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				Re: [0.11.x][v0.1.5] Bob's Logistics mod
				Posted: Thu Jan 15, 2015 5:26 pm
				by bobingabout
				cpy wrote:0.11.11 Fixed the problem of train occasionally losing path when moving fast.
There they fixed it for you! 

 
Awesome. I thought it might when they said they were going to re-write how signals work. I don't even have that version yet.
 
			
					
				Re: [0.11.x][v0.1.5] Bob's Logistics mod
				Posted: Sat Jan 24, 2015 6:38 am
				by SHiRKiT
				I think you have something wrong on the pipes. Copper pipe has a maximum pressure of 5, iron of 10, stone of 20, but steel pipe also has only 10?
			 
			
					
				Re: [0.11.x][v0.1.5] Bob's Logistics mod
				Posted: Sat Jan 24, 2015 10:46 am
				by Degraine
				The pipe information is still in the MCI thread (since custom pipes haven't been moved over yet). Steel pipe is in the same capacity as iron, so it has 10, like iron. Copper and stone are small and large pipes, respectively.
			 
			
					
				Re: [0.11.x][v0.1.5] Bob's Logistics mod
				Posted: Sat Jan 24, 2015 1:17 pm
				by SHiRKiT
				Degraine wrote:The pipe information is still in the MCI thread (since custom pipes haven't been moved over yet). Steel pipe is in the same capacity as iron, so it has 10, like iron. Copper and stone are small and large pipes, respectively.
Yeah but Steel pipe costs double, not to mention that steel pipe-to-ground costs more than double, for the exact same result. It's just strange, thought it was not intended.
Edit: Well, to be honest, they have different color and goes underground further.
 
			
					
				Re: [0.11.x][v0.1.5] Bob's Logistics mod
				Posted: Sat Jan 24, 2015 9:37 pm
				by bobingabout
				SHiRKiT wrote:Degraine wrote:The pipe information is still in the MCI thread (since custom pipes haven't been moved over yet). Steel pipe is in the same capacity as iron, so it has 10, like iron. Copper and stone are small and large pipes, respectively.
Yeah but Steel pipe costs double, not to mention that steel pipe-to-ground costs more than double, for the exact same result. It's just strange, thought it was not intended.
Edit: Well, to be honest, they have different color and goes underground further.
 
and has more health too, don't forget the health thing.
 
			
					
				Re: [0.11.x][v0.1.5] Bob's Logistics mod
				Posted: Sun Jan 25, 2015 2:09 am
				by SHiRKiT
				bobingabout wrote:SHiRKiT wrote:Degraine wrote:The pipe information is still in the MCI thread (since custom pipes haven't been moved over yet). Steel pipe is in the same capacity as iron, so it has 10, like iron. Copper and stone are small and large pipes, respectively.
Yeah but Steel pipe costs double, not to mention that steel pipe-to-ground costs more than double, for the exact same result. It's just strange, thought it was not intended.
Edit: Well, to be honest, they have different color and goes underground further.
 
and has more health too, don't forget the health thing.
 
Health on pipes? ...........
 
			
					
				Re: [0.11.x][v0.1.5] Bob's Logistics mod
				Posted: Sun Jan 25, 2015 2:23 pm
				by bobingabout
				SHiRKiT wrote:bobingabout wrote:SHiRKiT wrote:Degraine wrote:The pipe information is still in the MCI thread (since custom pipes haven't been moved over yet). Steel pipe is in the same capacity as iron, so it has 10, like iron. Copper and stone are small and large pipes, respectively.
Yeah but Steel pipe costs double, not to mention that steel pipe-to-ground costs more than double, for the exact same result. It's just strange, thought it was not intended.
Edit: Well, to be honest, they have different color and goes underground further.
 
and has more health too, don't forget the health thing.
 
Health on pipes? ...........
 
all entities have health, this determines how much a biter has to chew on it, how many shots from your shotgun it can withstand, or how hard you hit it with the tank/car before it breaks.
 
