[MOD 0.12.x] Item Collectors
Re: [MOD 0.11.x] Item Collectors
Updated to 0.11 and fixed a bug with MP desyncing while using the mod.
If you want to get ahold of me I'm almost always on Discord.
Re: [MOD 0.11.x] Item Collectors
Great mod! I would like one feature though... when you hover over the collector, for it to show the area.
Also, to make the area bigger, woulf i just change the "25"s in:
to the radius i wish? I know the radius graphic would be wrong, but hey!
(I wama use this to collect artifacts when i attack mega bases, so then i don't have 100 large biters attacking me!
Also, to make the area bigger, woulf i just change the "25"s in:
Code: Select all
~control.lua, line 59 and 60
if collector.valid then
items = game.findentitiesfiltered({area = {{x = collector.position.x - 25, y = collector.position.y - 25}, {x = collector.position.x + 25, y = collector.position.y + 25}}, name = "item-on-ground"})
(I wama use this to collect artifacts when i attack mega bases, so then i don't have 100 large biters attacking me!
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- Burner Inserter
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Re: [MOD 0.11.x] Item Collectors
Yes that works though be warned that if you make the search radius too large and place it too near your base, it may grab stuff from nearby underground belts.
Re: [MOD 0.11.x] Item Collectors
Updated to 1.1.4 - significant performance improvements and hopefully fixed the bug where it picked up items on belt-to-grounds.
If you want to get ahold of me I'm almost always on Discord.
Re: [MOD 0.11.x] Item Collectors
So, would you recommend it to a friend using DyTech to collect bitters bodies? This friend of my who totally isn't me is not fond of making huge areas of belts and doing fancy stuff with walls to try to controll items laying on ground.
Re: [MOD 0.11.x] Item Collectors
It does work well for that use.Nagshell wrote:So, would you recommend it to a friend using DyTech to collect bitters bodies? This friend of my who totally isn't me is not fond of making huge areas of belts and doing fancy stuff with walls to try to controll items laying on ground.
If you want to get ahold of me I'm almost always on Discord.
- darkshadow1809
- Filter Inserter
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Re: [MOD 0.11.x] Item Collectors
Awesome man! Putting it in the modpack if you dont mind Great work!
ShadowsModpackDevelopment
Re: [MOD 0.11.x] Item Collectors
Going to be so nice for collection of bodies on Dytech. I am curious though, does it act as a normal chest? (wooden/iron/steel)? The reason I ask is it would be nice if it would be possible to have a upgraded version as well that could be used in a Logistics system with robots as that could be a fully automated production of bodies in Dytech then
Re: [MOD 0.11.x] Item Collectors
You could just use an inserter into an active provider chest if that's what you wantednfcc08 wrote:Going to be so nice for collection of bodies on Dytech. I am curious though, does it act as a normal chest? (wooden/iron/steel)? The reason I ask is it would be nice if it would be possible to have a upgraded version as well that could be used in a Logistics system with robots as that could be a fully automated production of bodies in Dytech then
If you want to get ahold of me I'm almost always on Discord.
Re: [MOD 0.11.x] Item Collectors
Is it possible to make a Filter what I want to collect?
Its Ok when i must change it in the .lua ... but who and what? (make 2 or 3 as sample)
Thanks
Its Ok when i must change it in the .lua ... but who and what? (make 2 or 3 as sample)
Thanks
Re: [MOD 0.11.x] Item Collectors
You could use smart inserters to filter items out of the chest - would that not work?DOSorDIE wrote:Is it possible to make a Filter what I want to collect?
Its Ok when i must change it in the .lua ... but who and what? (make 2 or 3 as sample)
Thanks
If you want to get ahold of me I'm almost always on Discord.
Re: [MOD 0.11.x] Item Collectors
No. I want that the Item Collectors collect only as example Iron and Wood and nothing else.Rseding91 wrote:You could use smart inserters to filter items out of the chest - would that not work?
Re: [MOD 0.11.x] Item Collectors
I (better say my friend) has manage to build in a filter
control.lua
We have change that section:
And it work perfect.
I hope its OK when i have release it as a Dytech Corpse Collector and have make a link to here
https://forums.factorio.com/forum/vie ... 493#p79493
Great work!
control.lua
We have change that section:
Code: Select all
if #items > 0 then
inventory = collector.getinventory(1)
for _,item in pairs(items) do
if not item.isitemonbelt() then
if item.stack.name == "biter-small-corpse" or
item.stack.name == "biter-medium-corpse" or
item.stack.name == "biter-big-corpse" or
item.stack.name == "biter-berserk-corpse" or
item.stack.name == "biter-elder-corpse" or
item.stack.name == "biter-king-corpse" or
item.stack.name == "biter-queen-corpse" or
item.stack.name == "spitter-small-corpse" or
item.stack.name == "spitter-medium-corpse" or
item.stack.name == "spitter-big-corpse" or
item.stack.name == "spitter-berserk-corpse" or
item.stack.name == "spitter-elder-corpse" or
item.stack.name == "spitter-king-corpse" or
item.stack.name == "spitter-queen-corpse" then
if inventory.caninsert(item.stack) then
inventory.insert(item.stack)
item.destroy()
break
end
end
end
end
end
I hope its OK when i have release it as a Dytech Corpse Collector and have make a link to here
https://forums.factorio.com/forum/vie ... 493#p79493
Great work!
Re: [MOD 0.11.x] Item Collectors
Excellent mod, any chance you will upgrade it to run in 0.12?
*****Update*****
i begged a friend of mine to help and we managed to get it working, here is a link to the unofficial update
https://forums.factorio.com/forum/vie ... 20&t=14062
Rseding91, please feel free to use the control file to officially update your mod if you wish
*****Update*****
i begged a friend of mine to help and we managed to get it working, here is a link to the unofficial update
https://forums.factorio.com/forum/vie ... 20&t=14062
Rseding91, please feel free to use the control file to officially update your mod if you wish
Re: [MOD 0.12.x] Item Collectors
Updated for 0.12 and full multi-surface + multi-force support.
If you want to get ahold of me I'm almost always on Discord.
Re: [MOD 0.12.x] Item Collectors
Did anyone try to update radius to about 50 and see how it behaves performance wise?
I'm assuming that items on belts are not a problem now after 0.12 moved them out of the ground.
I'm assuming that items on belts are not a problem now after 0.12 moved them out of the ground.
Re: [MOD 0.12.x] Item Collectors
Correct. It shouldn't be much of an impact unless you just slather them around like walls/lasersorzelek wrote:Did anyone try to update radius to about 50 and see how it behaves performance wise?
I'm assuming that items on belts are not a problem now after 0.12 moved them out of the ground.
If you want to get ahold of me I'm almost always on Discord.
Re: [MOD 0.12.x] Item Collectors
The BIG problem with your mod is that these item collector chests can't be blueprinted. Is there any idea how to fix it?
Re: [MOD 0.12.x] Item Collectors
Place a ghost version and make the blueprint of that.XyLe wrote:The BIG problem with your mod is that these item collector chests can't be blueprinted. Is there any idea how to fix it?
If you want to get ahold of me I'm almost always on Discord.
Re: [MOD 0.12.x] Item Collectors
Clever, but it would be still interesting to figure out why it can't be blueprinted normally. Especially now, that placing a ghost version forces personal robots fly and place it immediately before you can actually blueprint much. Of course there's always a work around. But such mods are here for more convenience in the gameplay, right?Rseding91 wrote:Place a ghost version and make the blueprint of that.XyLe wrote:The BIG problem with your mod is that these item collector chests can't be blueprinted. Is there any idea how to fix it?