is 11.8
problem of mod or my mistake? 
I'm so sorry bad English.
			 
			
					
				Re: [0.11.x] Logistic mod
				Posted: Wed Jan 07, 2015 2:22 am
				by NoTron96
				I just updated to 0.11.10 and it gave me a message about insert vectors being to close to the tile edge, and I figured out that you just need to change the 'insert_position' value of all the close inserters from 0.7 to 0.8 unless it's also long-handed then it needs to be 1.8, and all other inserters need to be changed from 1.35 or 2.35 to 1.2 or 2.2 respectively 
Examples:
fast: insert_position = {0, 1.2},
fast close: insert_position = {0, 0.8}
long handed: insert_position = {0, 2.2},
long handed close: insert_position = {0, 1.8},
			 
			
					
				Re: [0.11.x] Logistic mod
				Posted: Tue Jan 20, 2015 9:01 pm
				by jakobeng1303
				NoTron96 wrote:I just updated to 0.11.10 and it gave me a message about insert vectors being to close to the tile edge, and I figured out that you just need to change the 'insert_position' value of all the close inserters from 0.7 to 0.8 unless it's also long-handed then it needs to be 1.8, and all other inserters need to be changed from 1.35 or 2.35 to 1.2 or 2.2 respectively 
Examples:
fast: insert_position = {0, 1.2},
fast close: insert_position = {0, 0.8}
long handed: insert_position = {0, 2.2},
long handed close: insert_position = {0, 1.8},
all my inserters changed completely
 
			
					
				Re: [0.11.x] Logistic mod
				Posted: Fri Jan 23, 2015 7:17 pm
				by ronon101
				I just updated to 11.13 and im getting this error when starting the game
http://gyazo.com/72827f74c09d1ef546ec3fd2284e3704