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Re: [MOD 0.11.x] Item Collectors

Posted: Mon May 04, 2015 1:23 pm
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?

Re: [MOD 0.11.x] Item Collectors

Posted: Mon May 04, 2015 1:25 pm
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.

Re: [MOD 0.11.x] Item Collectors

Posted: Tue May 05, 2015 4:14 pm
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!

Re: [MOD 0.11.x] Item Collectors

Posted: Thu Jul 23, 2015 6:37 am
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

Re: [MOD 0.12.x] Item Collectors

Posted: Sat Aug 29, 2015 2:28 am
by Rseding91
Updated for 0.12 and full multi-surface + multi-force support.

Re: [MOD 0.12.x] Item Collectors

Posted: Sat Aug 29, 2015 9:12 am
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.

Re: [MOD 0.12.x] Item Collectors

Posted: Sat Aug 29, 2015 6:59 pm
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 :)

Re: [MOD 0.12.x] Item Collectors

Posted: Thu Sep 10, 2015 2:42 pm
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?

Re: [MOD 0.12.x] Item Collectors

Posted: Fri Sep 11, 2015 3:54 am
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.

Re: [MOD 0.12.x] Item Collectors

Posted: Fri Sep 11, 2015 1:18 pm
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?

Re: [MOD 0.12.x] Item Collectors

Posted: Fri Sep 11, 2015 2:58 pm
by Rseding91
I already know why it doesn't work: Factorio won't blueprint an entity that has no "items to place this" and because of the mechanics I use to render the overlay only when holding the item (chests don't have an overlay render in the base game) I swap the placed entity with the real one when it's built.

The game sees the built one as having no item-to-place so it says "no, you can't use that in a blueprint".

Re: [MOD 0.12.x] Item Collectors

Posted: Sat Nov 07, 2015 9:40 pm
by Szereka
Hello

Is there a Possibility to get Item Collectors_1.1.5.zip Ver 1.1.5 somewhere ? as i am still on 0.12.10

My Best Regards
Szereka

Re: [MOD 0.12.x] Item Collectors

Posted: Tue Nov 24, 2015 9:47 pm
by Rseding91
Szereka wrote:Hello

Is there a Possibility to get Item Collectors_1.1.5.zip Ver 1.1.5 somewhere ? as i am still on 0.12.10

My Best Regards
Szereka
No, I don't support versions before the latest experimental version and the latest stable version (if I made the mod when the latest stable version existed). You'll need to update your game to the latest version as of today: 0.12.19.

Re: [MOD 0.12.x] Item Collectors

Posted: Sat Mar 26, 2016 10:57 am
by Aikonn
From point of game perfomance (in multiplayer):
Is it better to use Item Collector or field of vanila belts to collect monster drops?

Re: [MOD 0.12.x] Item Collectors

Posted: Sat Mar 26, 2016 4:00 pm
by Rseding91
Aikonn wrote:From point of game perfomance (in multiplayer):
Is it better to use Item Collector or field of vanila belts to collect monster drops?
Fields of belts. At least until 0.13.

Re: [MOD 0.12.x] Item Collectors

Posted: Sat Mar 26, 2016 4:31 pm
by orzelek
Rseding91 wrote:
Aikonn wrote:From point of game perfomance (in multiplayer):
Is it better to use Item Collector or field of vanila belts to collect monster drops?
Fields of belts. At least until 0.13.
What would change in 0.13?
Luajit is not on the list in last FFF - is it still on the list?

Re: [MOD 0.12.x] Item Collectors

Posted: Mon Apr 04, 2016 8:24 pm
by OvermindDL1
orzelek wrote:
Rseding91 wrote:
Aikonn wrote:From point of game perfomance (in multiplayer):
Is it better to use Item Collector or field of vanila belts to collect monster drops?
Fields of belts. At least until 0.13.
What would change in 0.13?
Luajit is not on the list in last FFF - is it still on the list?
Probably new events. I have another collector at viewtopic.php?f=93&t=23074 that works different than this one but due to the design it uses less cpu time, plus no magical teleportation of the items, with a power draw. The different way it works may not be everyone's style, but if it works for you... I personally use both.