Page 7 of 37
Re: [0.11.x][v0.1.7] Bob's Logistics mod
Posted: Sun Jun 07, 2015 1:18 pm
by aklesey1
Questions
1) Why u don't using frames and rotors or may be your analogs of these elements - for storage tanks - like in dytech now? its more logical, if we want things to be realistic
Personally I don't mind building up long chains for recipes
Idea with dytech cobalt is really unlucky, not as much as it might seem at first look
Now its offtop, but i sure cobalt plates and cobalt steel from dytech can be used for somewhere in another recipies if u solve to use that
After reading a bit about the cobalt I saw that this material is durable, now i can understand dysoch solution
2)
The reason why I don't use cobalt plates and DyTech does is that I'm using Realistic Cobalt, and he's using Mythical cobalt.
What did u mean when you said mythical? I don't want to argue with you, but I'm curious why you think so
Re: [0.11.x][v0.1.7] Bob's Logistics mod
Posted: Sun Jun 07, 2015 3:11 pm
by Takezu
Rotors and Frames in Tanks are not a bit more real. Ever seen a Oiltank? it's a damn metalsheet cylinder with a circle that floats on the liquid as roof and conections for pipes.
Dytechs intermediats are mainly to raise the effort and price of the endproduct, and in my opinion not seldom unnecessary, like a frame with 15 circuts for a Steelfurnace that itself isn't really much more than a steelpipe under which burns a fire. Why? Can that thing suddenly communicate with earth?
The second thing is, Cobalt is mostly an alloy-element or used as sulfat, oxid and so on in paint, "Cobaltplates" or the Metal itself isn't really use in modern technic.
Re: [0.11.x][v0.1.7] Bob's Logistics mod
Posted: Sun Jun 07, 2015 3:48 pm
by bobingabout
I do plan to add a few extra intermediates to the mining drills, but other than that, I have very few changes planned for building entities.
Re: [0.11.x][v0.1.7] Bob's Logistics mod
Posted: Sun Jun 07, 2015 7:00 pm
by aklesey1
Takezu wrote:Rotors and Frames in Tanks are not a bit more real. Ever seen a Oiltank? it's a damn metalsheet cylinder with a circle that floats on the liquid as roof and conections for pipes.
Dytechs intermediats are mainly to raise the effort and price of the endproduct, and in my opinion not seldom unnecessary, like a frame with 15 circuts for a Steelfurnace that itself isn't really much more than a steelpipe under which burns a fire. Why? Can that thing suddenly communicate with earth?
The second thing is, Cobalt is mostly an alloy-element or used as sulfat, oxid and so on in paint, "Cobaltplates" or the Metal itself isn't really use in modern technic.
Okey thanks for the explanation about cobalt using )))
Re: [0.11.x][v0.1.7] Bob's Logistics mod
Posted: Sun Jun 07, 2015 10:51 pm
by bobingabout
I'm fairly sure I explained the cobalt recently, about how it is an alloy metal, and DyTech's use of it is along the lines of Mythical(Unrealistic) metals, like Mythril, Adamantite, and Unobtainium. it must have been in a different topic.
Re: [0.11.x][v0.1.7] Bob's Logistics mod
Posted: Wed Jun 10, 2015 10:25 pm
by dark angel
uh hi i don't know why but some reason i'm getting bug the recipe id brass-pipe with if i have dytech active i have ur latest version you said witch should fix the problem but it didn't work for me.
Re: [0.11.x][v0.1.7] Bob's Logistics mod
Posted: Thu Jun 11, 2015 2:57 am
by Buggi
I had that same brass-pipe problem.
How I fixed it was thusly:
In migrations\boblogistics_0.1.1.lua:
Code: Select all
-- if force.technologies["zinc-processing"] then
-- if force.technologies["zinc-processing"].researched then
-- force.recipes["brass-pipe"].enabled = true
-- force.recipes["brass-pipe-to-ground"].enabled = true
-- end
-- end
Note the -- for code that is commented out!
And in prototypes\technology-updates.lua:
Code: Select all
if data.raw.technology["lava-smelting-06"] then
table.insert(data.raw.technology["lava-smelting-06"].effects,{type = "unlock-recipe", recipe = "bronze-pipe"})
table.insert(data.raw.technology["lava-smelting-06"].effects,{type = "unlock-recipe", recipe = "bronze-pipe-to-ground"})
-- table.insert(data.raw.technology["lava-smelting-06"].effects,{type = "unlock-recipe", recipe = "brass-pipe"})
-- table.insert(data.raw.technology["lava-smelting-06"].effects,{type = "unlock-recipe", recipe = "brass-pipe-to-ground"})
end
Note the -- commented out lines.
This fixed the issue, although you cannot build brass pipes, there are plenty of other options.

