The ultimate programmable inserter should be able to pick from and put to any of the four "directions" of a tile. For example, it should be able to pick from the far side of a belt and put on the right side of another. This is 4x4=16 variants, multiplied with the above factor.FalcoGer wrote:i've seen all kinds of variations of this concept. personally i like the one where you click on the actual inserter to change it's orientation and you get a normal inserter of the type back when deconstructing.
I also like the one where there is 4 (short, normal, medium, long) different ranges for output and 2 (standard normal, long) for input separately. where you can set where to place the item on the belt. so with 8 directions to take from, 7 to put things to (pointless to put it back where it came from, so 1 less), 2 variations on the arm length to grab, and 4 variations where to put it, that would make a total of 8*7*4*2 = 448 variations of each and every one inserter type.
[MOD 0.13.x] Cursed PI - v0.2.3
Re: [MOD 0.12.x] Cursed PI - v0.0.3
Re: [MOD 0.12.x] Cursed PI - v0.0.3
not works for me with Factorio 0.12.6..
EDIT: SORRY! it works! -- I did not have enough research
EDIT: SORRY! it works! -- I did not have enough research
Re: [MOD 0.12.x] Cursed PI - v0.0.3
This is very cool and nice useful mod for inserters, author please don't stop working )))
Nickname on ModPortal - Naron79
Re: [MOD 0.12.x] Cursed PI - v0.0.3
I've updated this mod for compatibility with Factorio 0.12.11; the updated code is in my github repository.
- Attachments
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- Cursed-PI_0.0.4.zip
- my modified version; compatible with Factorio 0.12.11
- (55.49 KiB) Downloaded 496 times
Re: [MOD 0.12.x] Cursed PI - v0.0.3
actually there are several times I wanted to put the item back in the same square I picked it up from particularly when wanting to double load a belt pick it up from the closer side of the belt then put it down on the far side (or vice versa)
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Re: [0.12.x] Cursed PI - v0.0.3
don't forget about this! the error still happen in 0.0.4 with reverse factory.L0771 wrote:Ralord89 wrote:I get this error when running it with Reverse Factory modAdd this in the end of the data.lua.Code: Select all
data.raw["recipe"]["cursed-pa"].ingredients = {{"iron-plate",1}}
i have this modified for the next version, but i don't want update only for this.
Re: [MOD 0.12.x] Cursed PI - v0.0.3
i made a little update on the mod
i have included the 0.0.4 update as well
the 0.0.5 update chance is i removed cursed-pa from the game sins its not needed anymore (i think)
i can select the recipe from the assembler it self now
hope u will enjoy the mod as mutch as u did in the past
i have included the 0.0.4 update as well
the 0.0.5 update chance is i removed cursed-pa from the game sins its not needed anymore (i think)
i can select the recipe from the assembler it self now
hope u will enjoy the mod as mutch as u did in the past
- Attachments
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- Cursed-PI_0.0.5.zip
- (54.95 KiB) Downloaded 252 times
Re: [MOD 0.12.x] Cursed PI - v0.0.3
When I try to generate a new world this notice appears:
Also, the version I am running is 0.12.33
The other mods I am using are:
EDIT: I've figured out why this doesn't work; the control.lua file contains 'game.run' or something like that, while in the version im using modders must use 'script.run'
Also, the version I am running is 0.12.33
The other mods I am using are:
additional oil refineries; Aircraft; Better Beacon; Big Bags; Bucket Wheel Excavator; blueprint string; Cursed PI; Double Furnace; Factorio Basics Core; Factorio basics equipment; factorio basics logistics; factorio basics power; factorio basics transport; factorio basics weaponry; Landfill; Larger Inventory; Mining Tools; Oil steam boiler; orbital ion cannon; robot mining site; rocket auto starter; resource spawner overhaul; satellites uplink station; shuttle train; curbolt's solar mod; specialized refineries; super tank; swift inserter; tanks for bob; warehousing; waterwell
I know I have a lot of mods, so if you can't test this then, i don't mind EDIT: I've figured out why this doesn't work; the control.lua file contains 'game.run' or something like that, while in the version im using modders must use 'script.run'
Re: [MOD 0.13.x] Cursed PI - v0.1.1
Translations into Russian.(Cursed-PI_0.2.0)
- Attachments
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- ru.zip
- (539 Bytes) Downloaded 155 times
Re: [MOD 0.13.x] Cursed PI - v0.2.1
Thanks you, added in version 0.2.1RikkiLook wrote:Translations into Russian.(Cursed-PI_0.2.0)
Re: [MOD 0.13.x] Cursed PI - v0.2.2
Thanks you, solved in v0.2.2, i hope no more bugs...
Re: [MOD 0.13.x] Cursed PI - v0.2.2
Excellent!
