[MOD 0.12.x] K&L Inserters

Topics and discussion about specific mods
lyravega
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Re: [MOD 0.12.x] K&L Inserters

Post by lyravega »

Kigo wrote:not loaded on the version 0.12.29
Hmm, the file name is K&L-Inserters_0.2.5, I don't know what caused you to download it as K%26L-Inserters_0.2.5. Which browser are you using? But yeah to answer your question:
_cdecl wrote:Rename the zip file from K%26L-Inserters_0.2.5.zip to K&L-Inserters_0.2.5.zip
Either this, or just extract the .zip file. Thanks for helping, _cdecl!
steinio wrote:What does K&L stand for?
K&L Stands for "Kordy & Lyravega", you can think of it like a corporate name in the Factorio universe, and "candle" is a simple way of saying K&L for me :)

Qon
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Re: [MOD 0.12.x] K&L Inserters

Post by Qon »

I tried to use it but it increased factorio start up time and save file loading by a huge amount and crushed my fps/ups when I was finally done loading and without even getting a chance at using it. fps/ups problems might be partly due to the inefficiennt treefarm mod also though. Deleted the mod as soon as I could verify that this one was the problem. :<

lyravega
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Re: [MOD 0.12.x] K&L Inserters

Post by lyravega »

Hmm yeah, it is very possible Qon. On launch a lot of new inserter prototypes are created and then added to the game. Could be taxing on older hardware especially.

0.13 of Factorio may bring something that I may make use of. If what I expect comes to pass, then it won't be an issue anymore :)

Qon
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Re: [MOD 0.12.x] K&L Inserters

Post by Qon »

Well my machine isn't the newest, but it isn't old or bad either. i5 3570k CPU. If a bunch of inserters that haven't even been researched/crafted/placed bring it down then it's not my computer that is the weak link.
But I should have checked the debug view to make sure K&L Inserters was the cause of the low fps. But I forgot. But the extreme load times appear and disappear with this mod being installed. Wish you good luck with the 0.13 API :)

lyravega
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Re: [MOD 0.12.x] K&L Inserters

Post by lyravega »

Thanks Qon. That's weird a bit, I mean I also have i5 3570k, 16GB of RAM, etc... dunno, maybe I should check the other mod that you've mentioned, and see if anything affects each other perhaps. Don't know how the game handles multiple mods. But yeah, hope I'll see you again (if the thing that I am expecting comes with 0.13 :) )

Koub
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Re: [MOD 0.12.x] K&L Inserters

Post by Koub »

lyravega wrote:Don't know how the game handles multiple mods.
Globally very well. I have seen games with literally tens of mods running smoothly. The thing is : it might depend on the mods. One single poorly optimized mod can have a serious hit on your FPS/UPS.
Koub - Please consider English is not my native language.

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Ralord89
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Re: [MOD 0.12.x] K&L Inserters

Post by Ralord89 »

This is a Fantastic mod I must say. Fantastic work. However, could you make a separate group for the Inserters? because all the different possibilities of the inserter combinations fit under 'logistics', and when using 'Test Mode' mod... it keeps extremely cluttered like so...
Image

Putting the combinations in its own hidden category should be great.

lyravega
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Re: [MOD 0.12.x] K&L Inserters

Post by lyravega »

I'll take a look at it.

Lupin
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Re: [MOD 0.12.x] K&L Inserters

Post by Lupin »

This is really one of the essential mods and IMHO Factorio's inserters should have this abilties without any mod! Not only does it allow much more compact "factories" but with careful placement it can really make a difference when an inserter only has tu turn 45° instead of 180°.