Re: [0.11.x][v0.1.7] Bob's Logistics mod
Posted: Thu Jun 11, 2015 3:53 am
by Takezu
Problem with that is, brass pipe is in one of the MK2 Machines requierd, not being able to build them blocks not only the MK2 it blocks the whole line.
Re: [0.11.x][v0.1.7] Bob's Logistics mod
Posted: Thu Jun 11, 2015 7:31 am
by Buggi
Oh, yeah, I'm not using Dytech machines as Bob adds higher tiers already.
Re: [0.11.x][v0.1.7] Bob's Logistics mod
Posted: Thu Jun 11, 2015 6:18 pm
by bobingabout
If the brass-pipe item doesn't exist, my recipe will try to use something else instead, most likely iron pipe.
I'm going to have to look into this. add more safeguards, change some others...
Re: [0.11.x][v0.1.7] Bob's Logistics mod
Posted: Sun Jun 14, 2015 7:21 pm
by Takezu
I've noticed an oddity with your MK2 and 3 Trains.
Either that or my system is crappy as hell.
I've updatet round about 12 trains form standart vanilla to MK2
and my game update went down from 59 to 50. Checking the f5 debugging shows that the
Entityupdate is significant higher?
I didn't changed the cargos is that part of the problem?
ANd yes i've only changed the trains, thats why i'm wondering
i thought your MK's where only the standart train with more speed an a fuel slot
never thought it would have any kind of impact on the UPS.
Re: [0.11.x][v0.1.7] Bob's Logistics mod
Posted: Tue Jun 16, 2015 6:36 am
by Buggi
Quick question, why didn't you include "Smart" variations of the express inserters? There has been many times I needed them.
Re: [0.11.x][v0.1.7] Bob's Logistics mod
Posted: Tue Jun 16, 2015 8:19 am
by bobingabout
The Express inserters were originally going to be smart, before I realised you can't just place them and have them do their job without setting them up.
The inserters I've already added are enough of a flood that I didn't really want to add more than I already have, so I made it so you basically have the choice between Smarts, or dumb speed.
Re: [0.11.x][v0.1.7] Bob's Logistics mod
Posted: Wed Jun 17, 2015 6:06 am
by killwort
Well, I've a use for express smart inserters too.
Imagine following layout (I use stuff like that as a template for drone construction):
Code: Select all
----- -----
|Ass|<R>|Ass|
|emb|>P<|emb|
|ler|<R>|ler|
----- -----
<> are inserters, P is provider chest, R is requester chest. Provider chest is connected with local wire network to smart inserters putting into it, and smart inserters are limited to put no more than several stacks of product.
When your assemblers are normal (even MK6) smart inserters can keep up with production output, even if you producing, say, iron gears with base rate 1 item/0.5 sec.
However, when you use speed (MK8)/god (MK5) modules output chain becomes the main bottleneck. On input side I put express inserters, as they "know" what assebmler demands and provide good throughput (20 items/sec?), and on the output I'm stuck with smart inserters with 4 items/0.5 sec performance. Assembler MK6 fully fitted with MK5 god modules has speed somewhere around 40 and capable of making something like 100 gears/sec (actually slower, 20-50/sec, as game engine doesn't allow to produce that fast - there would be stoppages caused by input inserters reaction time and assembler production delays).
Re: [0.11.x][v0.1.7] Bob's Logistics mod
Posted: Wed Jun 17, 2015 6:11 am
by Takezu
You could also space the assemblers and the chest one space more out and use smart longhandet and smart long in standart inserter in double row.
doubles your output.
Re: [0.11.x][v0.1.7] Bob's Logistics mod
Posted: Wed Jun 17, 2015 7:28 pm
by bobingabout
Yeah, you can use long, and long in short out inserters to use twice as many inserters on each side. You can also use more than one side of the machine.
Re: [0.11.x][v0.1.7] Bob's Logistics mod
Posted: Fri Jun 19, 2015 10:47 am
by snoopydude
Bob,
I am brand new to your mods. I wanted to know how the robochests are supposed to be used. Is there a wiki for your mods? Thanks for your help. Your mods look really good, both content and graphics. Thanks for making them.

Re: [0.11.x][v0.1.7] Bob's Logistics mod
Posted: Fri Jun 19, 2015 10:51 am
by Takezu
Robochest is like a roboport, but without a Supply an construction area. You can use logistic zone expander to set both areas.
Re: [0.11.x][v0.1.5] Bob's Logistics mod
Posted: Fri Jun 19, 2015 1:09 pm
by factorio
lysmy wrote:Hello,
this happens very often with all kind of materials, ores, plates etc.
sometimes it helps if items are picked manually from tunnel entrance but after a while it could jam again. however if it's first goes through blue tunnel, it normally works with faster tunnels without problems.
factorio 0.11.8
bob's logistics 0.1.5 (and all other bob's mods, latests versions)
thanks for awesome mods!
Re: [0.11.x][v0.1.7] Bob's Logistics mod
Posted: Fri Jun 19, 2015 7:47 pm
by bobingabout
snoopydude wrote:Bob,
I am brand new to your mods. I wanted to know how the robochests are supposed to be used. Is there a wiki for your mods? Thanks for your help. Your mods look really good, both content and graphics. Thanks for making them.

Robochests, one of the few graphics I actually made myself :3
Place them inside an existing robo-logistics zone as defined by a roboport, or Logistic Zone Expander (LZE) and it will link in with the network. Then it basically acts as a robot storage area, with a single charging port. You can store lots more robots in one of these, and is much smaller in size than a full roboport.