[MOD 0.12.x / 0.11.x] Smart long inserters

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Schmendrick
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[MOD 0.12.x / 0.11.x] Smart long inserters

Post by Schmendrick »

Just what it says on the tin, nothing more. For people who want smart long inserters but not the other stuff from other mods that have them.
smartlong.jpg
smartlong.jpg (38.58 KiB) Viewed 13562 times
  • v. 0.1.2: fixed entity icon (in electric grid info, possibly elsewhere?)
  • v. 0.2.0: updated for Factorio 0.12.x
  • v. 0.2.1: updated for Factorio 0.12.11+
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smart-long-handed-inserter_0.2.1.zip
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smart-long-handed-inserter_0.1.2.zip
(9.66 KiB) Downloaded 5021 times
Last edited by Schmendrick on Sun Jan 10, 2016 5:06 pm, edited 6 times in total.
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Trev_lite
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Re: [0.11.x] Smart long inserters

Post by Trev_lite »

nice!
can i please get a fast long handed inserter.

Rseding91
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Re: [0.11.x] Smart long inserters

Post by Rseding91 »

Trev_lite wrote:nice!
can i please get a fast long handed inserter.
The base game's long handed inserters are fast.
If you want to get ahold of me I'm almost always on Discord.

Schmendrick
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Re: [0.11.x] Smart long inserters

Post by Schmendrick »

Kinda... long inserters perform fewer movements per time period than fast inserters, but they move stuff twice as far. So overall, they result in faster overall movement. Which I don't think is what you meant, but is what Rseding91 did.

I probably won't be making them, though it would be very easy to do so if anyone were so inclined.

Honestly for simple changes like this it takes more time editing an icon or making the craft recipe than it does to make the actual "smart" change.

In version 0.1.2, open the data.lua file in a text editor and look for instructions on making the smart long inserter fast. (Obviously if you make this change, anybody you play with in multiplayer must as well.)
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Schmendrick
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Re: [0.12.x / 0.11.x] Smart long inserters

Post by Schmendrick »

Updated for 0.12.x.
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Pacifyer
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Re: [MOD 0.12.x / 0.11.x] Smart long inserters

Post by Pacifyer »

I love the mod. I've been playing with it for a while, and I've included it in a lot of blueprints I post online.

One bug I've noticed is that these won't hook up to a circuit network (filters and logistics work fine). I copied the following code from the smart-inserter entity and it resolved the problem:

Code: Select all

thing.programmable = true
-- Edit to add circuit network capability
thing.circuit_wire_connection_point =
    {
      shadow =
      {
        red = {0, 0},
        green = {0, 0}
      },
      wire =
      {
        red = {0, 0},
        green = {0, 0}
      }
    }
thing.circuit_wire_max_distance = 7.5
-- End edit

thing.energy_per_movement = thing.energy_per_movement * ratio
thing.energy_per_rotation = thing.energy_per_rotation * ratio

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