			
					
				Re: [0.11.x][v0.1.5] Bob's Logistics mod
				Posted: Mon Jan 26, 2015 12:13 am
				by LordFedora
				I know what you ment but I can't stop imagining a steam punk bitter...
			 
			
					
				Re: [0.11.x][v0.1.5] Bob's Logistics mod
				Posted: Mon Jan 26, 2015 3:27 pm
				by bobingabout
				LordFedora wrote:I know what you ment but I can't stop imagining a steam punk bitter...
All entities have pipes... yeah, when I re-read that, I was imagining a biter with a pipe, monacle and top hat.
I edited my post to be correct now.
 
			
					
				Re: [0.11.x][v0.1.5] Bob's Logistics mod
				Posted: Mon Jan 26, 2015 7:10 pm
				by SHiRKiT
				I'd suggest the a rebalance of the modular roboports. For example, the MK1 zone expander is a 30x30 area, which gives us 900 blocks/squared of coverage. The vanilla Roboport gives us 50x50, which means 2500 blocks/squared of coverage. Roboport's components are: Steel, Iron Gear Wheels and Electronic Circuits. The gear wheels and steel are the easiest material to produce, costing 180 iron ore. They are easy to produce and requires almost no complexity. The Electronic Boards on the other hand are the most complex product, requiring a whole chain of production for a single board, combining a lot of assembling machines and various kinds of resources together. But to produce the zone expander you require only 66% of the boards required for the Roboport, but only giving 36% of area coverage. Although I don't think it should cost 36% of the circuits required, since sometimes you only want to expand in straight line, I don't see it's fair to cost 66% of the circuits required.
Well, that's only my opinion anyways.
			 
			
					
				Re: [0.11.x][v0.1.5] Bob's Logistics mod
				Posted: Wed Jan 28, 2015 6:32 pm
				by aklesey1
				Question about storage tanks
In new Dytech we have now 2 technologies for storage tnaks - 1 from your mod and 1 from dytech, but dytech uese ypur storage tnaks recipies for last mk5 storgae tnaks so that's technolog is parent for dytech - can you adapt this technology so we could see only dytech in the end of the list? i think it's not a problem becauses as i said before dytech storage tanks from mk1 to mk4 uses your recipies and his technology had different name and icon
			 
			
					
				Re: [0.11.x][v0.1.5] Bob's Logistics mod
				Posted: Wed Jan 28, 2015 7:24 pm
				by bobingabout
				SHiRKiT wrote:I'd suggest the a rebalance of the modular roboports. For example, the MK1 zone expander is a 30x30 area, which gives us 900 blocks/squared of coverage. The vanilla Roboport gives us 50x50, which means 2500 blocks/squared of coverage. Roboport's components are: Steel, Iron Gear Wheels and Electronic Circuits. The gear wheels and steel are the easiest material to produce, costing 180 iron ore. They are easy to produce and requires almost no complexity. The Electronic Boards on the other hand are the most complex product, requiring a whole chain of production for a single board, combining a lot of assembling machines and various kinds of resources together. But to produce the zone expander you require only 66% of the boards required for the Roboport, but only giving 36% of area coverage. Although I don't think it should cost 36% of the circuits required, since sometimes you only want to expand in straight line, I don't see it's fair to cost 66% of the circuits required.
Well, that's only my opinion anyways.
when I'm modding again, I'll look into it. I'll take a note.
aklesey1 wrote:Question about storage tanks
In new Dytech we have now 2 technologies for storage tnaks - 1 from your mod and 1 from dytech, but dytech uese ypur storage tnaks recipies for last mk5 storgae tnaks so that's technolog is parent for dytech - can you adapt this technology so we could see only dytech in the end of the list? i think it's not a problem becauses as i said before dytech storage tanks from mk1 to mk4 uses your recipies and his technology had different name and icon
I don't know if that's my fault of his, but it sounds like we're both using the same name for the storage tanks...
 
