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Re: [0.11.x][v0.1.6] Bob's Logistics mod

Posted: Mon Mar 30, 2015 5:30 pm
by bobingabout
kinnom wrote:regular cargo wagons already have 30 slots in 0.11.18+.

there went my 80 invar.
I wish they'd stop messing around with that x3
This is the second time they've increased the cargo capacity of the cargo wagon.

I'll make a note of it for next update.

Re: [0.11.x][v0.1.6] Bob's Logistics mod

Posted: Sat Apr 04, 2015 6:33 pm
by DRE
What is the difference between fast far handed inserter and fast long handed inserter?

Also fast inserter and fast near handed inserter, they are same.

Re: [0.11.x][v0.1.6] Bob's Logistics mod

Posted: Sat Apr 04, 2015 11:59 pm
by bobingabout
the difference is the position on the belt it places things.
Far and Long both do a 2 space, where Near and Normal both do a 1 space.
Far and Near place on the near side of the belt (far being near side 2 places away, being far compared to a normal inserter)
Normal and Long handed inserters place on the far side of the belt.

Re: [0.11.x][v0.1.6] Bob's Logistics mod

Posted: Thu Apr 09, 2015 5:23 pm
by aklesey1
Bibingabout, can you make option to enable and disable storage tanks in config.lua, because there are some conflict with dytech machine mod recipies and in technology tree too - it uses cobalt, tungsten, frames and rotors for storage tanks, and in the game cause some confusion

Re: [0.11.x][v0.1.6] Bob's Logistics mod

Posted: Sun Apr 12, 2015 6:11 am
by safan
bobingabout wrote:
kinnom wrote:regular cargo wagons already have 30 slots in 0.11.18+.

there went my 80 invar.
I wish they'd stop messing around with that x3
This is the second time they've increased the cargo capacity of the cargo wagon.

I'll make a note of it for next update.
May i suggest different tiers of cargo wagons, and reducing the capacity of the first available wagons.

I also have problems feeding and exporting from assembler 3 and up on belts: even the express inserters can't keep up. Might need an even faster one, of better even one that can grap or insert 5 or more at the same time from a belt.

Other thing that i miss is a faster smart inserter.

I'm not using the in, near etc inserters myself.

Re: [0.11.x][v0.1.6] Bob's Logistics mod

Posted: Mon Apr 20, 2015 5:56 pm
by kinnom
safan wrote: I also have problems feeding and exporting from assembler 3 and up on belts: even the express inserters can't keep up. Might need an even faster one, of better even one that can grap or insert 5 or more at the same time from a belt..
try a combo of long and normal to long inserters.

Re: [0.11.x][v0.1.6] Bob's Logistics mod

Posted: Mon Apr 20, 2015 6:31 pm
by bobingabout
Yeah, there's an idea. place the belt/chest 2 tiles away from the factory instead of 1, then place a short to long inserter next to the belt, followed by a long, or long to short inserter next to the machine. Both should then grab from the same belt and feed the machine.

you can then feed upto 6 inserters from the same belt on one side.

if you have 2 belts on a side, you can still feed 3 from each belt if you place them 3 and 4 tiles away (Gap of 2) and place 6 long inserters there feeding the machine, the one closer to the belt will grab from the furthest belt, where the one closer to the machine will grab from the closer belt.

Re: [0.11.x][v0.1.6] Bob's Logistics mod

Posted: Thu May 07, 2015 7:08 pm
by orzelek
I noticed that there are a lot of different pipe types in the mod.
There is no information tho about differences between them except hp.

Would you consider adding capacity and underground ranges to them in descriptions?
(And maybe re-balance some of those - some of values in data seem strange)

Re: [0.11.x][v0.1.6] Bob's Logistics mod

Posted: Fri May 08, 2015 12:46 am
by bobingabout
strange how?

Re: [0.11.x][v0.1.6] Bob's Logistics mod

Posted: Fri May 08, 2015 1:02 am
by orzelek
bobingabout wrote:strange how?
Some of seemingly more costly ones (ceramic I think) have capacity of 5 units for example. It might be by design - not sure what was the goal for those additional pipes.

Re: [0.11.x][v0.1.6] Bob's Logistics mod

Posted: Fri May 08, 2015 1:28 am
by callmewoof
orzelek wrote:I noticed that there are a lot of different pipe types in the mod.
There is no information tho about differences between them except hp.

Would you consider adding capacity and underground ranges to them in descriptions?
(And maybe re-balance some of those - some of values in data seem strange)
Yeah, if nothing else, could you please give the underground range on them? At first I didn't even know they were longer, and then it became some kind of mysterious guess work on what pipe was what length.

