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Re: [0.12.x][v0.12.9] Bob's Logistics mod
Posted: Thu Jun 09, 2016 3:30 am
by iamwyza
Have you considered adding a personal roboport mk2/mk3 that lets you use more bots per port?
Re: [0.12.x][v0.12.9] Bob's Logistics mod
Posted: Thu Jun 09, 2016 7:51 am
by bobingabout
Actually, that keeps slipping my mind. It was added to the game after I added all the rest of the equipment. It's definitely something I could look into adding though.
Re: [0.12.x][v0.12.9] Bob's Logistics mod
Posted: Thu Jun 09, 2016 4:26 pm
by iamwyza
bobingabout wrote:Actually, that keeps slipping my mind. It was added to the game after I added all the rest of the equipment. It's definitely something I could look into adding though.
Thanks for the consideration! Being able to descend on a forest like a swarm of locusts is nice to do on the move.
Re: [0.12.x][v0.12.9] Bob's Logistics mod
Posted: Thu Jun 09, 2016 5:02 pm
by TheSAguy
Not sure if this has been reported. The one way valve seems to be in an odd location. Should it not be part of the pipes.

Re: [0.12.x][v0.12.9] Bob's Logistics mod
Posted: Thu Jun 09, 2016 10:59 pm
by bobingabout
When you look at it like that it does seem to have a strange location, however, that is not how it apears in my mod by default.
The Valve is on the category "energy-pipe-distribution", which is not only the same as the power poles, medium power poles, big power poles, AND substations, but ALSO the same group (And this is where it makes sense(Also, you only have 3? my mod goes to MK4)) as the small pumps. Also fairly sure that this is the group the base game pipe is on.
Looking at it's location though, at the end of the line, it's possible that the pumps are supposed to be on the same line too, but it overflows right at that point. (Valve comes first, it's the weakest pump... because it doesn't pump!)
You must have another mod installed that moved the substations, which caused that strange line-break.
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Posted: Mon Jun 27, 2016 6:44 pm
by alficles
So, most mods have only moderate changes in 0.13, but 0.13 brings semantic changes to the inserters that may require rebalancing.
What's the plan in 0.13? The modules make higher speed inserters nearly mandatory, but the stack nerf is going to seriously hit the express inserter, which will significantly hurt the performance of top end electronics and module production.
I'm also a bit concerned about how the mass inserter will work by default with assemblers. It doesn't move unless it's full, so it only moves 12 items at once. That means that if an assembler only needs 6 or fewer of a particular item (depending on the overfill allowance), the mass inserter isn't usable for it, I think. This isn't a huge issue for vanilla, but insertion speed is very often (usually, I'd say, near the end of the game) for electronics production.
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Posted: Mon Jun 27, 2016 7:16 pm
by bobingabout
I guess we wait and see. experiment before we come up with a solution.
Step one: make it work with 0.13.
Step two: Add is new functionallity, like circuit wire connections.
Step three: review.
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Posted: Mon Jun 27, 2016 8:06 pm
by alficles
Apparently, I skipped step 0, wait for release to verify that a problem exists.
The stack size research will affect all types of inserters, with technology increasing the stack size capacity, and only intermittent levels increasing general inserter levels.
Looks like the base inserters still get the normal bonus. Still, you'll have an opportunity to add an express stack inserter, for incredible train loading.

Re: [0.12.x][v0.12.10] Bob's Logistics mod
Posted: Mon Jun 27, 2016 8:15 pm
by aklesey1
bobingabout wrote:I guess we wait and see. experiment before we come up with a solution.
Step one: make it work with 0.13.
Step two: Add is new functionallity, like circuit wire connections.
Step three: review.
Good ideas Bobingabout, so first i'll play vanilla to see how new circuit system works
I see now some new version of inserters so i think u need to remake many of ur inserters - because we new inserters which uses stack bonuses with belts - its some sad that we'll need close and not close pickup and put inseters, i think devs can made this option for inserters? may be someone can make this simple mod to switch inserters to another condition
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Posted: Mon Jun 27, 2016 8:42 pm
by bobingabout
aklesey1 wrote:bobingabout wrote:I guess we wait and see. experiment before we come up with a solution.
Step one: make it work with 0.13.
Step two: Add is new functionallity, like circuit wire connections.
Step three: review.
Good ideas Bobingabout, so first i'll play vanilla to see how new circuit system works
I see now some new version of inserters so i think u need to remake many of ur inserters - because we new inserters which uses stack bonuses with belts - its some sad that we'll need close and not close pickup and put inseters, i think devs can made this option for inserters? may be someone can make this simple mod to switch inserters to another condition
Still on step 1 right now.
progress so far:
library mod working
clock mod working, discovered an error in clock mod that will probably haunt me because of a change in how game.players[] works, likely causing all my migration scripts to have broken.
techsave mod working.
enemies working. whole map is covered with worms. issue fixed (looked at base game version, copied the function call to my mod)
ores mod working, ores cover whole map.... currently still working on said issue, which actually exists in the library mod too. currently decyphering what I need to change.
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Posted: Mon Jun 27, 2016 9:43 pm
by madtulip
Great work and thanks a lot for investing the time bob! I`ll wait to play 0.13 until your stuff is updated.
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Posted: Mon Jun 27, 2016 9:45 pm
by alficles
Aye. I'm crossing my fingers for something quick.

Vanilla seems so... vanilla once you've bobbed about.

Re: [0.12.x][v0.12.10] Bob's Logistics mod
Posted: Mon Jun 27, 2016 9:47 pm
by bobingabout
Making the ores work was a real pain, I'm finally past that stage now and moving forward.
The spawn rates for my ores might feel strange for a while, but I'll have to look at it again after everything is working.
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Posted: Mon Jun 27, 2016 10:37 pm
by alficles
Excellent! Spawn rates are tricky to nail down, at best. The combination of subjectivity and randomness does not make for an easy evaluation.
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Posted: Mon Jun 27, 2016 11:20 pm
by Neemys
alficles wrote:[...]
I'm also a bit concerned about how the mass inserter will work by default with assemblers. It doesn't move unless it's full, so it only moves 12 items at once. That means that if an assembler only needs 6 or fewer of a particular item (depending on the overfill allowance), the mass inserter isn't usable for it, I think. This isn't a huge issue for vanilla, but insertion speed is very often (usually, I'd say, near the end of the game) for electronics production.
A dev has stated that they can insert over the max capacity of an assembly machine. We will see if it is the case

Re: [0.12.x][v0.12.10] Bob's Logistics mod
Posted: Wed Jun 29, 2016 3:48 pm
by biliskner25
Mod cannot load in 0.13.1 without adding reversing_power_modifier to the locomotive defines in train.lua
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Posted: Wed Jun 29, 2016 4:05 pm
by Bizobinator
biliskner25 wrote:Mod cannot load in 0.13.1 without adding reversing_power_modifier to the locomotive defines in train.lua
I have the same problem with the 0.13.1 update. I get a CTD error on load-up:
" Error while loading entity prototype "diesel-locomotive-2" (locomotive): No such node (reversing_power_modifier)
Modifications: boblogistics
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Posted: Wed Jun 29, 2016 5:51 pm
by bobingabout
Working on the fix right now.
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Posted: Sat Jul 02, 2016 12:23 am
by Bizobinator
Are the stack inserters still in your mods? Or, did they get removed

?
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Posted: Sat Jul 02, 2016 12:18 pm
by bobingabout
Bizobinator wrote:Are the stack inserters still in your mods? Or, did they get removed

?
The new stack inserters added in 0.13 are untouched by my mods.