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Re: [0.12.x][v0.12.7] Bob's Logistics mod
Posted: Tue Mar 22, 2016 5:29 pm
by Laevras
Ok thx for the informations, i'll look on the others forum's mods too.
Here is a list of my mods installed as you ask
air-filtering_0.3.1
bobassembly_0.12.7
bobconfig_0.12.2
bobelectronics_0.12.6
bobenemies_0.12.6
boblibrary_0.12.3
bobmining_0.12.3
bobmodules_0.12.9
bobores_0.12.7
bobplates_0.12.10
bobpower_0.12.6
bobtech_0.12.4
bobwarfare_0.12.9
Crafted Artifacts_1.2.2
hardCrafting_0.3.3
marathon_1.0.0 (disabled yesterday for a kick advance in tech tree to check my translations)
Treefarm-Lite_0.3.2
WaiTex_1.0.0
Re: [0.12.x][v0.12.7] Bob's Logistics mod
Posted: Wed Mar 23, 2016 9:07 pm
by pieppiep
I've found the problem, it's in the HardCrafting mod.
The cargo-wagon-2 has an inventory_size = 45 that gets divided by 2 in the HardCrafting mod.
This results in a non integer value.
The fix for now is to extract the HardCrafting mod and edit the file in the folder prototypes with the name easier-but-more-trains.lua
Replace
-- enforce Smaller inventory for trains
for name,table in pairs(data.raw["cargo-wagon"]) do
table.inventory_size = table.inventory_size / 2
table.weight = table.weight / 2
end
with
-- enforce Smaller inventory for trains
for name,table in pairs(data.raw["cargo-wagon"]) do
table.inventory_size = math.ceil(table.inventory_size / 2)
table.weight = math.ceil(table.weight / 2)
end
Save the file.
I removed the zip file also, I don't know what factorio does if it finds a mod in both folder and zip form.
I'll post this info also in the HardCrafting thread.
Re: [0.12.x][v0.12.7] Bob's Logistics mod
Posted: Wed Mar 23, 2016 9:30 pm
by bobingabout
pieppiep wrote:
I removed the zip file also, I don't know what factorio does if it finds a mod in both folder and zip form.
it crashs out, with a duplicate mod error message.
pieppiep wrote:I'll post this info also in the HardCrafting thread.
good idea, I'd call it a coding oversight. The fact that Lua assumes all numbers are floats doesn't help.
Re: [0.12.x][v0.12.7] Bob's Logistics mod
Posted: Sat Mar 26, 2016 4:46 pm
by Laevras
Thx a lot guys, just modified like you said, works like a charm

Re: [0.12.x][v0.12.7] Bob's Logistics mod
Posted: Sat Mar 26, 2016 6:49 pm
by pieppiep
Laevras wrote:Thx a lot guys, just modified like you said, works like a charm

