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[MOD 0.12.x] Near Inserters v1.0.0
Posted: Mon Mar 07, 2016 9:34 am
by GotLag
For 0.13 see Side Inserters
Type: Mod
Name: Near Inserters
Description: Adds near versions of all base inserters
License: No rights reserved
Version: 1.0.0
Release: 2016-03-04
Tested-With-Factorio-Version: 0.12.26
Category: SimpleExtension
Tags: Inserter
Download:
Localisations
English, 日本語
Description
For each type of inserter (burner/basic/long-handed/fast/smart), this mod adds a "near" variant (identified by white stripes on the arm and icon). These place items on the side of the belt closest to the inserter, unlike regular inserters.
Crafting a near inserter requires only a single standard inserter of the same type, and mining a side inserter drops the standard version, for maximum flexibility. Near inserter recipes are unlocked alongside the standard versions.
If
Side Inserters is present, this mod will also add near versions of those as well. Due to the large number of inserter recipes that result,
all inserter recipes (base and mod) are moved to a new "Inserters" tab.
Pictures
Side inserters also available!
Re: [MOD 0.12.x] Near Inserters v1.0.0
Posted: Mon Mar 21, 2016 8:39 pm
by Sander_Bouwhuis
Re: [MOD 0.12.x] Near Inserters v1.0.0
Posted: Wed Mar 23, 2016 11:58 am
by Sander_Bouwhuis
Ok, unfotunately my enthusiasm was slightly too high because I discovered a problem/bug.
How can I keep the inserters the same type? Every time I rearrange my inserters they 'forget' whether they were near or far. This is INCREDIBLY annoying.
Help?
Re: [MOD 0.12.x] Near Inserters v1.0.0
Posted: Wed Mar 23, 2016 12:52 pm
by seronis
Description clearly states that they always drop a standard version. If you dont want that then edit the item drop so that they drop themselves. Keep in mind that means there is no way to switch back from a near to original.
Re: [MOD 0.12.x] Near Inserters v1.0.0
Posted: Wed Mar 23, 2016 1:28 pm
by Sander_Bouwhuis
I find it logical that an object remains the same when you pick it up. Every other object in the game works like that.
Could you please tell me exactly how to make the changes, or perhaps release 2 versions of your mod?
Re: [MOD 0.12.x] Near Inserters v1.0.0
Posted: Wed Mar 23, 2016 5:50 pm
by seronis
Id guess you need to edit the entities.lua file and for each inserter add a line similar to:
Code: Select all
basic_near.minable.result = "basic-inserter-near"
But its not my mod so thats a quick guess after looking at the code for less than a minute. I havent made any Factorio mods yet but have a passing familiarity with LUA.
Re: [MOD 0.12.x] Near Inserters v1.0.0
Posted: Wed Mar 23, 2016 10:15 pm
by Sander_Bouwhuis
Sir, you are a genius!
I did what you said and it seems to work!!!
Here are the fixed mods:
Re: [MOD 0.12.x] Near Inserters v1.0.0
Posted: Wed Mar 23, 2016 10:31 pm
by orzelek
That behavior with deconstruction is by design. Each of specialized inserters can be made from their inserter type and then reverts back to base type on pickup.
Re: [MOD 0.12.x] Near Inserters v1.0.0
Posted: Thu Mar 24, 2016 7:07 am
by MiniMe943
orzelek wrote:That behavior with deconstruction is by design. Each of specialized inserters can be made from their inserter type and then reverts back to base type on pickup.
And a good design at that. If I had a nickle for every time I placed a side inserter only to realize it was facing the wrong side.
Re: [MOD 0.12.x] Near Inserters v1.0.0
Posted: Thu Mar 24, 2016 8:47 am
by GotLag
MiniMe943 wrote:orzelek wrote:That behavior with deconstruction is by design. Each of specialized inserters can be made from their inserter type and then reverts back to base type on pickup.
And a good design at that. If I had a nickle for every time I placed a side inserter only to realize it was facing the wrong side.
Yeah, that's why I did it. Having each inserter drop the standard type is the least-clumsy way of allowing the player to convert between directions, as this game doesn't handle multiple recipes well.
Re: [MOD 0.12.x] Near Inserters v1.0.0
Posted: Thu Mar 24, 2016 9:12 am
by Sander_Bouwhuis
I just discovered K&L inserters. I'm going to give that a try because you can choose far/near/left/right and such on placement.
Re: [MOD 0.12.x] Near Inserters v1.0.0
Posted: Sat Apr 02, 2016 6:25 pm
by EnderTheXenocide
Hello, thanks very much for your cool mods. I'm getting this error:
- Untitled.png (6.05 KiB) Viewed 11050 times
Removing the entry from the info file solves the error and allows both mods to load, but then the inserters don't get moved to their own tab, which I would like them to. Any ideas why this is happening? Thanks again.
ETA:
I renamed the Side Inserters mod to Side-Inserters and all associated changes in the lua files, and that's done the trick. I think that the dependency check was seeing too many parameters passed because of the space. But what I don't understand at all is why no one else is having this problem besides me? Anyway, working now. Still would be interested in hearing a more experienced take on the issue.
Re: [MOD 0.12.x] Near Inserters v1.0.0
Posted: Sat Apr 02, 2016 11:10 pm
by GotLag
That was a bug in older versions of Factorio.
Re: [MOD 0.12.x] Near Inserters v1.0.0
Posted: Sun Apr 03, 2016 3:04 am
by EnderTheXenocide
That seems to be the issue. I was on game version 12.3 at the time. At 12.29 now with no issues. Thanks.
Re: [MOD 0.12.x] Near Inserters v1.0.0
Posted: Sun Jul 03, 2016 5:31 am
by GotLag
This mod's functionality is now part of
Side Inserters for Factorio 0.13