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Re: [0.12.x][v0.12.10] Bob's Logistics mod

Posted: Wed Jul 20, 2016 8:01 pm
by bobingabout
funnysunnybunny wrote:enabling it by hand worked and the long inserters seem to be where they ought to be, thought they'd be migrated too
As I pointed out in a previous post somewhere, standard base game "long handed inserter" is a unique entity, the speed is somewhere between "inserter" and "fast inserter", so I left them alone.

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Posted: Wed Jul 20, 2016 8:03 pm
by vlczero
bobingabout wrote: I'm not sure what you mean by Inserter Ratios... but otherwise, it is still fairly fast to setup the new inserters (though obviously not as fast) and the main reason why I removed the old ones so soon is because people kept asking me to. (It is true that you don't NEED them anymore with the new setup.)
Thanks for the response. With the inserter ratio's i meant the stack bonus, this changes some assembly setups because the inserters now move more items.
bobingabout wrote: This was one of my major concerns with the removal of the old entities. If I could put it all in one update to make it as painless and silent as possible, I would have, but the way the game works, it simply wasn't.
As for the version number step... well, if I was still using my old number, it would have been a step up, but I normalised my numbers with the game's release numbers so that it should be clearer to tell what version of the game it is for.
Ohh i see, yea migrations are still a bit lacking in functionality.

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Posted: Wed Jul 20, 2016 8:30 pm
by bobingabout
vlczero wrote:
bobingabout wrote: I'm not sure what you mean by Inserter Ratios... but otherwise, it is still fairly fast to setup the new inserters (though obviously not as fast) and the main reason why I removed the old ones so soon is because people kept asking me to. (It is true that you don't NEED them anymore with the new setup.)
Thanks for the response. With the inserter ratio's i meant the stack bonus, this changes some assembly setups because the inserters now move more items.
Ah, well, the original method was 5, the new system changed them to 3, my change changed them back to 5.
Obviously if you only want 3, then don't research all the tiers.

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Posted: Wed Jul 20, 2016 11:13 pm
by bobingabout
Okay, all known bugs should now be fixed.
Feel free to report any new ones.

Inserters 0.13.3:
* Fixed entity.valid check (game could crash if the entity became invalid while the GUI was open)

Logistics 0.13.7:
* Added a migration script to fix the issue of some inserters being disabled when not supposed to be.
* changed inserters order slightly.

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Posted: Sat Jul 23, 2016 11:52 am
by steinio
With the latest version, all inserters are migrated to something not working stuff.

How can i prevent this?

This were long fast inserters...
Bobs logistics.png
Bobs logistics.png (198.45 KiB) Viewed 9573 times
Long filter inserters the same, but they are also not working anymore:
Bobs logistics filter inserter.png
Bobs logistics filter inserter.png (496.79 KiB) Viewed 9573 times

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Posted: Sat Jul 23, 2016 12:45 pm
by bobingabout
steinio wrote:With the latest version, all inserters are migrated to something not working stuff.

How can i prevent this?
Use the inserter migration mod.

viewtopic.php?f=51&t=6987&start=410#p186769

if you've already saved the game with the inserters being wrong, you'll need to set them all up again manually with the adjustable inserters mod.

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Posted: Sat Jul 23, 2016 4:26 pm
by steinio
Ok managed to update with the migration mod.

Bob really changed to this fucking k&l inserters. WHY.
Why to change something what don't need to be changed.

How can i now change to long inserters?

Dumb shit really.

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Posted: Sat Jul 23, 2016 4:59 pm
by orzelek
All the shortcuts are in the game controls under mods tab - you can find them there.

By default you press shift+L to make inserter long.

Once you get used to this it's easier then having lots of inserter variants. If you don't like it then you can find alternate inserter mod - not sure if all of them switched to the dynamic variant by now.

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Posted: Sat Jul 23, 2016 5:52 pm
by bobingabout
The GUI is optional, and although does give you more options, most of them are special case options.

