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Re: [MOD 0.12.5+] Advanced Logistics System
Posted: Sat Oct 03, 2015 8:28 pm
by Outsider
waduk wrote:Sorry, i can't make it to work.
The way i see it, both "Network Item" and "Normal Item" tab, using the same code in item.lua, line 77.
Problem is Network Item only need 8 column, while the Normal Item need 10 column.
The workaround is if i make additional 2 new Network chest and styles, so the Network Items will have the same column.
But i don't have a custom logistic chest (yet).
The other way is to somehow force Network item to not using the same code/line colspan like Normal Item. But i don't know how to do that.
Is it requiring a major code rewrote ?
If it is, i don't want to waste your time.
So either i'm gonna use the first workaround or maybe redo the whole thing (just replacing normal item in control.lua with my custom chest)

my bad i thought you were talking about the networks tab, i see the issue now.
you could probably do something like this, in gui/items.lua in the updateItemsTable function you can add at the top around lines 5/6
Code: Select all
local colspan = 8
if currentTab == "logistics" then
colspan = 9
elseif currentTab == "normal" then
colspan = 10
end
then change the table initialization around line 77 from
Code: Select all
itemsTable = itemsFrame.add({type = "table", name = "itemsTable", colspan = 8, style = "lv_items_table"})
to
Code: Select all
itemsTable = itemsFrame.add({type = "table", name = "itemsTable", colspan = colspan, style = "lv_items_table"})
you obviously need to change the values to match the columns you have for each tab.
i'll probably look into adding more flexibility to the UI in the next release, just need to move away from using pre-generated sorting/filtering icons.
Re: [MOD 0.12.5+] Advanced Logistics System
Posted: Sat Oct 03, 2015 10:25 pm
by waduk
Sorry for late reply, i took time to make sure i'm not prematurely reporting success.
I can't thank you enough. That fix the problem (well of course it does ! You wrote it !).
There is a really tiny minor visual issues, but well, i won't report it. I'm just really-really happy with this result.
It's really great to hear if you want to add more flexibility on future release. I guess it's only a matter of time before someone ask, "can you add this xx chest from this xx mod ?"

Re: [MOD 0.12.5+] Advanced Logistics System
Posted: Wed Oct 07, 2015 4:51 pm
by TheSAguy
Hey Outsider,
My Mod,
Natural Evolution has a Artifact Collector, that's a passive storage chest.
I was wondering if you could help me, I'd like to add some code will make the artifact collector work with your mod.
I'll add it to my mod's data-updates, so when I detect your mod, I can add it.
Is that possible?
Thanks.
Re: [MOD 0.12.5+] Advanced Logistics System
Posted: Thu Oct 08, 2015 9:49 am
by PiggyWhiskey
Getting a bug when trying to view different networks.
Networks Tab -> View (under tools)
I believe it was for the player network. I've got 1 super network and my Power Armour.
Re: [MOD 0.12.5+] Advanced Logistics System
Posted: Thu Oct 08, 2015 5:21 pm
by Outsider
TheSAguy wrote:Hey Outsider,
My Mod,
Natural Evolution has a Artifact Collector, that's a passive storage chest.
I was wondering if you could help me, I'd like to add some code will make the artifact collector work with your mod.
I'll add it to my mod's data-updates, so when I detect your mod, I can add it.
Is that possible?
Thanks.
Hi,
i have looked at your mod's code and i don't see any need for custom compatibility code, it should work as it is.
i'm however confused on why you are using 2 entities for the artifact collector and both entities are logistic containers, maybe i am missing something? either way both should show by default in my mod.
Re: [MOD 0.12.5+] Advanced Logistics System
Posted: Thu Oct 08, 2015 5:21 pm
by Outsider
PiggyWhiskey wrote:Getting a bug when trying to view different networks.
Networks Tab -> View (under tools)
I believe it was for the player network. I've got 1 super network and my Power Armour.
My bad the code doesn't seem to be excluding the player network properly, i will be uploading a fix for this shortly.. sorry for the inconvenience

Re: [MOD 0.12.5+] Advanced Logistics System
Posted: Fri Oct 09, 2015 10:05 pm
by Outsider
Version 0.2.7 released and uploaded, this version just includes some minor bug fixes.
