[MOD 1.1] Loader Redux

Topics and discussion about specific mods
funnysunnybunny
Inserter
Inserter
Posts: 46
Joined: Mon Jul 11, 2016 4:26 pm
Contact:

Re: [MOD 0.16] Loader Redux 1.2.0

Post by funnysunnybunny »

Ironhair wrote:Came here through factorioprints.
Quick question, if you don't mind... what's the advantage of using loader redux?
Using it over what? Or vanilla? Loaders have a higher throughput than most inserter configurations, especially without any capacity research, also they have a filter function when drawing items from an inventory.

A year ago however loaders were a lot more CPU hogging than inserters, especially in large train stations they could easily ruin the game/map for low end and mid end pcs, however I have not yet seen it being that CPU hogging, but that could also be related to Factorio itself being better optimized than a year ago. Overall it runs a lot better for me.
danyax
Long Handed Inserter
Long Handed Inserter
Posts: 63
Joined: Tue Dec 26, 2017 9:29 am
Contact:

Re: [MOD 0.16] Loader Redux 1.2.1

Post by danyax »

Could you please update recipes to be inline with latest Bob updates to belts&inserverts? For example, yellow belt now requires tin, blue - cobalt steel bearing and not lube, etc. Or you might consider using recipe based on same-tier inserters, belts and underground belts to make it automatically aligned with Bob and vanilla recipe costs.
Thank you for maintaining this mod. I like it very much and feel that 1x2 is the right size to go. 1x1 size other loaders mods use feels to me like cheating.
User avatar
pezzawinkle
Fast Inserter
Fast Inserter
Posts: 113
Joined: Thu Jan 12, 2017 1:28 am
Contact:

Re: [MOD 0.16] Loader Redux 1.2.1

Post by pezzawinkle »

Its not a mod update, but i do have a code snippet which may help...

in the prototype/recipe.lua file...
replace the red and blue loader code with
replace code
don't override the yellow or green/purple ones...
I hope this helps
HurkWurk
Filter Inserter
Filter Inserter
Posts: 260
Joined: Mon Nov 14, 2016 4:55 pm
Contact:

Re: [MOD 0.15] Loader Redux 1.1.1

Post by HurkWurk »

slimepuke wrote:Shit, you know what, I didn't actually explore the mod enough and I now see that when you click on the loader it does indeed have a filter interface, my bad.
Awesome, I'll probably do the method you just outlined with the chest. Thanks for your response!
if i recall, the loader only shows the filter choice when its outputting, not inputting.
aklesey1
Smart Inserter
Smart Inserter
Posts: 1862
Joined: Sun May 18, 2014 3:45 pm
Contact:

Re: [MOD 0.16] Loader Redux 1.2.1

Post by aklesey1 »

Error when launch with new boblogistics
https://yadi.sk/i/tBloZDc63TuJKF
Nickname on ModPortal - Naron79
Wherelock
Burner Inserter
Burner Inserter
Posts: 5
Joined: Fri Mar 30, 2018 6:45 am
Contact:

Re: [MOD 0.16] Loader Redux 1.2.1

Post by Wherelock »

aklesey1 wrote:Error when launch with new boblogistics
https://yadi.sk/i/tBloZDc63TuJKF
quoted from my own comments on github:

“I just found out the reason. Basically, bob logistic just renamed their belt, from green transport belt to turbo transport belt and from purple transport belt to ultimate transport belt. what you need to do is updating the names of the green and purple ones in entity, item and recipe lua. It works for me.”
loader.JPG
loader.JPG (88.53 KiB) Viewed 8520 times
"and here's the bob logistics' in-game update log. it shows the belts' names have been changed."
User avatar
Optera
Smart Inserter
Smart Inserter
Posts: 2920
Joined: Sat Jun 11, 2016 6:41 am
Contact:

Re: [MOD 0.16] Loader Redux 1.2.3

Post by Optera »

Fixed for current boblogistics and also updated recipes if bobplates is installed.
NoCompromiseHK
Manual Inserter
Manual Inserter
Posts: 1
Joined: Fri Sep 23, 2016 8:21 am
Contact:

Re: [MOD 0.16] Loader Redux 1.2.4

Post by NoCompromiseHK »

If boblogistics transport belt overhaul is active, the first tier of loaders is missing and the speed of the others does not match. Could you update this?
And thank you, for providing this mod!
User avatar
Optera
Smart Inserter
Smart Inserter
Posts: 2920
Joined: Sat Jun 11, 2016 6:41 am
Contact:

Re: [MOD 0.16] Loader Redux 1.2.5

Post by Optera »

Fixed by tieing loaders to their respective belt speed.
GowoGoO
Manual Inserter
Manual Inserter
Posts: 3
Joined: Sun Apr 01, 2018 7:59 am
Contact:

Re: [MOD 0.16] Loader Redux 1.2.5

Post by GowoGoO »

You can create support to UltimateBelts mod? c:
https://mods.factorio.com/mod/UltimateBelts
Barton1991
Manual Inserter
Manual Inserter
Posts: 3
Joined: Thu Feb 22, 2018 7:02 am
Contact:

Re: [MOD 0.16] Loader Redux 1.2.5

Post by Barton1991 »

Hi, I was pondering over the deconstruction planner today and noticed it had a blacklisting feature, I was wondering if this would be possible for your loaders? it would surely simplify most of my machines!
johnnyBgoode
Inserter
Inserter
Posts: 43
Joined: Thu Mar 24, 2016 7:12 pm
Contact:

Re: [MOD 0.16] Loader Redux 1.2.5

Post by johnnyBgoode »

Hello!

