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

Posted: Thu Sep 15, 2016 12:20 pm
by Kryzeth
Hmm, something like that could be useful.. For now I've just gone into the mod and gutted all references to the gui to make it go away.

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

Posted: Thu Sep 15, 2016 1:29 pm
by bobingabout
Kryzeth wrote:Hmm, something like that could be useful.. For now I've just gone into the mod and gutted all references to the gui to make it go away.
Just delete control.lua and it will go away. Well... you'd need to delete it if it already exists.
Though, control.lua also contains the valve rotation script to fix the fact that it's an underground pipe in disguise.

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

Posted: Thu Sep 15, 2016 1:34 pm
by Kryzeth
bobingabout wrote: Just delete control.lua and it will go away.
Yeah.. I just assumed that there were other important things being done or that were used elsewhere in control.lua, so I didn't want to risk deleting the entire thing. Considering how many lines of code are still there after removing all gui stuff references, I'd be surprised if it didn't actually -do- anything D:

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

Posted: Sun Sep 18, 2016 2:07 pm
by TzwenxD
Hey i guys!
I got a few rockets in vanilla and wanted to try some mods, now im running my first game with bobs :)

and i noticed something i would like to talk about:

Red underground belts can now make 9 tiles underground distance.

Image

To buff this is okay for me, i would do 6 for and 8 for blue, but thats a personal thing.
the other hand are the costs

yellow costs 3 plates/tile and 17.5 for an underground, makes 2,91 p/t
red cost 11.5 plates/tile and 57.5 for an underground, makes 5,23 p/t

so it would cost less then a half plates when u build underground belts for mid range transporting
i don't think thats a feature, so some balancing should be done here.
i'm courious for blue belts :)

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

Posted: Sun Sep 18, 2016 2:23 pm
by Nexela
Well there is also faster and extremely fast belts too :) In the grand scheme of things Bob's endgame is a cakewalk compared to bob's early game.


MK V power armor filled with a few reactors and mostly shields means you can stand in the middle of a 100% evolution biter nest and not take damage :)

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

Posted: Sun Sep 18, 2016 2:51 pm
by bobingabout
Nexela wrote:MK V power armor filled with a few reactors and mostly shields means you can stand in the middle of a 100% evolution biter nest and not take damage :)
You should have seen what I had before rebalancing to the current setup >.> What you can do now with 20, originally could be done with only 3 or 4.
TzwenxD wrote:yellow costs 3 plates/tile and 17.5 for an underground, makes 2,91 p/t
red cost 11.5 plates/tile and 57.5 for an underground, makes 5,23 p/t
This is actually a case where I didn't consider cost per tile. then again, you have to also consider that the belt MIGHT be used to only tunnel one or 2 tiles, not the full distance. we really need the underground system to consume more than just the start and end pieces when placed, then it wouldn't need to try and cost the max range distance worth of resources up front. EG, you place the first piece, place the last, and if the distance from the first is 4 tiles away, it costs the second underground belt piece, plus another 3 standard belts. The cost to construct an underground belt would then need to be adjusted to be cheaper.
unfortunately, not a change I can really make, it MIGHT be possible with some scripting magic, but I can't think of how to handle both the construction, and removal costs properly.

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

Posted: Sun Sep 18, 2016 3:00 pm
by TzwenxD
bobingabout wrote: EG, you place the first piece, place the last, and if the distance from the first is 4 tiles away, it costs the second underground belt piece, plus another 3 standard belts. The cost to construct an underground belt would then need to be adjusted to be cheaper.
unfortunately, not a change I can really make, it MIGHT be possible with some scripting magic, but I can't think of how to handle both the construction, and removal costs properly.
I like the idea of calculating costs with the lenght, would be more realistic, but i see the see the scripting problem, at special there will be a problem with the braiding belts (wich i personally see as a glitch i do not use (in reagular))
for short handed, maybe adjust it to 75% of 11 belts (30-35 gears?) + tooltip info about underground length would be cool, found it out by missclicking

PS: Thanks for your work! Made me produce serios pasta again :)

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

Posted: Sat Sep 24, 2016 1:23 am
by Bizobinator
I've been having a bit of trouble with getting gases to places with sufficient speed.
Now, granted, I'm playing with N. Tech Chemistry and marathon mod, but usually I can't get enough gas (e.g. hydrogen) through the pipes at once to support more than one or two chemical plants cracking light oil into petroleum gas (30 hydrogen req?).

How do I get enough through? Lots and lots of small pumps? No pumps? Steel pipes instead of plastic pipes?