For general use, shortcut keys are easier without all the GUI clutter.
Just place an inserter, point to it, and press shift + L to change the pickup reach to long, then shift + N to change the output reach (depending on research, you might need to press that one twice)

I've actually been considering changing the hotkeys too... so that SHIFT + L changes it to a long inserter directly, you know, to make it quicker.
Then add more to change the positions independently. (Pickup reach, pickup rotation, drop tile reach, drop rotation, and then 2 for tile offset potion, near/far, and sideways)

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Posted: Sat Jul 23, 2016 7:48 pm
by steinio
The shortcut does nothing and in Controls -> Mods is nothing related:
Controls - Mods.PNG
Controls - Mods.PNG (300.87 KiB) Viewed 9523 times
Logistics is 0.13.7 and migration is disabled:
Bobs logistics version.png
Bobs logistics version.png (787.71 KiB) Viewed 9523 times

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Posted: Sat Jul 23, 2016 8:03 pm
by kinnom
FYI the inserters are on a seperate mod

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Posted: Sat Jul 23, 2016 8:15 pm
by steinio
however, i don't like it currently

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Posted: Sat Jul 23, 2016 8:55 pm
by DOSorDIE
BOB ... dont forget to do this ...
Or say me where i must change that, then i make it by my own.

Thanks!
DOSorDIE wrote: The Red undergrund belt need 1 more size to be the same like 2x yellow underground belts.
And the Iron/Copper/Stone Underground pipe too. To fit in the system.
BOB Belt Change.jpg
BOB Belt Change.jpg (134.6 KiB) Viewed 7181 times

Splitter 'Build-over' issue

Posted: Sat Jul 23, 2016 10:51 pm
by Ralord89
If you try to place a Green or Purple Splitter over any vanilla splitter while its vertically (1 x 2) placed, you can place it anywhere over it and doesn't require being centered like normal. However this doesn't happen with they are horizontally place (2 x 1). Gets annoying when replacing old splitters with better ones and you keep forgetting about the issue.

Image

Re: Splitter 'Build-over' issue

Posted: Sat Jul 23, 2016 11:56 pm
by bobingabout
Ralord89 wrote:If you try to place a Green or Purple Splitter over any vanilla splitter while its vertically (1 x 2) placed, you can place it anywhere over it and doesn't require being centered like normal. However this doesn't happen with they are horizontally place (2 x 1). Gets annoying when replacing old splitters with better ones and you keep forgetting about the issue.

http://i.imgur.com/saRqZKv.png
This is a new one on me... As far as I knew, you had to place the new one exactly as it was over the old one, or the option to replace wouldn't be available.

It is likely a result of code that was slightly changed in 0.13, but my code is as it was in 0.12, and probably as it was in 0.11, perhaps even 0.10, I can't remember how old the mod is.

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Posted: Sun Jul 24, 2016 3:25 am
by British_Petroleum
Is there a hotkey to close the inserter configuration window? It's not so nice having to click the close button every time. Other than that, I'm really enjoying the new inserters mod

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Posted: Sun Jul 24, 2016 12:59 pm
by bobingabout
British_Petroleum wrote:Is there a hotkey to close the inserter configuration window? It's not so nice having to click the close button every time. Other than that, I'm really enjoying the new inserters mod
The same button that opened it. Either SHIFT + LMB if you've used it from the start, SHIFT + E if you've just started using it, or whatever you rebound open GUI to.
steinio wrote:The shortcut does nothing and in Controls -> Mods is nothing related:
That's because the shortcuts are in the adjustable inserters mod, not the logistics mod.
As people have been saying, the GUI is just an option, it isn't the only thing the mod does, it also adds the shortcuts. GUI just presents you with more options.
steinio wrote:however, i don't like it currently
what would make it better?

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Posted: Sun Jul 24, 2016 3:31 pm
by steinio
Ok i calmed down and tried to get used to it.
Maybe the shock about this heavy change was to big.

Now i want to place a inserter but with long arm at the position with the red dot to put items on the left belt.
I can only select a normal inserter and change it afterward but this means it start to put items on the wrong belt.
Is there a proper way to quick place a long inserter?
Long inserter.png
Long inserter.png (315.63 KiB) Viewed 7122 times
Greetings steinio

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Posted: Sun Jul 24, 2016 5:49 pm
by bobingabout
steinio wrote:Is there a proper way to quick place a long inserter?
Not yet.

I am open to suggestions though, Perhaps in this case I should add a key combination, like holding L while placing maybe?

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Posted: Sun Jul 24, 2016 6:00 pm
by iamwyza
bobingabout wrote:
steinio wrote:Is there a proper way to quick place a long inserter?
Not yet.

I am open to suggestions though, Perhaps in this case I should add a key combination, like holding L while placing maybe?
I Like that idea !