Re: [0.11.x][v0.1.6] Bob's Logistics mod

Posted: Fri May 08, 2015 1:40 am
by Degraine
Pipe info is in the first post of the MCI thread, at least for now. So you'll be able to see the pattern he used.

Re: [0.11.x][v0.1.6] Bob's Logistics mod

Posted: Fri May 08, 2015 3:59 am
by callmewoof
Degraine wrote:Pipe info is in the first post of the MCI thread, at least for now. So you'll be able to see the pattern he used.
Thank you! I didn't notice that before. Heck, just yesterday, I found out that you can pause the game (not the escape key, but actual pause! I've owned this game for 1+ year now...)

Re: [0.11.x][v0.1.6] Bob's Logistics mod

Posted: Fri May 08, 2015 4:04 pm
by bobingabout
callmewoof wrote:
Degraine wrote:Pipe info is in the first post of the MCI thread, at least for now. So you'll be able to see the pattern he used.
Thank you! I didn't notice that before. Heck, just yesterday, I found out that you can pause the game (not the escape key, but actual pause! I've owned this game for 1+ year now...)

I knew about the pause button, don't really use it though.

When I'm not on my tablet i'll try to remember to copy the info on the MCI topic to here. I'll still add tooltips though for next release. Next release might not be untill 0.12 though.

Re: [0.11.x][v0.1.6] Bob's Logistics mod

Posted: Wed May 27, 2015 6:27 am
by Buggi
There seems to be a bug with the green and purple versions of the underground belts. Most of the time neither worked. Sometimes they allowed one lane of items through.

I managed to find they worked when going horizontal from left to right, although this wasn't 100% either. I haven't looked into the code at all as to why they don't work, but I thought I should post about it here.

Re: [0.11.x][v0.1.6] Bob's Logistics mod

Posted: Wed May 27, 2015 9:20 am
by UberWaffe
Buggi wrote:There seems to be a bug with the green and purple versions of the underground belts. Most of the time neither worked. Sometimes they allowed one lane of items through.

I managed to find they worked when going horizontal from left to right, although this wasn't 100% either. I haven't looked into the code at all as to why they don't work, but I thought I should post about it here.
I've had the same issue, but forgot to post about it. I suspect it may have something to do with:

Code: Select all

distance_to_enter = 0.35
being too low a value for higher speeds, but I have yet to run tests on it.

Re: [0.11.x][v0.1.6] Bob's Logistics mod

Posted: Wed May 27, 2015 12:12 pm
by bobingabout
UberWaffe wrote:
Buggi wrote:There seems to be a bug with the green and purple versions of the underground belts. Most of the time neither worked. Sometimes they allowed one lane of items through.

I managed to find they worked when going horizontal from left to right, although this wasn't 100% either. I haven't looked into the code at all as to why they don't work, but I thought I should post about it here.
I've had the same issue, but forgot to post about it. I suspect it may have something to do with:

Code: Select all

distance_to_enter = 0.35
being too low a value for higher speeds, but I have yet to run tests on it.

I forgot all about this. This is a topic that was previously discussed, it seems setting the distance_to_enter tag to 0.5 should fix the problem.

Re: [0.11.x][v0.1.6] Bob's Logistics mod

Posted: Wed May 27, 2015 9:15 pm
by Buggi
I added Dytech (for no concrete reason other than to complicate my game) and I now get an error that I now know comes from this mod.

The error "Error in assignID, 'brass-pipe' was not recognized id of recipe"
It seems to originate from your boblogistics mod now that Dytech is installed.

Re: [0.11.x][v0.1.6] Bob's Logistics mod

Posted: Thu May 28, 2015 12:00 pm
by bobingabout
Make sure you're using the latest version of Logistics, I'm sure I fixed that already. I'll have to look into it again, there might be some changes to DyTech causing the issue to start up again.

The easiest fix is to install Bob's Metals, Chemicals and Intermediates mod, the mod it was designed to work with.


EDIT: Yeah, I did make a fix for DyTech a while ago, but since then DyTech has changed things, so I need to fix it again. I'll work on it.

Re: [0.11.x][v0.1.7] Bob's Logistics mod

Posted: Thu May 28, 2015 11:11 pm
by bobingabout
v0.1.7 released
* Added DyTech Core to optional dependancies. This should fix the loading crash when using this mod with DyTech, and not BobPlates (MCI)
* Changed underground belt distance to enter from 0.35 to 0.5 to hopefully fix the issues of them not working properly
* Reduced the cost of the Logistic Zone Expander.
* Added some descriptions to the new Pipes.