Re: [MOD 0.13.x] Cursed PI - v0.2.3
And, last update, added "closer" option, now you can chose the way of items dropped.
Re: [MOD 0.13.x] Cursed PI - v0.2.3
Dear L0771,
I love the concept of your mod, but the way I imagine all default inserters should be configurable like yours from the start of the game. They shouldn't require any additional technologies or resources/items. Default inserters should have these abilities from the very beginning. That's how I imagine. I believe our views on these things are different and i lack any basic knowledge of Factorio modding also Lua is pretty new to me. If there is any way you could help me to achieve these goals with your inserters I'll be very happy. It shouldn't be difficult, new technologies should be removed and recipes/power consuption changed to match default inserters if there isn't a possibility to replace them.
I use Factorio 0.12.35 and 0.0.5 version of Cursed PI. When 0.13 will be stable I'll switch to it.
What specific lines, variables, files should I change? Or you are able to do this for me?
Any kind of help is very appreciated.
Respectfully, namek
I love the concept of your mod, but the way I imagine all default inserters should be configurable like yours from the start of the game. They shouldn't require any additional technologies or resources/items. Default inserters should have these abilities from the very beginning. That's how I imagine. I believe our views on these things are different and i lack any basic knowledge of Factorio modding also Lua is pretty new to me. If there is any way you could help me to achieve these goals with your inserters I'll be very happy. It shouldn't be difficult, new technologies should be removed and recipes/power consuption changed to match default inserters if there isn't a possibility to replace them.
I use Factorio 0.12.35 and 0.0.5 version of Cursed PI. When 0.13 will be stable I'll switch to it.
What specific lines, variables, files should I change? Or you are able to do this for me?
Any kind of help is very appreciated.
Respectfully, namek
Diagonal Factorio
Can't download a mod from mods.factorio.com ? or want to mirror it somewhere else? I'll upload somewhere or directly send them to You.
Resistance.
Can't download a mod from mods.factorio.com ? or want to mirror it somewhere else? I'll upload somewhere or directly send them to You.
Resistance.
Re: [MOD 0.13.x] Cursed PI - v0.2.3
Dear L0771,
I've managed to learn Lua and the very basics of Factorio Modding. I already made the changes I needed in my previous message. Now i need some answers, if you can, please let me know.
Respectfully, Me
I've managed to learn Lua and the very basics of Factorio Modding. I already made the changes I needed in my previous message. Now i need some answers, if you can, please let me know.
Respectfully, Me
Diagonal Factorio
Can't download a mod from mods.factorio.com ? or want to mirror it somewhere else? I'll upload somewhere or directly send them to You.
Resistance.
Can't download a mod from mods.factorio.com ? or want to mirror it somewhere else? I'll upload somewhere or directly send them to You.
Resistance.
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Re: [MOD 0.13.x] Cursed PI - v0.2.3
Hi!
I saw this mod https://mods.factorio.com/mods/Bobingabout/bobinserters and it has the same function as you mod, except it only work on bob's inserter. My question is, that mod has the range reach of up to 3, is it possible to make this mod have the same range?
I saw this mod https://mods.factorio.com/mods/Bobingabout/bobinserters and it has the same function as you mod, except it only work on bob's inserter. My question is, that mod has the range reach of up to 3, is it possible to make this mod have the same range?
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Re: [MOD 0.13.x] Cursed PI - v0.2.3
Hi
Unoficial release for 0.14:
https://www.dropbox.com/s/vn8svm963cx1v ... 4.zip?dl=0
Every inserter is cursed version:
https://www.dropbox.com/s/k2qjbhl3iexnl ... 5.zip?dl=0
Unoficial release for 0.14:
https://www.dropbox.com/s/vn8svm963cx1v ... 4.zip?dl=0
Every inserter is cursed version:
https://www.dropbox.com/s/k2qjbhl3iexnl ... 5.zip?dl=0
Re: [MOD 0.13.x] Cursed PI - v0.2.3
Thank you dear kasandraen,kasandraen wrote:Hi
Unoficial release for 0.14:
https://www.dropbox.com/s/vn8svm963cx1v ... 4.zip?dl=0
Every inserter is cursed version:
https://www.dropbox.com/s/k2qjbhl3iexnl ... 5.zip?dl=0
But after 0.13 stable release I don't need it anymore. And I cannot reply PM, some "smart guys" thought it's a good idea to disable it for newbies.
-Respectfully, namek
Diagonal Factorio
Can't download a mod from mods.factorio.com ? or want to mirror it somewhere else? I'll upload somewhere or directly send them to You.
Resistance.
Can't download a mod from mods.factorio.com ? or want to mirror it somewhere else? I'll upload somewhere or directly send them to You.
Resistance.