This mod adds various items (belts, signals, pipes), which can interact with the logic system (wire and/or logistics network)
Latest-Release: v0.3.2, 01. Mai 2016
Required-Factorio-Version: 0.12.11+
Required Dependencies: -none-
Optional Dependencies: Dytech Machines, boblogistics
Download-Url: Latest Version - All Versions
Sourcecode: source
License: MIT
Long Description:
Belts
Logic Belts:
To access the interface of a logic belt you have to click in the middle of the belt (where the controller is).
The belt will be active when one of the two conditions is true. The lamp beside the belt shows the status (green = on, red = off).
To mine/remove the belt you have to aim close to the edge of the belt.
Do note that the belt has to be powered, otherwise the belt will not move.
The belt switches Direction, so it will be facing the opposite direction (because it is off) after it was built, until you set a condition.
Counter Belts:
To connect a wire to the counter belt you have to aim in the middle of the belt.
The output signal is in the signals tab (see picture below)
The maximum signal output is 8 (4 on each line).
To mine/remove the belt you have to aim close to the edge of the belt.
Pipes
Valve Pipe:
This pipe lets fluids only pass when one of the conditions in the controller is fulfilled.
The pipe will only work when it has power.
Reader Pipe:
This pipe emits a signal of the type and amount of liquid in the pipe.
The amount is multiplied by 10, so that you can read the first decimal place.
Because otherwise amounts like 5.4 would result in a wire signal of 5. When its multiplied by 10 the wire signal is 54.
Temperature Pipe:
This pipe emits the temperature of the fluid as signal.
Rail Signals
Logic Signal:
This signal will put a stop sign (fake cargo wagon) on the rail, when one condition in the controller is fulfilled.
The signal will only work when it has power.
It will not spawn a sign, when the signal state is yellow or red, because otherwise a train could crash into the sign or the sign could be attached to the train which will stop the train.
In the config file you can change the behaviour so that it can place if red.
Reader Signal:
This signal will emit its state as wire signal.
0 = green
1 = red
2 = orange
Picture:
Pictures
The belts in the top row are off and in the bottom row are on. (All belts were built facing north)
You can also built T-juntions
You can see the arrow of the controller is always pointing in the 'on'-direction
Example
Version History:
Version History
v0.3.2
updated for Factorio v0.12.32
v0.3.1
updated for Factorio v0.12.11
v0.3.0
Added Valve, Reader and Temperature Pipes
Added Logic and Reader Signals
Moved all items in a own subgroup
v0.2.2
Improved stability
v0.2.1
Added migration script
Fixed Item order
v0.2.0
Added logic and counter belts for dytech and bob logistics
Added german translation
v0.1.1
Fixed update message (no spam)
v0.1.0
Added Counter Belts
Removed collisions box
v0.0.3
Remove testing code
v0.0.2
Added ability to control the belt with the logistics system
Changed graphics of the lamp
Belt can now be rotated when in place (by rotating the controller) Be aware when you upgrade from 0.0.1 you have to reconfigure all belts
v0.0.1
Initial Release
Kown Bugs:
Kown Bugs
If a other mod overrides one of the technologys logistics 1 - 3, then the icons in the technology window will not appear.
(If you know a mod that does, please let me know, so I can adjust the load order)
Graphic Request
As I am not very good at graphics, I would be happy if someone could make some better icons and/or belt animations
Re: [MOD 0.12.x] Logic Belts
Posted: Fri Jul 24, 2015 3:41 pm
by aklesey1
Cool idea, now we can rotate our belts and change direction
May be we'll need logic splitters or smart splitters with filter function
Re: [MOD 0.12.x] Logic Belts
Posted: Mon Jul 27, 2015 8:50 am
by iame6162013
We need this 0.0
Re: [MOD 0.12.x] Logic Belts
Posted: Mon Jul 27, 2015 6:37 pm
by Ty94
aklesey1 wrote:Cool idea, now we can rotate our belts and change direction
May be we'll need logic splitters or smart splitters with filter function
Logic splitters can be done if you place a belt before or after the splitter.
smart(filter) splitter would be very cool, but I have no idea how to implement this funtion.
There was a smart splitter mod for 0.11 but since the belt mechanics have changed this method doesn't work anymore.
Is that a bug or am I missing something???
(it's in control btw but WHY WHY????)
