[MOD WIP 0.3.2] Inserter Mod

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Heinrich
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[MOD WIP 0.3.2] Inserter Mod

Post by Heinrich »

This mod adds six new inserters and associated technologies, to help optimizing factory layouts.
Example.JPG
Example.JPG (33.61 KiB) Viewed 19238 times
Half Output Inserter:
- Inserts the item directly in front of the inserter on the close edge of the belt.

Long Output Inserter:
- Inserts the item one tile away (like the red inserter takes it from one tile away)

Long Half Output Inserter:
- Inserts the item one tile away, but on the close edge of the belt.

Fast Half Output Inserter:
- Fast inserter, which inserts the item directly in front of the inserter on the close edge of the belt.

Very Fast Inserter:
- Inserter which is twice as fast as the fast inserter.

Very Fast Half Output Inserter:
- Very fast inserter, which inserts the item directly in front of the inserter on the close edge of the belt.

Tech: Inserter Optimization:
- PreReq.: Logistics-1
- Costs: 30 red packs @ 10sec
- Unlocks Half, Long and Long Half Inserter.

Tech: Advanced Inserter Optimization:
- PreReq.: Logistics-2, Inserter Optimization
- Costs: 60 red + green packs @ 30sec
- unlocks Fast Half, Very Fast and Very Fast Half Inserter


I used the old Inserter graphics to make it more easy to distinguish them from the original ones.


ChangeLog:

Code: Select all

v0.2
	- Update to Factorio 0.3.2
	- Fixed inserter ranges
	- Added Fast Half, Very Fast and Very Fast Half Inserter
	- Added Advanced Inserter optimization tech
	- Added english descriptions for all items and techs

v0.1
	- Initial Release
	- Half Output Inserter added
	- Long Output Inserter added
	- Long-Half Output Inserter added
	- Inserter Optimization Tech added
Attachments
MOD_Inserter_v0_2.rar
(115.66 KiB) Downloaded 974 times
Last edited by Heinrich on Wed Apr 03, 2013 11:59 am, edited 1 time in total.

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FreeER
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Re: [MOD WIP 0.2.10] Inserter Mod

Post by FreeER »

wouldn't it technically be 2 tiles away, since the first tile away from it is the one right next to it. I will definitely be trying this, seems useful :)

P.S. If seperate locales are not in the next release you might consider uploading it anyways...
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Ilnor
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Re: [MOD WIP 0.2.10] Inserter Mod

Post by Ilnor »

The second tile is one tile away
his wording is correct
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drs9999
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Re: [MOD WIP 0.2.10] Inserter Mod

Post by drs9999 »

This mod is awesome, very useful.
Thanks for it!!!

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Re: [MOD WIP 0.2.10] Inserter Mod

Post by Shalashalska »

Can you also add a very fast inserter, which you get after you research logistics 2? I sometimes need to have multiple fast inserters pulling from one conveyor to put everything in a buffer chest, and this would be very helpful.

Heinrich
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Re: [MOD WIP 0.2.10] Inserter Mod

Post by Heinrich »

Shalashalska wrote:Can you also add a very fast inserter, which you get after you research logistics 2? I sometimes need to have multiple fast inserters pulling from one conveyor to put everything in a buffer chest, and this would be very helpful.
I though about something similar and will do an update after the next Factorio version is released. I heard about new inserter graphics and better language integration, so i'll wait for that to prevent double work.

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Ilnor
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Re: [MOD WIP 0.2.10] Inserter Mod

Post by Ilnor »

I finally got around to trying this
It's very useful in increasing efficiency

Since inserters always output on the 'far' side of the belt
I use the half-inserters on assembly machines that output a lot so i can utilize the whole belt
1 fast inserter and 1 half-inserter to empty it = good times
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Re: [MOD WIP 0.2.10] Inserter Mod

Post by Tim »

Great Mod! Exactly what was missing :D

Would it be possible to make a inserter that only Takes from the near or Far side of the Belt? They would be great as a cheap alternative to Filter Inserters.

