[MOD 0.14.x] Bottleneck

Topics and discussion about specific mods
trold
Inserter
Inserter
Posts: 45
Joined: Fri Jul 31, 2015 1:07 pm
Contact:

Re: [MOD 0.14.x] Bottleneck

Post by trold »

The hotkey is back in 0.8.1. I've settled on SHIFT+ALT_L.

Edit: I can't spell...
Last edited by trold on Mon May 29, 2017 7:50 pm, edited 1 time in total.
japz
Manual Inserter
Manual Inserter
Posts: 3
Joined: Mon May 29, 2017 6:10 pm
Contact:

Re: [MOD 0.14.x] Bottleneck

Post 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
YookoS
Burner Inserter
Burner Inserter
Posts: 11
Joined: Tue May 02, 2017 12:42 pm
Contact:

Re: [MOD 0.14.x] Bottleneck

Post 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 ;)
User avatar
steinio
Smart Inserter
Smart Inserter
Posts: 2638
Joined: Sat Mar 12, 2016 4:19 pm
Contact:

Re: [MOD 0.14.x] Bottleneck

Post 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.
Image

Transport Belt Repair Man

View unread Posts
trold
Inserter
Inserter
Posts: 45
Joined: Fri Jul 31, 2015 1:07 pm
Contact:

Re: [MOD 0.14.x] Bottleneck

Post by trold »

Ooops... Spamming removed in 0.8.2.
Zombo
Inserter
Inserter
Posts: 36
Joined: Mon Mar 21, 2016 12:52 pm
Contact:

Re: [MOD 0.14.x] Bottleneck

Post 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
Nexela
Smart Inserter
Smart Inserter
Posts: 1828
Joined: Wed May 25, 2016 11:09 am
Contact:

Re: [MOD 0.14.x] Bottleneck

Post by Nexela »

Because Bottleneck logistics requires bottleneck. And the author is probably to lazy to create his own forum post.
User avatar
MasterBuilder
Filter Inserter
Filter Inserter
Posts: 353
Joined: Sun Nov 23, 2014 1:22 am
Contact:

Re: [MOD 0.14.x] Bottleneck

Post by MasterBuilder »

Minor issue: Bottleneck shows yellow instead of red for mining drills [above uranium] that have no sulfur.
Give a man fire and he'll be warm for a day. Set a man on fire and he'll be warm for the rest of his life.
trold
Inserter
Inserter
Posts: 45
Joined: Fri Jul 31, 2015 1:07 pm
Contact:

Re: [MOD 0.14.x] Bottleneck

Post 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.
User avatar
DRY411S
Filter Inserter
Filter Inserter
Posts: 731
Joined: Sun Mar 13, 2016 9:48 am
Contact:

Re: [MOD 0.14.x] Bottleneck

Post by DRY411S »

Minor issue: Bottleneck shows yellow instead of red for refineries performing coal liquefaction, but which don't have enough steam.
KingSloth
Manual Inserter
Manual Inserter
Posts: 2
Joined: Wed Aug 09, 2017 5:55 pm
Contact:

Re: [MOD 0.14.x] Bottleneck

Post 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.
Nexela
Smart Inserter
Smart Inserter
Posts: 1828
Joined: Wed May 25, 2016 11:09 am
Contact:

Re: [MOD 0.14.x] Bottleneck

Post 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 :(
Tyrindor
Long Handed Inserter
Long Handed Inserter
Posts: 91
Joined: Sun Jul 03, 2016 10:06 am
Contact:

Re: [MOD 0.14.x] Bottleneck

Post 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.
herkalurk
Fast Inserter
Fast Inserter
Posts: 111
Joined: Wed Apr 06, 2016 8:55 pm
Contact:

Re: [MOD 0.14.x] Bottleneck

Post by herkalurk »

Wondering if you could update to be compatible with .16 release?
trold
Inserter
Inserter
Posts: 45
Joined: Fri Jul 31, 2015 1:07 pm
Contact:

Re: [MOD 0.14.x] Bottleneck

Post 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.
credomane
Filter Inserter
Filter Inserter
Posts: 307
Joined: Tue Apr 12, 2016 6:21 pm
Contact:

Re: [MOD 0.14.x] Bottleneck

Post 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.
Nexela
Smart Inserter
Smart Inserter
Posts: 1828
Joined: Wed May 25, 2016 11:09 am
Contact:

Re: [MOD 0.14.x] Bottleneck

Post by Nexela »

Well Sort of relevant. Should be fairly trivial to update, I will look into it this weekend.
mk-fg
Long Handed Inserter
Long Handed Inserter
Posts: 69
Joined: Wed May 30, 2018 11:01 am
Contact:

Re: [MOD 0.14.x] Bottleneck

Post 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 7668 times
nuhll
Filter Inserter
Filter Inserter
Posts: 946
Joined: Mon Apr 04, 2016 9:48 pm
Contact:

Re: [MOD 0.14.x] Bottleneck

Post 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.
Salty Wagyu
Inserter
Inserter
Posts: 24
Joined: Thu Sep 21, 2017 10:37 am
Contact:

Re: [MOD 0.14.x] Bottleneck

Post 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.
Post Reply

Return to “Mods”