Logistics Insights

by farzag

Get insights into what your logistics bots are doing and what to improve in your network. Provides concrete suggestions, an overview of what's in short supply and well as stats and information about robots charging, idle, picking up and delivering, information on items most frequently delivered, time to deliver, and the quality level of both robots and roboports. Supports multiplayer games and multi-network information, with easy navigation between them.

Utilities
21 hours ago
2.0
2.32K
Logistic network Storage

i Only shows Nauvis network

6 days ago

Hey there, I have been trying your mod out on my latest playthrough and it's been great so far. However, I recently finally left Nauvis and went to Vulcanus and the Logistics Insights don't seem to recognize that there is a new network. The network overview still only lists my Nauvis network.

I do have roboports with active bots on Vulcanus. Factorio's built in logistics view still works perfectly fine for Vulcanus, but not this mod.

It's worth noting that I do have quite a collection of mods installed, however this mod appeared to be functioning perfectly well until I left the planet. The only idea I have for potential conflicts is the robot world continued mod as it modifies roboports. But if this were the case I would expect it to have had issues on Nauvis as well.

6 days ago

Glad to hear it’s useful!

Have you by chance “locked” the Nauvis network by clicking on the network number in the main window? If yes, LI will continue showing you data for that network even when you’re somewhere else. Try to click that again to unlock.

If not, would you mind sharing the save so I can investigate?

6 days ago

Oh, I must have done that, yeah. Clicking it again has undone the filter so I can see my Vulcanus network now. So it wasn't a bug after all! Thanks!

I do find it odd though that the network ID was not highlighted as if it was selected. So perhaps it got into an odd state where it was filtered but not displaying that it was.

Beyond that, and I'm not sure if this is feasible, it might be better if the mod continues to update networks that aren't actively being watched. Just that they aren't included in the display of the logistic detail panel.

As I would expect new networks that I enter to be listed in the network overview even if I'm not currently focusing them.

6 days ago

That’s good to know, though it’s odd that it didn’t show as highlighted…

The mod does continue to scan all background networks, but you have to have “seen” the network for it to be added to the list in the first place.

Any other things you think might be useful?

6 days ago

This isn't the fault of your mod, but one thing I have encountered is due to the limitations of storage chests in regard to quality.

My mall outputs to storage chests, limited by an inserter. For some of my mall items I use quality modules. This results in those chests getting flagged as a suggestion to fix because they contain items that are not part of the filter.

Since storage chests are unfortunately limited in being able to filter a specific item at a specific quality level, there might not be much you can do about it. But it's the only annoyance I have really felt regarding it so far. Overall a great mod.

6 days ago

I have been thinking the same thing, but I wasn't sure what to do about it :)

Maybe about an option to ignore quality differences in identifying mismatches would be good?

6 days ago

Yeah that would be a good temporary solution I think. Probably a per-player setting would make the most sense for that?

A more dynamic solution might be to allow you to interact with that suggestion by marking that specific chest to ignore quality in the future. That way it would allow for a mixture across your networks. Some chests could ignore quality for the mall scenario but you could still keep the default otherwise.

6 days ago

And if you ever wanted to change your mind, you can just deconstruct and reconstruct the chest. Then it would be a "new" one and the suggestion returns.

Would probably require you to run some cleanup logic when the chest gets deconstructed though.

6 days ago

Being able to mark individual chests as ignored, or certain types of items as ignored, would indeed be ideal. It's hard to do though as I'd have to add a way of ignoring the chest/item, but then also add a way for you to see what's been ignored and add/remove things from that list. I've not thought of a good, easy way to do that :)

Ignoring quality for filter mismatches can't be a per-player setting, since the mismatch is calculated per-network, and players share all of that information.

6 days ago

And if you ever wanted to change your mind, you can just deconstruct and reconstruct the chest. Then it would be a "new" one and the suggestion returns.

That would solve part of the problem, though it doesn't solve the problem that there is no easy way to find the chests that have been ignored so you know which ones to deconstruct :)

6 days ago

Ahh that makes sense. Ah well, an option being available at all would still be nice.

I think my approach to the list would be a lot more simplistic to start. Maybe eventually you get around to implementing a full display for ignoring things on a case by case basis. But I would think it would be okay to not communicate all of that.

Instead I think of it as a player interacting with the suggestion notification directly. Under the hood, the mod might flag a specific chest as ignored, but you don't need to complicate the display for it. If a player chooses to resolve a suggestion notification by declaring that the offending chest should ignore quality differences, then it's fine to expect them to remember it.

And the chest is only set to ignore quality as long as it exists. So when it gets deconstructed, it gets removed from the ignore list.

6 days ago

How about I do this: on a suggestion, you can choose to Ignore it. If you do, it makes all of the chests that were part of the suggestion as ignored for that type of suggestion.

I could then add a button to clear the ignore list, and nothing else initially.

6 days ago

Yeah that sounds like it would be great!

6 days ago

Cool. I’ll work on that next :)

6 days ago

By the way, I did grab one of my autosaves from before I unfiltered the Nauvis network if you'd like to check it out.

In the save, my player is on Vulcanus, the Logistics Networks panel only shows network ID 13 (the Nauvis network), and the network ID is not highlighted on the Logistics Insights panel. But if you double click the ID on the Logistics Insights Panel to watch and then unwatch the network 13, then my Vulcanus network shows. Although now that I know what to look for, I do see that it lists Network ID 13 as "(fixed)" rather than "(dynamic)" which I hadn't noticed previously. When you first click the ID it stays as "(fixed)" and highlights the network. A second click unhighlights and returns to "(dynamic)".

https://drive.google.com/file/d/1GCDPofq-4pyepcSMnBVH7YyKj2Hht4Oz/view?usp=sharing

6 days ago

Thank you, it's indeed a bug and I've fixed it. I'll either release it with the "exclude" functionality above or as a small bugfix if I can't get the bigger thing out quickly :)

6 days ago

Awesome! Thanks again!

5 days ago

I released a small fix for just this issue in 0.10.14, to give me time to make the bigger change in a separate release.

5 days ago

It seems to work great! When I loaded the test save it properly showed the network ID as highlighted, and I only had to click once to disable, rather than twice.

Thanks again! I look forward to the larger release!

4 days ago

v0.11.0 includes the abilities we discussed, plus a couple of other per-network settings that I've been missing myself.

It's possible that the UI for managing network settings feels a bit janky; please let me know how you get on with it :)

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