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Re: [0.13.x] Bob's Mods: General Discussion
Posted: Wed Jul 20, 2016 11:01 am
by Nexela
Re: [0.13.x] Bob's Mods: General Discussion
Posted: Wed Jul 20, 2016 11:05 am
by bobingabout
Proxy wrote:Soo, Launching teh Game Crashes it, i didn't knew which mod Caused it so i Turned them off/on one by one to see the Problem maker... Turns out it was BobsLogistics.
Factorio 0.13.5, Newest Bobs Mods Versions
Or i Screwed somehow up... Then I'm sorry for wasting Time xD
Yeah, it's a known issue, one that I have fixed, but haven't released yet, which only happens on 0.13.5 or earlier AFAIK. Because they only added "stack-Inserter" research in 0.13.6, before then it was just unlocked on existing researches.
I'm still not happy with my private build as it is though, which is why I haven't updated it yet.
Re: [0.13.x] Bob's Mods: General Discussion
Posted: Wed Jul 20, 2016 2:10 pm
by Proxy
Ok, i Updated to 0.13.9 and it Works.
thx for the Tip.
*sigh* how i forgot how BobsMods was...

This is gonna be Great.
Re: [0.13.x] Bob's Mods: General Discussion
Posted: Wed Jul 20, 2016 4:49 pm
by bobingabout
Some updates.
Logistics 0.13.6
* Added a check for stack inserter research, made it compatable for versions before it was added.
* re-added the old inserter stack size bonus technology, also removed normal inserter stack size bonuses from the new tech.
* replaced inserter capacity bonus technology icon with old stack inserter icon from pre 0.13.7
* Removed long/near/more inserters. Use the migrate mod to retain hand positions.
* Added Logistic zone interface. An entity connected to the roboport logistics network to connect circuit wires to.
Inserters 0.13.2
* Added 3 tiles reach options, unlocked by long inserters 2 research
* More inserters research only unlocks diagonals, more inserters 2 unlocks other positions if there are any.
* GUI now draws a smaller GUI for standard reach inserters if there are no long inserter options.
* Researching a technology that changes the GUI now automatically redraws the GUI.
* Changed open/close GUI hotkey to SHIFT + E (Old key will be kept in your config files though)
* Removed the inserter stack size research changes.
Inserter Migrate
Instructions:
With Logistics mod version 0.13.4 or older installed, install this mod, load the game, then save.
Once you have saved the game with this mod installed, it is safe to remove it.
Then upgrade the logistics mod to version
0.13.50.13.6 to complete the migration and continue as normal.
Re: [0.13.x] Bob's Mods: General Discussion
Posted: Wed Jul 20, 2016 4:50 pm
by DukeAl
The latest update of Bobs Logistics (0.13.5) seems to be broken.
Edit: Seems like the game can't start with bobs logistics and without the inserters mod.
Is there any way to download the 0.13.4 version somewhere? I just read the instructions for migration and the ingame mod portal doesn't keep backups of the mods.....
Re: [0.13.x] Bob's Mods: General Discussion
Posted: Wed Jul 20, 2016 4:58 pm
by Litcube
I'm getting the same error.
Re: [0.13.x] Bob's Mods: General Discussion
Posted: Wed Jul 20, 2016 4:59 pm
by bobingabout
DukeAl wrote:The latest update of Bobs Logistics (0.13.5) seems to be broken.
Edit: Seems like the game can't start with bobs logistics and without the inserters mod.
Is there any way to download the 0.13.4 version somewhere? I just read the instructions for migration and the ingame mod portal doesn't keep backups of the mods.....
Uploaded a fixed version.
And you can always get older versions by looking at my drop box, or the mod portal web page.
https://www.dropbox.com/sh/3wcuqm5rfrq1 ... w2aDa?dl=0
https://mods.factorio.com/mods/Bobingab ... /downloads
Re: [0.13.x] Bob's Mods: General Discussion
Posted: Wed Jul 20, 2016 5:03 pm
by DukeAl
Thanks a lot
Re: [0.13.x] Bob's Mods: General Discussion
Posted: Wed Jul 20, 2016 5:05 pm
by bobingabout
And then for continuity, I deleted 0.13.5 and renamed it to 0.13.6... because 2 conflicting uploads of the same mod version is a bad idea.
Re: [0.13.x] Bob's Mods: General Discussion
Posted: Wed Jul 20, 2016 5:13 pm
by Litcube
So.. Does this mean that the logistics mod 13.6 has the adjustable inserters in it?