I was wondering if the inability to use the loader between two buildings are chests is a bug or a limitation? I was trying to build a compact train station with the loaders and found that they you need a extra loader and a belt to load directly into a chest.

Thanks!
User avatar
Optera
Smart Inserter
Smart Inserter
Posts: 2920
Joined: Sat Jun 11, 2016 6:41 am
Contact:

Re: [MOD 0.16] Loader Redux 1.2.5

Post by Optera »

Loaders are mass Belt > Chest or Chest > Belt connections.
For Chest > Chest use stack inserters.
magu5026
Burner Inserter
Burner Inserter
Posts: 19
Joined: Wed Jun 07, 2017 4:25 pm
Contact:

Re: [MOD 0.16] Loader Redux 1.2.5

Post by magu5026 »

Hello, at the moment Bob's loaders only show a yellow transport belt and not the respective belt of the loader.
https://prnt.sc/jhp6vk

I tried to create some code for you, to fix, shall we say, the visual issue.

Code: Select all

function make_loader_entity(name,belt)
	local loader = data.raw["loader"][name] or copyPrototype("loader", "loader", name)
	loader.structure.direction_in.sheet.filename="__LoaderRedux__/graphics/entity/"..name..".png"
	loader.structure.direction_in.sheet.width = 128
	loader.structure.direction_in.sheet.height = 128
	loader.structure.direction_out.sheet.filename="__LoaderRedux__/graphics/entity/"..name..".png"
	loader.structure.direction_out.sheet.width = 128
	loader.structure.direction_out.sheet.height = 128
	loader.structure.direction_out.sheet.y = 128
	loader.icon = "__LoaderRedux__/graphics/icon/"..name..".png"
	loader.icon_size = 32
	loader.speed = belt.speed
	loader.flags = {"placeable-neutral", "placeable-player", "player-creation", "fast-replaceable-no-build-while-moving"}
	
	loader.belt_horizontal = belt.belt_horizontal
	loader.belt_vertical   = belt.belt_vertical
	loader.ending_top      = belt.ending_top
	loader.ending_bottom   = belt.ending_bottom
	loader.ending_side     = belt.ending_side
	loader.starting_top    = belt.starting_top
	loader.starting_bottom = belt.starting_bottom
	loader.starting_side   = belt.starting_side
		
	return loader
end

data:extend({
	make_loader_entity("loader", data.raw["transport-belt"]["transport-belt"]),
	make_loader_entity("fast-loader", data.raw["transport-belt"]["fast-transport-belt"]),
	make_loader_entity("express-loader", data.raw["transport-belt"]["express-transport-belt"]),
})

if data.raw.technology["bob-logistics-4"] then
	data:extend({
		make_loader_entity("purple-loader", data.raw["transport-belt"]["turbo-transport-belt"]),
		make_loader_entity("green-loader", data.raw["transport-belt"]["ultimate-transport-belt"]),
	})
end
User avatar
Optera
Smart Inserter
Smart Inserter
Posts: 2920
Joined: Sat Jun 11, 2016 6:41 am
Contact:

Re: [MOD 0.16] Loader Redux 1.2.5

Post by Optera »

Thanks, from what I could see it also seems to make slow belts line up nicly with the belt animation.
I'll integrate your code next weekend.
User avatar
kirazy
Filter Inserter
Filter Inserter
Posts: 426
Joined: Tue Mar 06, 2018 12:18 am
Contact:

Re: [MOD 0.16] Loader Redux 1.2.6

Post by kirazy »

Were you planning to add a basic loader, to match with the tier 0 belts from Bobs Logistics?
User avatar
Optera
Smart Inserter
Smart Inserter
Posts: 2920
Joined: Sat Jun 11, 2016 6:41 am
Contact:

Re: [MOD 0.16] Loader Redux 1.2.6

Post by Optera »

Loaders are mid to end game entities designed to be used where even stack inserters can't keep up.
In that context having a loader below yellow belt speed makes no sense.
magnuspwnzer
Manual Inserter
Manual Inserter
Posts: 4
Joined: Thu Jul 05, 2018 3:14 pm
Contact:

Loader Redux Incompatible with Long Reach Mod

Post by magnuspwnzer »

The long reach mod is inoperative when loader redux is active, despite still appearing in the mod options menu and settings correctly applied.
DiegoG
Manual Inserter
Manual Inserter
Posts: 2
Joined: Sun Sep 30, 2018 12:58 am
Contact:

[Request] Support for FactorioExtended Plus?

Post by DiegoG »

I just made a forums account because of this, so I hope it gets at least considered.
Can you please add support for FactorioExtended Plus? I don't have the time, experience NOR patience to play with Bob's, but FE+ seems just right for me. Can you please add support for it?
Post Reply

Return to “Mods”