			
					
				Re: [0.11.x][v0.1.5] Bob's Logistics mod
				Posted: Thu Jan 29, 2015 8:58 am
				by aklesey1
				I don't know if that's my fault of his, but it sounds like we're both using the same name for the storage tanks...
For the first time the ability to upgrade appeared in Dytech logistics and dysoch  demonstrated respect to you and did storage did storgae mk5 technology as parent to your technology and used your recipies with titan, inver nad nitiniol
So you can demonstrate respect to him and use past dytech logistics technology - simople we have 2 brange of storage tanks technologies  
 
 
The solution - dytech technogy must replace yours as it now with assemblers where your technology replaces his, all easy i think
 
			
					
				Re: [0.11.x][v0.1.5] Bob's Logistics mod
				Posted: Thu Jan 29, 2015 7:47 pm
				by bobingabout
				aklesey1 wrote:I don't know if that's my fault of his, but it sounds like we're both using the same name for the storage tanks...
For the first time the ability to upgrade appeared in Dytech logistics and dysoch  demonstrated respect to you and did storage did storgae mk5 technology as parent to your technology and used your recipies with titan, inver nad nitiniol
So you can demonstrate respect to him and use past dytech logistics technology - simople we have 2 brange of storage tanks technologies  
 
 
The solution - dytech technogy must replace yours as it now with assemblers where your technology replaces his, all easy i think
 
All I can promice is that I'll look into it when I look into modding next.
 
			
					
				Re: [0.11.x][v0.1.5] Bob's Logistics mod
				Posted: Mon Feb 02, 2015 4:08 pm
				by SHiRKiT
				If you want I can just do the maths and put out the numbers for you, so you are not overloaded with stuff. You have already a pretty big mod on your hands.
			 
			
					
				Re: [0.11.x][v0.1.5] Bob's Logistics mod
				Posted: Thu Feb 12, 2015 4:44 pm
				by SHiRKiT
				Express Near Inserter, Express Far Inserter and Express Long Inserter can all skip the requirement of Titanium, which the basic Express Inserter requires.
			 
			
					
				Re: [0.11.x][v0.1.5] Bob's Logistics mod
				Posted: Fri Feb 13, 2015 12:09 am
				by bobingabout
				SHiRKiT wrote:Express Near Inserter, Express Far Inserter and Express Long Inserter can all skip the requirement of Titanium, which the basic Express Inserter requires.
I don't see how... the recipe for the derivative types should be exactly the same as the basic, except the type of inserter as an ingedient is closer to its range from the fast varients, which also cost the same as the original.
As for research, it should require the purple inserter to be researched before you can research the derivatives of the purple inserter.
So, I don't see where it could be skipping over "the requirement of Titanium". Can you be more specific?
is it possible that you've enabled the extended array of inserters after playing for a while, and the game hasn't properly built the Dynamic recipe properly?
 
			
					
				Re: [0.11.x][v0.1.5] Bob's Logistics mod
				Posted: Sat Feb 14, 2015 7:09 pm
				by SHiRKiT
				See for yourself. I can build those without the need for a Express Inserter:
https://dl.dropboxusercontent.com/u/327 ... s/bob1.png
https://dl.dropboxusercontent.com/u/327 ... s/bob2.png
https://dl.dropboxusercontent.com/u/327 ... s/bob3.png
Edited by bobingabout: I've seen them, they're a bandwidth killer, so I changed them to links.
 
			
					
				Re: [0.11.x][v0.1.6] Bob's Logistics mod
				Posted: Sat Feb 14, 2015 10:57 pm
				by bobingabout
				Okay, I had a deeper look into your problem, and I'm fairly sure I've fixed it now:
v0.1.6
*Fix for (Purple) Express Inserter's Near, Far and Long varient missing some recipe ingredients.
			 
			
					
				Re: [0.11.x][v0.1.6] Bob's Logistics mod
				Posted: Mon Mar 30, 2015 4:03 pm
				by kinnom
				regular cargo wagons already have 30 slots in 0.11.18+.
there went my 80 invar.