Changelog
- Fixed an issue with the player network showing in the networks list
Re: [MOD 0.12.5+] Advanced Logistics System
Posted: Sun Oct 11, 2015 4:50 am
by TheSAguy
I was playing with version 0.2.6, so have not tested with 0.2.7 yet, but I got the below two crashes with 0.2.6.
First crash, just placing a robo-port. (Plying with Bob's, but this was a vanilla port)
The second crash happens when I use my Artifact collectors. (Natural Evolution Mod)
Thanks.
Re: [MOD 0.12.5+] Advanced Logistics System
Posted: Mon Oct 12, 2015 10:59 pm
by Outsider
TheSAguy wrote:I was playing with version 0.2.6, so have not tested with 0.2.7 yet, but I got the below two crashes with 0.2.6.
First crash, just placing a robo-port. (Plying with Bob's, but this was a vanilla port)
The second crash happens when I use my Artifact collectors. (Natural Evolution Mod)
Thanks.
Hey sorry for the delay, so it seems you were right about compatibility issues with your mod
does the second error happen when you are viewing the "Disconnected Chests" list?
what happens in both errors i think is that entity.destroy() doesn't fire any events, and you probably have some Artifact collectors that are not within a logistic network, so they are counted among the disconnected chests lists, and not removed when you destroy them in your mod.
i can obviously easily work around this by doing entity.valid checks but i found that it's inconsistent and also masks compatibility issues with other mods.. anyway i will have to figure a better way to handle this, or just do some testing on entity.valid to make sure it's working as intended.
Re: [MOD 0.12.5+] Advanced Logistics System
Posted: Tue Oct 13, 2015 4:34 pm
by socramazibi
Hi, thanks for the mod, any option or way to modify the browser to look in another language and not only in English? Thank you
Re: [MOD 0.12.5+] Advanced Logistics System
Posted: Wed Oct 14, 2015 2:40 pm
by Outsider
socramazibi wrote:Hi, thanks for the mod, any option or way to modify the browser to look in another language and not only in English? Thank you
Yes there is a way but it involves some translation on your end, the mod comes with a locale file that can be found under "locale/en/en.cfg"
you need to duplicate that file and translate the strings there yourself, then add it under the proper locale directory with the proper code, you can find a list of all locale codes under your game directory "data/base/locale", not really sure if there is a list of codes online.
If you do translate it please send me the file so i can attach it to upcoming releases.
Re: [MOD 0.12.5+] Advanced Logistics System
Posted: Thu Oct 15, 2015 9:35 am
by socramazibi
Hi, I get this error and press ok and I get the game. Thank you.
http://screenshot.sh/m1SxD6GrmQ2oM
Re: [MOD 0.12.5+] Advanced Logistics System
Posted: Thu Oct 15, 2015 6:48 pm
by TheSAguy
Outsider wrote:TheSAguy wrote:I was playing with version 0.2.6, so have not tested with 0.2.7 yet, but I got the below two crashes with 0.2.6.
First crash, just placing a robo-port. (Plying with Bob's, but this was a vanilla port)
The second crash happens when I use my Artifact collectors. (Natural Evolution Mod)
Thanks.
Hey sorry for the delay, so it seems you were right about compatibility issues with your mod
does the second error happen when you are viewing the "Disconnected Chests" list?
what happens in both errors i think is that entity.destroy() doesn't fire any events, and you probably have some Artifact collectors that are not within a logistic network, so they are counted among the disconnected chests lists, and not removed when you destroy them in your mod.
i can obviously easily work around this by doing entity.valid checks but i found that it's inconsistent and also masks compatibility issues with other mods.. anyway i will have to figure a better way to handle this, or just do some testing on entity.valid to make sure it's working as intended.
Correct, error 2, (line 365) happens when I click the disconnected chest button.
I did some more testing and get the same errors with 2.7. The first error (line 671) happens when you place a robo-port in an area where there is already an Artifact collector. If you first place the port, then the artifact collector, no error. But if you please the Artifact collector then the port, in the same coverage area, you get the crash.
There are two Artifact collector entities. The "Artifact-Collector-Area" one is just for graphical display, to show you the 50x50 coverage area. Once placed, it get's switched out with the other entity, that does not have the graphical overlay.
Thanks.