Edit:
Just found a way played around a bit with your Mod and found a way of only taking only the items on the near Side of the Belt

Code: Select all

 "pickup-distance": 0.8
But after reviewing the options given in the .json file i actually see no way of setting it only for the far side, but at least you could do a better sorting that way :D

Edit2: Somehow it doesnt anymore :/

Heinrich
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Re: [MOD WIP 0.3.2] Inserter Mod

Post by Heinrich »

Update to Factorio v0.3.2 is done. I also added three new inserters and a new tech.

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Re: [MOD WIP 0.3.2] Inserter Mod

Post by Morzan »

Hmm. This mod looks cool. But can we have in the next version some long handed filter inserter? Because it's can help me sometimes.
Sorry for the bad english!

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zer0t3ch
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Re: [MOD WIP 0.3.2] Inserter Mod

Post by zer0t3ch »

Heinrich wrote:Update to Factorio v0.3.2 is done. I also added three new inserters and a new tech.
Seeing as we are now on v0.6, would you object to me updating this for you?
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drs9999
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Re: [MOD WIP 0.3.2] Inserter Mod

Post by drs9999 »

I just noticed that the mod still works, no update requiered :D

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zer0t3ch
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Re: [MOD WIP 0.3.2] Inserter Mod

Post by zer0t3ch »

drs9999 wrote:I just noticed that the mod still works, no update requiered :D
In v0.6??? Really? That's amazing.
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Re: [MOD WIP 0.3.2] Inserter Mod

Post by slpwnd »

If the mod only adds new data definition then it should be pretty stable. Those hardly every change in backwards incompatible way.

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Re: [MOD WIP 0.3.2] Inserter Mod

Post by ocbaker »

Loved this mod, especially helped with the Trains loading and unloading along with more compact and efficient base designs (Well, compact and efficient by my standards at least)

I decided to chuck in an update since I couldn't live without filters and with the later updates this was not categorised correctly.

https://dl.dropboxusercontent.com/u/171 ... serter.zip

Changelog:
- Added Filtered versions of all existing Inserters
- Added a new Technology for filtered inserters
- Added the Category for the inserters (No longer '?')
- Changed the collision box to match the base inserters (You can now walk "through" them yay!)

Would be really REALLY cool if somebody could match the new Graphics with colour and everything! I can do code but don't ask me to draw.

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Dysoch
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Re: [MOD WIP 0.3.2] Inserter Mod

Post by Dysoch »

if Heinrich doesnt mind, ill add it to DyTech.

changes will be relative simple, adding smart versions of a few, and changing graphics on all soon.
will keep it in separate files, so if Heinrich doesnt want this, i can easily delete it.
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FreeER
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Re: [MOD WIP 0.3.2] Inserter Mod

Post by FreeER »

Dysoch wrote:if Heinrich doesnt mind, ill add it to DyTech.
Honestly I think this would be better as a standalone mod. It doesn't need anything else (non inserter items) to be useful and since it helps the 'core' game then it's useful in all mods, and not everyone that wants to use the inserters will want to use the rest of DyTech (statistically speaking anyway :)). Of course no objections to someone updating it, I've thought about it once or twice but never got around to trying...
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Dysoch
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Re: [MOD WIP 0.3.2] Inserter Mod

Post by Dysoch »

FreeER wrote:
Dysoch wrote:if Heinrich doesnt mind, ill add it to DyTech.
Honestly I think this would be better as a standalone mod. It doesn't need anything else (non inserter items) to be useful and since it helps the 'core' game then it's useful in all mods, and not everyone that wants to use the inserters will want to use the rest of DyTech (statistically speaking anyway :)). Of course no objections to someone updating it, I've thought about it once or twice but never got around to trying...
Havent thought of it that way, i agree.
I will update it, add the smart version to this mod

Next version will be ready in a day or 2, download link will be on DyTech mod page.
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