Re: [0.13.x] Bob's Mods: General Discussion
Posted: Wed Jul 20, 2016 5:19 pm
by bobingabout
Litcube wrote:So.. Does this mean that the logistics mod 13.6 has the adjustable inserters in it?
No, you still need the mod for that, but it does have everything except the adjustable inserters, and the adjustable inserters mod has nothing but the adjustable inserters in it now.
The adjustable mod is a good thing to use by itself, and I want to avoid duplicating things where possible, and duplicating the adjustable inserters scripts would not play nice if someone had both mods installed.
The poll was quite close, so... I went with this option. It is just an opinion pole after all, I don't have to follow the one that actually wins.
Re: [0.13.x] Bob's Mods: General Discussion
Posted: Wed Jul 20, 2016 7:02 pm
by TehFocus
Complete Factorio-Forums Newbie here
I have been playing with your mods for about a houndred hours so far. I'd like to take this opportunity to tell you, Bobingabout, that you did a great job enhancing my expierences with factorio so far.
steamcommunity.com/sharedfiles/filedetails/?id=728286701
This new way of setting up Inserters instead of building diffrent kinds of them such as fast long handed inserters etc. is simply smart. This removes all these awkward combinations of inserters without sacrificing their awesome capabilities. Simple an amazing job.
Re: [0.13.x] Bob's Mods: General Discussion
Posted: Wed Jul 20, 2016 7:13 pm
by TehFocus
Sorry for the double post but I have just encountered a bug as well:
http://steamcommunity.com/sharedfiles/f ... =728293500
This error came when I removed an inserter while its GUI was open. It was setup like shown in the GUI behind the lua error message. The world closed itself after this message and I was back in the main menu.
Re: [0.13.x] Bob's Mods: General Discussion
Posted: Wed Jul 20, 2016 7:45 pm
by bobingabout
Glad you like it, I'll look into that bug.
Re: [0.13.x] Bob's Mods: General Discussion
Posted: Wed Jul 20, 2016 8:44 pm
by wildgreen1701
I have lost the recipe to build the filtered inserter (purple), not sure if by design or if i have to turn it back on.I also can't find the fast insert ether.
Re: [0.13.x] Bob's Mods: General Discussion
Posted: Wed Jul 20, 2016 9:49 pm
by bobingabout
wildgreen1701 wrote:I have lost the recipe to build the filtered inserter (purple), not sure if by design or if i have to turn it back on.I also can't find the fast insert ether.
Again, that's not something my mod should have changed...
though I have a theory.
Because I migrate the old removed recipes to the base game variant, it's possible that if you haven't researched that yet, that it is copying the disabled status over the top of the base version.
Re: [0.13.x] Bob's Mods: General Discussion
Posted: Wed Jul 20, 2016 10:04 pm
by wildgreen1701
I am restarting to see if the last round of updates didn't mess with my save. I will let you know how it goes.
Re: [0.13.x] Bob's Mods: General Discussion
Posted: Wed Jul 20, 2016 10:07 pm
by wildgreen1701
That was the problem they showed up in the new game. I really love you mod and glad you updated it to 0.13.
Re: [0.13.x] Bob's Mods: General Discussion
Posted: Wed Jul 20, 2016 11:13 pm
by bobingabout
Okay, all known bugs should now be fixed.
Feel free to report any new ones.
Inserters 0.13.3:
* Fixed entity.valid check (game could crash if the entity became invalid while the GUI was open)
Logistics 0.13.7:
* Added a migration script to fix the issue of some inserters being disabled when not supposed to be.
* changed inserters order slightly.
Re: [0.13.x] Bob's Mods: General Discussion
Posted: Thu Jul 21, 2016 10:53 am
by SpazTazTic
Dear Mr Bob
Gotta Say I love the mods you have made bobby, in fact playing in vanilla is a thing of the past for me these days, Ok to the point now, so maybe I've missed something but why are the different types of long handed inserters been removed are/will they come back, If so Im just wondering why this has happened in 0.13.6 update, I do how ever have to replace and re-design a large portion of my Mega Base, not a big issue part of factorio life, as said before I love to understand why, EDIT: WOW Im a dumbass sometimes but happy i figured this out on my own though, So I forgot about when you shift click you can adjust the pick up and drop off points with the inserter, I do love this way of setting up, now to spend a few days updating the factory
