Bob's Logistics mod


Adds logistic related things.

Content
9 months ago
0.13 - 1.1
293K
Logistics

g Using mod on current midgame save

4 years ago
(updated 4 years ago)

I have a mid game save with a few rockets launched and really need the higher tiers of belts, roboports, inserters, etc. I'm aware of the recipe changes so I'd need to redesign mall stuff, but are the ratios and speeds the same as far as the vanilla logistics? I'm worried that red belt speeds, stack inserters, etc have changed which would totally mess up my existing logistics and ratios for smelting for example.

4 years ago
(updated 4 years ago)

Make sure the option for belt speed overhaul is turned off, and then by default, the grey belt will be 7.5 items per second (half of a yellow), the 3 vanilla belts will be the same as usual, and the Purple MK4 will be 60 (4x yellow) and green MK5 will be 75 (5x of Yellow).

If you turn the overhaul on, by default, grey is 15, yellow is 30, etc, everything shifted up a tier...
I THINK by default the speed overhaul is turned off. (I originally wanted a speed of 12.5 so their speeds end on 75 in both methods, but that didn't work correctly, due to the interaction with the fixed point number system)

Then I went on a big rant explaining how the movement is calculated and the quirks of the fixed point number system, so everything after this is basically a rant, so, only read if you feel like it.

With the fixed point number system, items are only able to move in increments of 1/256th of a tile per tick. at speed 15 items per second, an item moves 8 256th (or 1 32nd) of a tile per tick, so you can only use increments of 1.875 in belt speed, which means the first whole number is 15 items per second. Also the numbers in the data file are listed as how many TILES per tick an item moves... the number for yellow belts is 0.03125, or 1/32 to get 15 items per second. to work it out you need to know an item takes up 8 pixels length on a belt, 2 items side by side, and a tile(belt) is 32 pixels long, meaning you can fit 8 items on one belt tile.
if they're moving 1 pixel per tick, that means 60 per second, or 60/32=1.875 tiles per second. with 8 items on a tile, that's 1.875 times 8 which is 15 items per second. Notice we already get the magic number 1.875 in there? well, we're moving 1 pixel, which is 1/32, but the fixed point number system is 24.8 bits, meaning 256 steps for a whole number of tiles. 256/32 figures out how many tile increments 1 pixel is, which is 8, therefore we can move an 8th of a pixel per tick minimum, so we divide that 15 by 8 and get 1.875 items per second as the multiplier for valid belt speeds.

4 years ago

I rather enjoyed that rant ;) I'm assuming also turning off the Roboport recipe update, and optionally the parts and require previous tier?

4 years ago

Erm, yeah, you can do those things.

4 years ago
(updated 4 years ago)

Is the easiest way to recall the vanilla bots to remove them from the network https://mods.factorio.com/mod/5dim_botrecaller? I'm making fusion bots and of course want to remove the old ones.

I've seen some posts about removing them via luring them to a roboport but it seems clunky.

4 years ago

Keep in mind I'm using an old 0.9.8 map generation that I've migrated from version to version, usually for testing purposes so I don't need to rebuilt everything all the time.

I upgraded my robots with an entity migration script... I cheated.
Also, I don't think the bot recaller mod existed at the time, but if there is such a thing, I'd recommend it, since there's no way to control specific robots (that I know of), removing all robots from a network and replacing them does sound like a good way of doing it.

4 years ago
(updated 4 years ago)

The mod I mentioned is working really well. Now I'm wondering if you have plans on even faster trains, faster bots, bigger substations, better armor (a bigger grid) etc. I've seen some Factorio Extended streams/VODs and it seems much faster. I know it's a fine line between speeding up faster stuff, and paying for it, if that makes sense.

https://youtu.be/bYsyfjhtclg?t=152 - zoomy zoomy :)

4 years ago

When I was still modding stuff... I was working on a mod called "Bob's Extended Trainset mod", I've not touched it for a while, I've not modded anything since the 1.0 release.

4 years ago

Have you stopped modding temporarily or for the foreseeable future? I ask simply out of curiosity as your mods are some of my favorites and have been for quite some time.

4 years ago

Have you stopped modding temporarily or for the foreseeable future? I ask simply out of curiosity as your mods are some of my favorites and have been for quite some time.

I haven't decided yet. I did always plan to stop when 1.0 was released, but I have a few other things I'd still want to do.

4 years ago

Seeing you stop modding would be quite a disappointment for a lot of people but I understand that its a lot of work and people tend to hold modders a certain amount of constant de-bugging and maintenance which I'm sure is not fun to do forever. Anyway, thank you so much for what you have done.

4 years ago

I actually posted an update yesterday. I'm not done just yet, but, definitely easing off from it.

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