lingo / advanced-logistics-system

A Factorio Mod, that offers a detailed overview of your logistics network and the items within it.

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Advanced Logistics System

Advanced Logistics System is a mod for factorio, that offers a detailed overview of your logistics network and the items within it.

Forum Link : Advanced Logistics System

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Changelog

0.6.2

  • Initial upgrade for factorio version 0.17+ - lingo

0.6.1

  • Upgrade for factorio version 0.16.8+ - lingo

0.6.0

  • Upgrade for factorio version 0.16.x - FrancoisH

0.5.1

  • Upgrade for factorio version 0.15.x - mickael9
  • Improve search functionality
  • Change default GUI input key to "N"

0.4.0

  • Upgrade for factorio version 0.14.x

0.3.2

  • Remove chest names preloading
  • Add null check to number formatting fucntions
  • Add German Locale

0.3.1

  • Various bug fixes and init code imporvement for old and new installs - mickael9
  • Improvement to the search events and GUI - mickael9
  • Fix for Factorissimo and 0 radius roboports - mickael9
  • Change default close gui input key to "Shift + ESC" this can be customized from the game options, but if you use a key like "E" it i will break it's default game behaviour

0.3.0

  • Compatibility update for factorio 0.13
  • Use dynamic sprites for all item and GUI icons
  • Add a custom input/key to toggle the mod view on and off, and another separate custom input to close it - can be customized from the game options menu
  • Update the networks filter list to be scrollable and searchable, and triggering network selection when clicking a network name in the list
  • Add search to the main networks view
  • Add chest filters to the disconnected chests view
  • Add descriptive and informational tooltips to various GUI elements
  • Change all search functionality to use "on_gui_text_changed" instead of on_tick and click events
  • Change checkbox functionality to use "on_gui_checked_state_changed" for network filters instead of click events
  • Misc GUI and style fixes and updates

0.2.13

  • Fixed an issue with the on_configuration_changed not properly checking for mod_changes.
  • Added compatibility for gravestone mod, and other mods that add non craftable items to the the game.

0.2.12

  • Fixed an issue with the mod activation code that was causing noticable performance issues even when the mod is idle, Thanks to Tetyron and Rseding91.
  • Fixed an issue where newly placed logistics chests weren't being added to the proper logistic network data table.
  • Updated the code used to save Network names, and also added better logic for setting/getting the networks index.
  • Updated the network filters code, which should now update the filters used whenever a network doesn't exist anymore or when a network's index is changed.
  • Added a new remote interface function "activateSystem" that takes a "player" parameter, and can be used to activate the mod at any time, without having to rely on research requirments.

0.2.11

  • Fixed an issue with the ghost character controller on remote chest view being attacked by biters.
  • Added proper destruction to the ghost character controller when exiting remote chest view.
  • Added chest tables checks to prevent errors on scenario and campaign modes.

0.2.10

  • Fixed a bug with network filters using old network indexes

0.2.9

  • Update for factorio 0.12.12
  • Reworked the logic for saving network names, using cell position as keys instead of numerical indexes

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

0.2.7

  • Fixed an issue with the player network showing in the networks list

0.2.6

  • Code refactoring and optimization - using the new Lua/LogisticNetwork / Lua/LogisticCell API
  • Added compatibility for mods that use hidden containers as proxies - mainly 5dim-trains
  • Added a "Networks" and a "Network Info" view that shows a list of your logistic networks with detailed info on each
  • Added the ability to rename your networks, the names are shared per force not per player
  • Added a a filter by "Networks" option to the "Network Items" and the "Item Info" views.
  • Added a new settings option "Auto Filter" when Enabled automatically filter "Item Info" views based on the previous tab whether it's "Logistics/Normal" - Enabled by default
  • Added a new settings option "Exclude Requesters" when Enabled items in requester chests will not be included in the totals calculation - Enabled by default
  • Remove item requirement - no longer a config option
  • Added a remote interface function "ShowSettings" to force open the settings panel, ex: remote.call("advanced-logistics-system-fork","showSettings",game.local_player)

0.2.5

  • Added a config option for the item requirement, with "no item required" being the default.
  • Fix item icons scale

0.2.4

  • fixed an issue where entity.valid wasn't working for all roboports
  • added an option under "Settings" to Update the logistics data, fixes issues with faulty logistics network data being displayed

0.2.3

  • add checks for invalid chests
  • fix compatibility issues with other mods
  • UI scale adjustments

0.2.2

  • update search functions - fixed a bug with functions not being initialized
  • fix an issue with playerHasSystem checks when another character controller is being used -- Talguy

0.2.1

  • fix location view tool missing entity bug

0.2.0

  • update for factorio 0.12.x

0.1.2

  • added experimental tools, teleport to chest and upgrade chests

0.1.1

  • added normal and smart containers items view
  • added a check for chests being in the logistics network
  • added a view for disconnected logistics chests - chests outside the logistics network

0.1.0

  • Initial version

About

A Factorio Mod, that offers a detailed overview of your logistics network and the items within it.

License:MIT License


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Language:Lua 100.0%