The author of HardCrafting made an update, 0.3.7 that works correctly.
Re: [0.12.x][v0.12.7] Bob's Logistics mod
Posted: Thu Apr 14, 2016 6:13 am
by Randonx
Hello people. First post here in the Factorio forums.
Bob, this work you've undertaken is pretty damn amazing. I fell in love with this game the first 5 minutes of playing it, and I thought it was the tits. Until I started playing with your mods. Now I love the game even more, and hate it in equal quantities.
I have a question about Logistics robots. Is there a concise way to upgrade my Logistics robots that are currently in the field? So far I've been playing bug catcher and just grabbing the ones that fly by me in order to put them into an assembler to upgrade them to the next tier. Is there a better way to do this?
Re: [0.12.x][v0.12.7] Bob's Logistics mod
Posted: Thu Apr 14, 2016 6:36 am
by Arch666Angel
Smart inserter pulling out old bots from the roboports into a provider chest
Re: [0.12.x][v0.12.7] Bob's Logistics mod
Posted: Thu Apr 14, 2016 7:47 am
by bobingabout
Randonx wrote:Is there a concise way to upgrade my Logistics robots that are currently in the field?
There is no guaranteed easy way to do it. The best way is to basically do what was previously suggested, use a smart inserter to remove old bots from a roboport.
the only advice I can give on top of that is to examine your robot paths, you'll find that due to the nature of robots being chosen based on proximity from the source item, and then just docking at the nearest roboport to the destination, you would be able to find a likely destination roboport, and take from there, perhaps even empty the roboport entirely to encourage more to come here, and manually put them back in the network somewhere else.
Re: [0.12.x][v0.12.7] Bob's Logistics mod
Posted: Thu Apr 14, 2016 8:54 am
by Supercheese
You can also just create one central robo-depot with a bunch of robochests, and only use zone expanders everywhere else, so that you will always know where your bots dock, without having to hunt all over for them.
Re: [0.12.x][v0.12.7] Bob's Logistics mod
Posted: Fri Apr 15, 2016 12:32 am
by Randonx
Thank you for the responses, everybody.
I'll have to give your ideas a shot. I guess sticking a provider chest next to each roboport and then having all of the MK1s delivered to a requester chest will work. ;D Or do it manually, of course. (Ugh)
Re: [0.12.x][v0.12.7] Bob's Logistics mod
Posted: Fri Apr 15, 2016 11:34 pm
by Jackalope_Gaming
The OP forgets to mention you've added Armoured versions of locomotives and cargo wagons in addition to the MK2 and MK3 versions.
Re: [0.12.x][v0.12.7] Bob's Logistics mod
Posted: Fri Apr 29, 2016 1:28 pm
by Lochar
Bob, what file would I update to turn off the logistics network expander's ability to charge bots?
Re: [0.12.x][v0.12.7] Bob's Logistics mod
Posted: Fri Apr 29, 2016 1:55 pm
by bobingabout
There's currently no config option for it, so you'd have to mod my mod.
And I can't tell what the file is from here, but I think it's in prototypes/entities/roboports.lua, or something along those lines. I sometimes use a different file structure.
Keep in mind that only works in version 0.12.31, which is why I haven't done it myself yet.
Re: [0.12.x][v0.12.7] Bob's Logistics mod
Posted: Fri Apr 29, 2016 2:39 pm
by Arch666Angel
Lochar wrote:Bob, what file would I update to turn off the logistics network expander's ability to charge bots?
Correct me if I'm wrong but I don't think that there is an option to totally deactivate the charging ability?
Re: [0.12.x][v0.12.7] Bob's Logistics mod
Posted: Fri Apr 29, 2016 4:02 pm
by bobingabout
Arch666Angel wrote:Correct me if I'm wrong but I don't think that there is an option to totally deactivate the charging ability?
viewtopic.php?f=3&t=24354
Line 3
FactorioBot wrote:
- Fixed that modded roboports with no charging slots were still considering as charging candidates. (23289)
It doesn't seem to stop them trying to charge there if they want to actually dock though. It means the LZE can now be made without a charge port, but the Robochest still needs one.
Re: [0.12.x][v0.12.7] Bob's Logistics mod
Posted: Fri Apr 29, 2016 4:05 pm
by Arch666Angel
bobingabout wrote:Arch666Angel wrote:Correct me if I'm wrong but I don't think that there is an option to totally deactivate the charging ability?
viewtopic.php?f=3&t=24354
Line 3
FactorioBot wrote:
- Fixed that modded roboports with no charging slots were still considering as charging candidates. (23289)
It doesn't seem to stop them trying to charge there if they want to actually dock though. It means the LZE can now be made without a charge port, but the Robochest still needs one.

AT LAST, now I can make the zone extender puzzle pieces

Re: [0.12.x][v0.12.7] Bob's Logistics mod
Posted: Sun May 08, 2016 10:48 am
by steinio
Hello bobingabout,
the fast inserter has a aquivalent called fast near handed inserter, but the aquivalent of the fast long handed inserter
is called fast far handed inserter, which places items near.
Same by the smart inserter and smart far inserter.
Is this intented?
Greetings steinio
Re: [0.12.x][v0.12.7] Bob's Logistics mod
Posted: Sun May 08, 2016 1:02 pm
by bobingabout
I understand that it is a bit of a confusing name, I was thinking about renaming them, but not sure what to.
Just think as Far as further than normal.
Basically, I wanted a single word for Long and Near, rather than saying a Near Longhanded inserter.
Re: [0.12.x][v0.12.7] Bob's Logistics mod
Posted: Sun May 08, 2016 5:17 pm
by steinio
Just add a (TM) behind the name and its by design

Re: [0.12.x][v0.12.7] Bob's Logistics mod
Posted: Mon May 09, 2016 7:46 am
by bobingabout
Well, I'll be looking at updating this one shortly, so I'm open to suggestions.