[MOD 0.12.x] Item Collectors

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Rseding91
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Re: [MOD 0.11.x] Item Collectors

Post by Rseding91 »

Updated to 0.11 and fixed a bug with MP desyncing while using the mod.
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Re: [MOD 0.11.x] Item Collectors

Post by MrDrummer »

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:

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"})
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!
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Re: [MOD 0.11.x] Item Collectors

Post by Dodging_Rain »

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.
Rseding91
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Re: [MOD 0.11.x] Item Collectors

Post by Rseding91 »

Updated to 1.1.4 - significant performance improvements and hopefully fixed the bug where it picked up items on belt-to-grounds.
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Re: [MOD 0.11.x] Item Collectors

Post by Nagshell »

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.
Rseding91
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Re: [MOD 0.11.x] Item Collectors

Post by Rseding91 »

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.
It does work well for that use.
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Re: [MOD 0.11.x] Item Collectors

Post by darkshadow1809 »

Awesome man! Putting it in the modpack if you dont mind :) Great work!
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Re: [MOD 0.11.x] Item Collectors

Post by nfcc08 »

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 :D
Rseding91
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Re: [MOD 0.11.x] Item Collectors

Post by Rseding91 »

nfcc08 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 :D
You could just use an inserter into an active provider chest if that's what you wanted :)
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Re: [MOD 0.11.x] Item Collectors

Post by DOSorDIE »

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
Rseding91
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Re: [MOD 0.11.x] Item Collectors

Post by Rseding91 »

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
You could use smart inserters to filter items out of the chest - would that not work?
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Re: [MOD 0.11.x] Item Collectors

Post by DOSorDIE »

Rseding91 wrote:You could use smart inserters to filter items out of the chest - would that not work?
No. I want that the Item Collectors collect only as example Iron and Wood and nothing else.
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Re: [MOD 0.11.x] Item Collectors

Post by DOSorDIE »

I (better say my friend) has manage to build in a filter

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
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!
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Re: [MOD 0.11.x] Item Collectors

Post by Tristitan »

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
Rseding91
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Re: [MOD 0.12.x] Item Collectors

Post by Rseding91 »

Updated for 0.12 and full multi-surface + multi-force support.
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Re: [MOD 0.12.x] Item Collectors

Post by orzelek »

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.
Rseding91
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Re: [MOD 0.12.x] Item Collectors

Post by Rseding91 »

orzelek 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.
Correct. It shouldn't be much of an impact unless you just slather them around like walls/lasers :)
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Re: [MOD 0.12.x] Item Collectors

Post by XyLe »

The BIG problem with your mod is that these item collector chests can't be blueprinted. Is there any idea how to fix it?
Rseding91
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Re: [MOD 0.12.x] Item Collectors

Post by Rseding91 »

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?
Place a ghost version and make the blueprint of that.
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XyLe
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Re: [MOD 0.12.x] Item Collectors

Post by XyLe »

Rseding91 wrote:
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?
Place a ghost version and make the blueprint of that.
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?
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