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Re: [MOD 0.14.x] Bottleneck

Posted: Mon May 29, 2017 5:56 pm
by trold
The hotkey is back in 0.8.1. I've settled on SHIFT+ALT_L.

Edit: I can't spell...

Re: [MOD 0.14.x] Bottleneck

Posted: Mon May 29, 2017 6:12 pm
by japz
Did you leave a debug print statement in the last update by any chance? The game is now spamming the chat with ticks :)

local function on_tick()
game.print("tick")

-edit-
I see it's not in the version on github, but it was in the 0.8.1 zip I just updated to through the mods menu

Re: [MOD 0.14.x] Bottleneck

Posted: Mon May 29, 2017 6:19 pm
by YookoS
With the current version, i got a permanent "tick" in my console.
I guess you forget to remove the game.print("tick"); line in the control.lua ;)

Re: [MOD 0.14.x] Bottleneck

Posted: Mon May 29, 2017 7:21 pm
by steinio
YookoS wrote:With the current version, i got a permanent "tick" in my console.
I guess you forget to remove the game.print("tick"); line in the control.lua ;)
Thanks for the hint. I would had searched hours to find the culprit mod.

Re: [MOD 0.14.x] Bottleneck

Posted: Mon May 29, 2017 7:53 pm
by trold
Ooops... Spamming removed in 0.8.2.

Re: [MOD 0.14.x] Bottleneck

Posted: Thu Jun 01, 2017 7:42 am
by Zombo
Any idea why this mod "Bottleneck Logistics by Nexela" links to this forum thread? I mean they are very similar, but have different authors? Thanks for clarification.
https://mods.factorio.com/mods/Nexela/B ... kLogistics

Re: [MOD 0.14.x] Bottleneck

Posted: Thu Jun 01, 2017 6:04 pm
by Nexela
Because Bottleneck logistics requires bottleneck. And the author is probably to lazy to create his own forum post.

Re: [MOD 0.14.x] Bottleneck

Posted: Sat Jun 03, 2017 2:34 pm
by MasterBuilder
Minor issue: Bottleneck shows yellow instead of red for mining drills [above uranium] that have no sulfur.

Re: [MOD 0.14.x] Bottleneck

Posted: Mon Jun 05, 2017 2:00 pm
by trold
MasterBuilder wrote:Minor issue: Bottleneck shows yellow instead of red for mining drills [above uranium] that have no sulfur.
Thanks :) Fixed in 0.8.5.

A new bug has appeared: the default values for the lights are ignored when starting a new game, so all lights start out as green in the settings menu. I don't know how to fix this without rolling back the new feature of customizable lights or starting the mod in an inconsistent state relative to the settings menu. Workaround is to set the desired colors every time you start a new game.

Re: [MOD 0.14.x] Bottleneck

Posted: Thu Aug 10, 2017 11:46 am
by DRY411S
Minor issue: Bottleneck shows yellow instead of red for refineries performing coal liquefaction, but which don't have enough steam.

Re: [MOD 0.14.x] Bottleneck

Posted: Tue Aug 15, 2017 6:39 am
by KingSloth
Is there a way to make this compatible with the Wear and Tear mod? I just noticed it's not showing lights on the Aging and Old machine variations it adds. I do not know anything about modding Factorio so I don't want to go poking around the mod files.

Re: [MOD 0.14.x] Bottleneck

Posted: Tue Aug 15, 2017 7:42 am
by Nexela
It should be as simple as withers raising the on_built_entity event when he switches out the entities.

I thought there was a remote API to build the signal but I was wrong :(

Re: [MOD 0.14.x] Bottleneck

Posted: Fri Sep 15, 2017 3:29 am
by Tyrindor
Man this is such a nice mod, but it's the first thing to go if UPS issues start happening. Looking at my debug console, it uses close to 20-25% of the overall resources when enabled, which goes to 0% when I hit the toggle off hotkey.

Here's hoping 0.16 brings enough optimizations that UPS issues in megabases will be less of a problem.

Re: [MOD 0.14.x] Bottleneck

Posted: Fri Dec 15, 2017 5:23 pm
by herkalurk
Wondering if you could update to be compatible with .16 release?

Re: [MOD 0.14.x] Bottleneck

Posted: Fri Dec 15, 2017 8:03 pm
by trold
I have released the 0.16 compatibility fix. The same release also contains reworked logic for how the state is computed. I had noticed that really fast machines would show up as yellow for a tick every cycle, and the new release fixes this. It might also fix the issue with coal liquifaction, but I haven't had the time to test it.

Re: [MOD 0.14.x] Bottleneck

Posted: Tue Mar 20, 2018 3:59 am
by credomane
Nexela wrote:Because Bottleneck logistics requires bottleneck. And the author is probably to lazy to create his own forum post.
But...but...This forum thread is created by trold the maintainer of Bottleneck. You are the maintainer of Bottleneck Logistics. Were you talking about yourself there? I'm confused.

Anywho, you plan on updating Bottleneck Logistics soonish for 0.16? I miss it.



[edit]
And I necro'd a year old thread. *Sigh* I should really read the last post date before replying.

Re: [MOD 0.14.x] Bottleneck

Posted: Tue Mar 20, 2018 11:10 pm
by Nexela
Well Sort of relevant. Should be fairly trivial to update, I will look into it this weekend.

Re: [MOD 0.14.x] Bottleneck

Posted: Mon Jun 18, 2018 4:48 pm
by mk-fg
Thank you for providing a blue option, it's very hard for me to tell yellow and green used here apart.
And pretty sure in dark conditions they're almost indistinguishable even to a color sampler tool in gimp.
shot-2018-06-18_21-00-20.jpg
shot-2018-06-18_21-00-20.jpg (69.07 KiB) Viewed 8502 times

Re: [MOD 0.14.x] Bottleneck

Posted: Wed Aug 22, 2018 12:41 pm
by nuhll
Really really really great mod, using it since it came out.

Could you maybe add some functionality out of another mod? I think it would be a great addition to your mod (i ask bc the dev of the mod is no longer playin factorio, and his mod is partly broken)

https://mods.factorio.com/mod/EfficienSee

I really like the "show dots on map" feature, also the table with statistics would be nice.

Re: [MOD 0.14.x] Bottleneck

Posted: Tue Oct 16, 2018 12:49 pm
by Salty Wagyu
Oil Refineries are showing yellow instead of red for coal liquefaction when short of coal:

Image

I have also tested with vanilla Oil Refinery as I thought it was an issue with Factorio Extended Plus buildings at first, but doesn't seem to be the case.