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

Posted: Sat Sep 24, 2016 1:44 am
by iceman_1212
Bizobinator wrote:I've been having a bit of trouble with getting gases to places with sufficient speed.
Now, granted, I'm playing with N. Tech Chemistry and marathon mod, but usually I can't get enough gas (e.g. hydrogen) through the pipes at once to support more than one or two chemical plants cracking light oil into petroleum gas (30 hydrogen req?).

How do I get enough through? Lots and lots of small pumps? No pumps? Steel pipes instead of plastic pipes?
i defer to bobingabout but will provide my two cents on this question. most likely one of two scenarios, assuming you have enough production to supply however many chemical plants are cracking light: (1) you have a product that's filling its buffer (e.g., inside a chem plant, a chest, etc.) somewhere in your production line that is backed up which caused things to slow down/stop (solution here is to increase consumption of that product), or (2) you have a break in your pipeline.

it takes more than 700 above ground tile-lengths of pipe for a fluid's flow rate to fall below 30 liters/second which is the flow rate you get after a small pump, and underground pipes count as only one tile-length for each end. (for context, most people will use trains for resource patches that are more than 500 tile-lengths away.) and you can go more than 350 lengths with flow rate staying at 60 liters per second or higher (which is the max flow rate of an offshore pump.

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

Posted: Sat Sep 24, 2016 1:12 pm
by bobingabout
Hydrogen required for Cracking is not a Bob's mods thing... and I'll admit that 30 is pretty damn high.
All I can suggest if you are having flow issues is using the a small pump MK4 or something to push the fluids through faster. using more than 1 pipe to transmit said fluids might help too. Using large pipes like the plastic or ceramic pipe will allow more throughput, but because of the way the game works, has a terrible flow and will need the pumps to work properly. avoid copper and copper alloy (Bronze and Brass) pipes, as they have a smaller throughput.

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

Posted: Sat Sep 24, 2016 4:46 pm
by iceman_1212
@bobingabout
When you have a spare moment, do you think possible to add circuit wire connectivity to titanium and tungsten chests?

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

Posted: Sat Sep 24, 2016 5:20 pm
by Nexela
Titanium and tungsten chests are added from shinybobs. I will post the patch for it there.

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

Posted: Sat Sep 24, 2016 5:46 pm
by iceman_1212
Nexela wrote:Titanium and tungsten chests are added from shinybobs. I will post the patch for it there.
Ah okay - my bad, I didn't realize. Ty ty

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

Posted: Sat Sep 24, 2016 6:02 pm
by Nexela
Bob, just noticed that your mk-2 logistic chests are missing the circuit connector sprite so the wire just "attaches" to some point on the chest.

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

Posted: Sat Sep 24, 2016 7:06 pm
by iceman_1212
A question regarding vehicle grids - I know you haven't enabled them yet as you're still waiting to figure out how best to implement. Though is it possible to unlock them (i.e., so we can place the existing grid items in them) via either other mods (e.g., VehicleGrids)? I didn't see anythign in config.lua related to this so I thought there may be necessary changes to make in some other files? No worries if it not a simple tweak on my end, just thought I'd ask :)

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

Posted: Sat Sep 24, 2016 10:12 pm
by bobingabout
iceman_1212 wrote:A question regarding vehicle grids - I know you haven't enabled them yet as you're still waiting to figure out how best to implement. Though is it possible to unlock them (i.e., so we can place the existing grid items in them) via either other mods (e.g., VehicleGrids)? I didn't see anythign in config.lua related to this so I thought there may be necessary changes to make in some other files? No worries if it not a simple tweak on my end, just thought I'd ask :)
What you'd need to do is look at how VehicleGrids adds equipment grids to vehicles, specifically in the grid definition what categories are listed. Then edit the vehicle grids in my mod to include those categories too.

However... ETA to Bob's Vehicle Equipment is.... within the next couple of hours :P

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

Posted: Sat Sep 24, 2016 10:27 pm
by Nexela
bobingabout wrote:However... ETA to Bob's Vehicle Equipment is.... within the next couple of hours :P
Can't come soon enough!!!!!!! I am torn between restarting on a better map or continuing my current one.

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

Posted: Sat Sep 24, 2016 10:35 pm
by iceman_1212
bobingabout wrote:
iceman_1212 wrote:However... ETA to Bob's Vehicle Equipment is.... within the next couple of hours :P
:o :shock: :o :D

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

Posted: Sat Sep 24, 2016 10:41 pm
by bobingabout
And it's out.
https://mods.factorio.com/mods/Bobingab ... eequipment

Update to warfare mod too.

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

Posted: Sat Sep 24, 2016 10:52 pm
by orzelek
bobingabout wrote:And it's out.
https://mods.factorio.com/mods/Bobingab ... eequipment

Update to warfare mod too.
Yaaay.
Time for new game and a mod to add tech for personal defence upgrades :D
Unless you added techs already to upgrade electric type of ammo?