Re: [MOD 0.12.x][v0.0.2] Logic Belts
Posted: Mon Jul 27, 2015 9:29 pm
by Ty94
That is not a bug. Apparently I forgot to remove some testing code.
A fixed version is up now.
Re: [MOD 0.12.x][v0.0.3] Logic Belts
Posted: Tue Jul 28, 2015 8:34 am
by iame6162013
I know it's not really a bug bug, but still it's an unintended undocumented feature .
Oh and btw could you also make a belt that gives a signal when items are on it? I know we could do this with inserters and stuff but it would be a lot more elegant if we could use a belt like that.
... the logic belt has a hitbox?? why can't I run over my belts anymore
Re: [MOD 0.12.x][v0.0.3] Logic Belts
Posted: Tue Jul 28, 2015 6:57 pm
by Ty94
iame6162013 wrote:... the logic belt has a hitbox?? why can't I run over my belts anymore
The collision box will be removed in the next version.
Re: [MOD 0.12.x][v0.1.1] Logic Belts
Posted: Sun Aug 02, 2015 7:29 pm
by Buggi
Great idea!
Can you add a version that has belts from mods as well? The faster belts from dytech and bobmods would be excellent!
Changelog v0.2.0
Posted: Mon Aug 03, 2015 12:59 pm
by Ty94
Features
Added logic and counter belts for dytech and bob logistics
Added german translation
Buggi wrote:Can you add a version that has belts from mods as well? The faster belts from dytech and bobmods would be excellent!
Done
Re: [MOD 0.12.x][v0.2.2] Logic Belts
Posted: Wed Aug 05, 2015 10:31 am
by YSX
Is it possible to make a logic splitter according to logic belt functionality? Something like if on the logic belt N items, then splitter move item to the left else to the right or even turn off.
If you wish I can try to implement this for myself, want to learn some modding stuff.
Re: [MOD 0.12.x][v0.2.2] Logic Belts
Posted: Wed Aug 05, 2015 11:30 am
by Ty94
YSX wrote:Is it possible to make a logic splitter according to logic belt functionality? Something like if on the logic belt N items, then splitter move item to the left else to the right or even turn off.
If you wish I can try to implement this for myself, want to learn some modding stuff.
I have currently no plans to implement splitters, so go ahead and try out some modding.
Re: [MOD 0.12.x][v0.2.2] Logic Belts
Posted: Fri Aug 07, 2015 5:23 am
by GopherAtl
YSX wrote:Is it possible to make a logic splitter according to logic belt functionality? Something like if on the logic belt N items, then splitter move item to the left else to the right or even turn off.
If you wish I can try to implement this for myself, want to learn some modding stuff.
If you look at how the current lane splitters mod works, using collision boxes, you could probably adapt the same technique and combine with the technique used here and in the rail logic mod to make splitters you could have some control over.
Re: [MOD 0.12.x][v0.2.2] Logic Belts
Posted: Tue Aug 11, 2015 7:09 pm
by PrairForMercy
hey thanksfor this mod love using the counter belts.
but i got a problem with the logic belts.
i get the following error message:
control.lua:86: given entity doesent have circuit conditiond with index 2
Re: [MOD 0.12.x][v0.2.2] Logic Belts
Posted: Thu Aug 13, 2015 4:19 pm
by DOSorDIE
Is it possible to get execpt a count a item (what is on the belt).
I known that when many different on it they dont know what to show.
The first item on is enough when come more than one.
I want make a "splitter" with it that filter ... i speed up the belt who came the items one side ... but i dont know what come ...
Can you make that item detector?
Re: [MOD 0.12.x][v0.2.2] Logic Belts
Posted: Tue Aug 18, 2015 12:00 pm
by Alexs
thx for your very fine work!
Re: [MOD 0.12.x][v0.2.2] Logic Belts
Posted: Wed Aug 26, 2015 5:50 pm
by FalcoGer
How about a counter pipe? Or valve that isn't an engine (limiting throughput or two way flow)
Re: [MOD 0.12.x][v0.3.0] Logic Belts (and more)
Posted: Sat Oct 24, 2015 2:56 am
by Bizz Keryear
Wow cool, this should be in the vanilla game.
(Though I probably won't use it since the updates of the game come a little too fast for the modders to keep up and when deciding between playing the older version while waiting for favorite mod to be updated and playing the latest version with all new gadgets .. the latter wins ... especially with more mods comes the problems that several skip some versions / are incompatible to some ... so happened in treefarm)