PowerBelts

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wahming
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PowerBelts

Post by wahming »

Introducing my first mod, PowerBelts! Now, your belts are no longer perpetual motion machines, but obey the laws of physics and energy conservation (or as much as that happens in Factorio, anyway).

Welcoming feedback, bug reports, ideas.

v0.3.1: (Released 23/5/2015)

News:
- Yay splitters! Splitters are now powered too
- Sadly, due to game limitations, it is unlikely that I can add in support for powered underground belts
There's no way to tell via the API if a belt is going under or coming up (that I know of. Please correct me if I'm wrong)

Changes:
- Added powered splitters

Features:
- Belts require motivator to move, motivator requires transformer to supply power
- Fully dynamic - add/remove/rotate belts in any order
- Non-resource intensive - code only runs every 50 ticks
- Dynamic electric power drain - increases with belt length
- Can run on burners, for dark age bases. 15 belt segment limit per burner transformer

Todo:
- More tiers
- Auto-remove trees when placing belts
- Optional support for landfill mod to place belts over water
- Better graphics. Volunteers, anyone?
- Handle destroyed belts
- Handle bot constructed/deconstructed belts

KIV'd:
- Underground belt support:
There's no way to tell via the API if a belt is going underground or coming up aboveground (that I know of. Please correct me if I'm wrong)
Attachments
PowerBelts_0.3.1.zip
(195.85 KiB) Downloaded 373 times
Last edited by wahming on Fri May 22, 2015 8:30 pm, edited 2 times in total.
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matpmag
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Re: PowerBelts

Post by matpmag »

Love this idea, can't wait to try it out!
Congrats on the release - I've seen this mod in WIP a couple of times :)
If your looking for graphics, make a request in contributions/texture packs and hopefully someone can assist. That's what its there for ;)
wahming
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Re: PowerBelts

Post by wahming »

matpmag wrote:Love this idea, can't wait to try it out!
Congrats on the release - I've seen this mod in WIP a couple of times :)
Yep, first mod, had a lot of questions :lol:
matpmag wrote:If your looking for graphics, make a request in contributions/texture packs and hopefully someone can assist. That's what its there for ;)
Cool, I'll check that out.
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Xterminator
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Re: PowerBelts

Post by Xterminator »

This looks pretty neat! :D I have kind of wanted belts to actually take power for a long time, and finally they can! If ya don't mind, I think I will do a mod spotlight on this in the next couple of days. :)
Definitely keep the updates coming, I look forward to using the mod.
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wahming
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Re: PowerBelts

Post by wahming »

Xterminator wrote:This looks pretty neat! :D I have kind of wanted belts to actually take power for a long time, and finally they can! If ya don't mind, I think I will do a mod spotlight on this in the next couple of days. :)
Definitely keep the updates coming, I look forward to using the mod.
Sure, you're more than welcome to spotlight it! But hold off till I get the burner transformers working, early game is a bit awkward without them :lol:
wahming
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Re: PowerBelts

Post by wahming »

New version uploaded!
wahming
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Re: PowerBelts

Post by wahming »

Version 0.3.1 uploaded!
YuokiTani
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Re: PowerBelts

Post by YuokiTani »

i have still no luck with mods ...
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wahming
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Re: PowerBelts

Post by wahming »

YuokiTani wrote:i have still no luck with mods ...
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I suspect my mod only works with new games, for now. I will have to look into how to support saved games that were started without my mod.
Airat9000
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Re: PowerBelts

Post by Airat9000 »

wahming wrote:Introducing my first mod, PowerBelts! Now, your belts are no longer perpetual motion machines, but obey the laws of physics and energy conservation (or as much as that happens in Factorio, anyway).

Welcoming feedback, bug reports, ideas.

v0.3.1: (Released 23/5/2015)

News:
- Yay splitters! Splitters are now powered too
- Sadly, due to game limitations, it is unlikely that I can add in support for powered underground belts
There's no way to tell via the API if a belt is going under or coming up (that I know of. Please correct me if I'm wrong)

Changes:
- Added powered splitters

Features:
- Belts require motivator to move, motivator requires transformer to supply power
- Fully dynamic - add/remove/rotate belts in any order
- Non-resource intensive - code only runs every 50 ticks
- Dynamic electric power drain - increases with belt length
- Can run on burners, for dark age bases. 15 belt segment limit per burner transformer

Todo:
- More tiers
- Auto-remove trees when placing belts
- Optional support for landfill mod to place belts over water
- Better graphics. Volunteers, anyone?
- Handle destroyed belts
- Handle bot constructed/deconstructed belts

KIV'd:
- Underground belt support:
There's no way to tell via the API if a belt is going underground or coming up aboveground (that I know of. Please correct me if I'm wrong)

in Dytech mod work??
Airat9000
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Re: PowerBelts

Post by Airat9000 »

bug

:cry: Image
Cipherpunk
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Re: PowerBelts

Post by Cipherpunk »

Thank you so much for this mod! It's always bugged me that belts get free energy. I know some of the other entities do also but belts are such a big part of your factory and it's always just felt wrong.

Would it be possible to add the power consumption properties directly to the belt motivator (and maybe even the ability to consume solid fuel)? I love the concept but I feel like it's a bit excessive to have to add two special entities to each belt segment.
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hitzu
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Re: PowerBelts

Post by hitzu »

It seems that this mod is abandoned. :( It is a great modification.
Does anybody want to adapt it for 0.12?
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Re: PowerBelts

Post by golress »

I want this mod for 0.12 too.
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Re: PowerBelts

Post by EldVarg »

Would be so cool to have a new version of this. Really think it's stupid that conveyor belts do not use energy.
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