Re: [MOD 0.12.5+] Advanced Logistics System
Posted: Fri Oct 16, 2015 8:00 pm
by Outsider
TheSAguy wrote:Outsider wrote:TheSAguy wrote:I was playing with version 0.2.6, so have not tested with 0.2.7 yet, but I got the below two crashes with 0.2.6.
First crash, just placing a robo-port. (Plying with Bob's, but this was a vanilla port)
The second crash happens when I use my Artifact collectors. (Natural Evolution Mod)
Thanks.
Hey sorry for the delay, so it seems you were right about compatibility issues with your mod
does the second error happen when you are viewing the "Disconnected Chests" list?
what happens in both errors i think is that entity.destroy() doesn't fire any events, and you probably have some Artifact collectors that are not within a logistic network, so they are counted among the disconnected chests lists, and not removed when you destroy them in your mod.
i can obviously easily work around this by doing entity.valid checks but i found that it's inconsistent and also masks compatibility issues with other mods.. anyway i will have to figure a better way to handle this, or just do some testing on entity.valid to make sure it's working as intended.
Correct, error 2, (line 365) happens when I click the disconnected chest button.
I did some more testing and get the same errors with 2.7. The first error (line 671) happens when you place a robo-port in an area where there is already an Artifact collector. If you first place the port, then the artifact collector, no error. But if you please the Artifact collector then the port, in the same coverage area, you get the crash.
There are two Artifact collector entities. The "Artifact-Collector-Area" one is just for graphical display, to show you the 50x50 coverage area. Once placed, it get's switched out with the other entity, that does not have the graphical overlay.
Thanks.
Yeah the issue is using entity.destroy() doesn't fire an on_entity_died event or any other event for that matter, so your "Artifact-Collector-Area" chest still exist on the disconnected chests lists, and any calls on it would fire that error, i will add an entity.valid check on the function i run to check for disconnected chests which should solve the first issue, and probably the second if i force the same function to run whenever you view the disconnected chests lists.
another alternative is i can add a compatibility check for your mod to not include any "Artifact-Collector-Area" in disconnected chests lists whenever one is built, but i'd rather not do that, as the eneity.valid check should be enough given that it works properly now
either way these fixes will have to wait for the next release which will also include the updates for 0.12.11
Re: [MOD 0.12.5+] Advanced Logistics System
Posted: Fri Oct 16, 2015 8:02 pm
by Outsider
haven't been able to replicate this, when does it happen? when you try to view more info on a specific network?
i could nest my "if" statements around that error so it won't happen again, but i am curious on how you got it in the first place.
Re: [MOD 0.12.5+] Advanced Logistics System
Posted: Fri Oct 16, 2015 9:57 pm
by socramazibi
Outsider wrote:
haven't been able to replicate this, when does it happen? when you try to view more info on a specific network?
i could nest my "if" statements around that error so it won't happen again, but i am curious on how you got it in the first place.
No idea, not be as took place. Delete the mod and run the game. And then I went back to the mod and not returned to occur. Thank you
Re: [MOD 0.12.11+] Advanced Logistics System 0.2.8
Posted: Sat Oct 17, 2015 1:03 am
by Outsider
Version 0.2.8 Uploaded, this one is an update for Factorio 0.12.11 and also some minor bug fixes.
Changelog
0.2.8
- Updated the mod for factorio 0.12.11
- Added entity.valid checks to disconnected chests functions
- Fixed a bug within the networks view
Re: [MOD 0.12.11+] Advanced Logistics System 0.2.8
Posted: Wed Oct 21, 2015 3:46 pm
by Alpha82
Hey, I get the following error whenever I open the logistics view:
I'm running v. 0.2.8 and Factorio 0.12.12
Re: [MOD 0.12.11+] Advanced Logistics System 0.2.8
Posted: Wed Oct 21, 2015 9:39 pm
by PiggyWhiskey
Alpha, that is because of an API change in 0.12.12.
If you know lua, you could try fix it. Otherwise revert to 0.12.11 or wait until it's updated.
Re: [MOD 0.12.11+] Advanced Logistics System 0.2.8
Posted: Sat Oct 24, 2015 6:20 am
by PiggyWhiskey
I did an update for Factorio 0.12.12 or higher.
Sorry if I'm stepping on your toes Outsider

It's also on github for you. Not sure if I did that right though.