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Re: [MOD 0.12.x] Side Inserters v1.0.3

Posted: Mon Jan 25, 2016 9:34 am
by Kryzeth
Ahaa, very nice! I had just copy-pasted the code from bobs mods without giving it much thought, but that certainly does make it rather succinct! I can't believe I missed the locale names for the purple inserters... but anyways, fixed! I might as re-upload the fixed package :3 But besides that, I didn't do much aside from copy-paste a bunch of code, and copy-paste a bunch of pictures to create the proper icons X3 But you are most welcome! I am glad that somebody found it useful! :D

Re: [MOD 0.12.x] Side Inserters v1.0.3

Posted: Thu Feb 04, 2016 10:30 pm
by Ringkeeper
oh god... thanks for this mod :D that makes things alot easier :)

Re: [MOD 0.12.x] Side Inserters v1.0.3

Posted: Thu Feb 11, 2016 9:54 pm
by GotLag
Ringkeeper wrote:oh god... thanks for this mod :D that makes things alot easier :)
The side burner inserters are especially nifty in the early game for making self-powering burner drills :)

Re: [MOD 0.12.x] Side Inserters v1.0.3

Posted: Mon Feb 15, 2016 6:37 pm
by Ringkeeper
GotLag wrote:
Ringkeeper wrote:oh god... thanks for this mod :D that makes things alot easier :)
The side burner inserters are especially nifty in the early game for making self-powering burner drills :)
well, for that you just place 4 burner drills in a circle. They power each other and store the rest.

Re: [MOD 0.12.x] Side Inserters v1.0.3

Posted: Mon Feb 15, 2016 11:46 pm
by GotLag
True, but I like the neatness of having one drill, one inserter, and one chest.

Re: [MOD 0.12.x] Side Inserters v1.0.3

Posted: Thu Feb 18, 2016 10:07 am
by aklesey1
GotLag u made nice mod =)
Can u make 90 and 180 degree inseters for bob mods from bob logistics and of course dependency to bob logistics?

Re: [MOD 0.12.x] Side Inserters v1.0.3

Posted: Thu Feb 18, 2016 1:37 pm
by GotLag
aklesey1 wrote:GotLag u made nice mod =)
Thanks!
aklesey1 wrote:Can u make 90 and 180 degree inseters for bob mods from bob logistics and of course dependency to bob logistics?
I don't use Bob's mods myself, but at the top of this page Kryzeth has posted a version which appears to be what you need.

Re: [MOD 0.12.x] Side Inserters v1.0.3

Posted: Thu Feb 18, 2016 7:06 pm
by aklesey1
GotLag wrote:
aklesey1 wrote:GotLag u made nice mod =)
Thanks!
aklesey1 wrote:Can u make 90 and 180 degree inseters for bob mods from bob logistics and of course dependency to bob logistics?
I don't use Bob's mods myself, but at the top of this page Kryzeth has posted a version which appears to be what you need.
U want to say it contains 90 and 180 degree inserters for bob mods? i cannot see it :D i used this with bob library and bob logistics, may be need something else for correct work in this mod?

Bob inserters from bob logistics is really useful? but i cant rotate it to 90 or 180 degree direction that's bad - i really want to make my factory more convenient

P. S. If u guys watching for news every friday u can read that smart inserters will become history, i think it will be very useful :D

Re: [MOD 0.12.x] Side Inserters v1.0.4

Posted: Sun Feb 28, 2016 4:45 pm
by GotLag
Added Japanese localisation

Re: [MOD 0.12.x] Side Inserters v1.0.4

Posted: Thu Mar 03, 2016 11:34 am
by acryinshame
Love the mod, adding to my list of must haves.
can you remove the space in the name however. it makes it hard to reference in other mod's code

Re: [MOD 0.12.x] Side Inserters v1.0.4

Posted: Fri Mar 04, 2016 4:11 am
by GotLag
acryinshame wrote:Love the mod, adding to my list of must haves.
can you remove the space in the name however. it makes it hard to reference in other mod's code

Update Factorio to 0.12.25 - it fixes the bug that stopped spaces in dependency names from working.

Re: [MOD 0.12.x] Side Inserters v1.0.5

Posted: Fri Mar 04, 2016 6:31 am
by GotLag
Updated to simplify entity prototypes (now copies the base inserters and only updates attributes that differ, rather than redefining all attributes).

Re: [MOD 0.12.x] Side Inserters v1.0.4

Posted: Fri Mar 04, 2016 3:43 pm
by acryinshame
GotLag wrote:
acryinshame wrote:Love the mod, adding to my list of must haves.
can you remove the space in the name however. it makes it hard to reference in other mod's code

Update Factorio to 0.12.25 - it fixes the bug that stopped spaces in dependency names from working.


Wouldn't that make your mod a 0.12.25 mod instead of a 0.12.x mod? Not sure if that counts due to it works find for the game itself and only relates to mod dependency but never the less I was trying to keep from using experimental updates as it can sometimes break things I'm working on.

Re: [MOD 0.12.x] Side Inserters v1.0.5

Posted: Wed Mar 09, 2016 9:36 am
by stardruid
Anyone else having a issue when you pick up a side inserter it turn into a normal inserter? Have to constantly make new ones when I move stuff.

Re: [MOD 0.12.x] Side Inserters v1.0.5

Posted: Wed Mar 09, 2016 10:44 am
by GotLag
That's by design. It's the most convenient way of converting between types.

Re: [MOD 0.12.x] Side Inserters v1.0.5

Posted: Wed Mar 09, 2016 5:22 pm
by stardruid
GotLag wrote:That's by design. It's the most convenient way of converting between types.
convert? is there a way to go from the normal back to the a side inserter ?

Re: [MOD 0.12.x] Side Inserters v1.0.5

Posted: Wed Mar 09, 2016 6:27 pm
by GotLag
All the side inserters are crafted from a normal inserter of the same type (burner/basic/long/fast/smart).

I did it this way because (at least for me) it's very easy to accidentally craft the wrong type, and adding recipes to directly craft between types would clutter up the crafting menu far too much.

Re: [MOD 0.12.x] Side Inserters v1.0.5

Posted: Thu Mar 10, 2016 3:14 am
by acryinshame
also then your not stuck with a side loader if you dont need it anymore

Re: [MOD 0.12.x] Side Inserters v1.0.5

Posted: Thu Mar 10, 2016 3:57 am
by stardruid
Well tells how much I was paying a attention, I always just looks at the final base resources cost and not the actual items needed for it.

Re: [MOD 0.12.x] Side Inserters v1.0.5

Posted: Sun Mar 13, 2016 3:11 pm
by Thunder_Child
Factorio 12.0.26 seems to have changed energy required to have to be more than .001, changed it to .01.