[MOD 0.12.x] Item Collectors

Topics and discussion about specific mods
Rseding91
Factorio Staff
Factorio Staff
Posts: 14356
Joined: Wed Jun 11, 2014 5:23 am
Contact:

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.
If you want to get ahold of me I'm almost always on Discord.
MrDrummer
Fast Inserter
Fast Inserter
Posts: 132
Joined: Sat Nov 22, 2014 2:51 pm
Contact:

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!
Dodging_Rain
Burner Inserter
Burner Inserter
Posts: 15
Joined: Thu Nov 13, 2014 5:48 pm
Contact:

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
Factorio Staff
Factorio Staff
Posts: 14356
Joined: Wed Jun 11, 2014 5:23 am
Contact:

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.
If you want to get ahold of me I'm almost always on Discord.
Nagshell
Long Handed Inserter
Long Handed Inserter
Posts: 63
Joined: Wed Feb 25, 2015 1:53 pm
Contact:

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
Factorio Staff
Factorio Staff
Posts: 14356
Joined: Wed Jun 11, 2014 5:23 am
Contact:

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.
If you want to get ahold of me I'm almost always on Discord.
User avatar
darkshadow1809
Filter Inserter
Filter Inserter
Posts: 306
Joined: Thu Jan 15, 2015 10:13 pm
Contact:

Re: [MOD 0.11.x] Item Collectors

Post by darkshadow1809 »

Awesome man! Putting it in the modpack if you dont mind :) Great work!
ShadowsModpackDevelopment
User avatar
nfcc08
Burner Inserter
Burner Inserter
Posts: 17
Joined: Tue Feb 24, 2015 3:12 pm
Contact:

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
Factorio Staff
Factorio Staff
Posts: 14356
Joined: Wed Jun 11, 2014 5:23 am
Contact:

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 :)
If you want to get ahold of me I'm almost always on Discord.
DOSorDIE
Filter Inserter
Filter Inserter
Posts: 256
Joined: Sat Oct 11, 2014 3:43 pm
Contact:

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
Factorio Staff
Factorio Staff
Posts: 14356
Joined: Wed Jun 11, 2014 5:23 am
Contact:

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?
If you want to get ahold of me I'm almost always on Discord.
DOSorDIE
Filter Inserter
Filter Inserter
Posts: 256
Joined: Sat Oct 11, 2014 3:43 pm
Contact:

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.
DOSorDIE
Filter Inserter
Filter Inserter
Posts: 256
Joined: Sat Oct 11, 2014 3:43 pm
Contact:

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!
Tristitan
Inserter
Inserter
Posts: 34
Joined: Thu Jun 26, 2014 2:36 am
Contact:

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
Factorio Staff
Factorio Staff
Posts: 14356
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: [MOD 0.12.x] Item Collectors

Post by Rseding91 »

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.
orzelek
Smart Inserter
Smart Inserter
Posts: 3924
Joined: Fri Apr 03, 2015 10:20 am
Contact:

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
Factorio Staff
Factorio Staff
Posts: 14356
Joined: Wed Jun 11, 2014 5:23 am
Contact:

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 :)
If you want to get ahold of me I'm almost always on Discord.
User avatar
XyLe
Fast Inserter
Fast Inserter
Posts: 124
Joined: Fri Oct 31, 2014 10:45 am
Contact:

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
Factorio Staff
Factorio Staff
Posts: 14356
Joined: Wed Jun 11, 2014 5:23 am
Contact:

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.
If you want to get ahold of me I'm almost always on Discord.
User avatar
XyLe
Fast Inserter
Fast Inserter
Posts: 124
Joined: Fri Oct 31, 2014 10:45 am
Contact:

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?
Post Reply

Return to “Mods”