Since I think inserters in factorio should be like in this mod, I have a few suggestions (which I totally don't know if they are possible at all):
1. Could you make it that a newly placed inserter has the same pickup/drop configuration as the last one you edited (separately for short and long inserters)? It would be even better, if you'd see the directions before placement and you could turn them by 90° like you can turn stock inserters. I don't know if I missed something, but it feels quite tedious if you have to configure 10 or 20 inserters in a new factory line to all do the same. So don't show the setup window at all unless you press 'R' over one.
2. Would it be possible to somehow copy the setup from one inserter to another? I don't know how you'd handle smart inserters though, because quite often I want to copy the "smart" settings independently from the direction settings.
3. Construction robots don't seem to like to place K&L inserters even if they are available in storage.
4. Would it be possible to completely replace the stock inserters so your inserters work in the normal recepies and the stock inserters don't even appear? Or maybe you could add your features to the stock inserters instead of replacing them.

Btw. I run your mod (and my mod folder tells me there's over 60 other mods, most of them activated) on an Athlon II X4 with 12GB of RAM. I have absolutely no issues (the only weird thing is get short lags whenever I chop down a tree; but I'm sure that hasn't got anything to do with this mod).

Sander_Bouwhuis
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Re: [MOD 0.12.x] K&L Inserters

Post by Sander_Bouwhuis »

I absolutely agree that something like this mod should be standard (I personally use 'Near inserters' and 'Side inserters' mod that does something similar).

I really hope the devs will improve the situation in v0.13.

mellonsan
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Re: [MOD 0.12.x] K&L Inserters

Post by mellonsan »

Hi I am new here! I started playing Factorio with a friend recently and we are now three guys building out factories.
We are using a couple of mods, since the game lacks some very important features imho.
The K&L inserters are great and a big help. We experiences some issues in a multiplayer game recently. Something about inserter and some boolean value. i forgot to take a screenshot, but it compleatly shut down the server instance.
maybe you can tell me if there is a logfile where i can find the error again so i can post them here. otherwise we will wait until it happens next time.
Here the list of mods we have active. The smart splitter mod also does not work. i will post another thread for thast soon.
Let me know if oyu need further information.

Code: Select all

{
    "mods": [
        {
            "name": "base",
            "enabled": "true"
        },
        {
            "name": "advanced-logistics-system",
            "enabled": "true"
        },
        {
            "name": "alien-artefact-loot",
            "enabled": "true"
        },
        {
            "name": "K&L-Inserters",
            "enabled": "true"
        },
        {
            "name": "Orbital Ion Cannon",
            "enabled": "true"
        },
        {
            "name": "RailTanker",
            "enabled": "true"
        },
        {
            "name": "SmartSplitters",
            "enabled": "true"
        },
        {
            "name": "UpGrade",
            "enabled": "true"
        },
        {
            "name": "Warehousing",
            "enabled": "true"
        }
    ]
}
my friends and i love the game and i could imagine myself doing some modding myself. i am not the best coder, but i am willing to learn.
any suggestions on how to get started?

judos
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Re: [MOD 0.12.x] K&L Inserters

Post by judos »

Hi there,
I'm just trying out your mod but first thing I found is it decreases loading time a lot. I actually have 90 other mods installed and usually it loads in 10s. But with K&S Inserters it's around 40s. Is this because of the new styles you add?

I just noticed this because right after loading data.lua of K&L inserters every other mod loads quite a bit slower then usually.

With K&L:

Code: Select all

0.754 Desktop composition is active.
   1.215 Loading mod core 0.0.0 (data.lua)
   1.218 Loading mod base 0.12.30 (data.lua)
   1.277 Loading mod actuator 0.4.9 (data.lua)
   1.318 Loading mod air-filtering 0.3.2 (data.lua)
   1.362 Loading mod animals 0.1.0 (data.lua)
   1.404 Loading mod AssemblyZero 0.1.1 (data.lua)
   1.448 Loading mod AutoTrash 0.0.55 (data.lua)
   1.501 Loading mod BigBags 1.0.2 (data.lua)
   1.542 Loading mod BigDrill 0.3.4 (data.lua)
   1.585 Loading mod Bio_Farm 0.4.1 (data.lua)
   1.640 Loading mod blueprint-string 2.3.1 (data.lua)
   1.690 Loading mod BurnTheWood 1.1.0 (data.lua)
   1.764 Loading mod color-coding 1.0.7 (data.lua)
   1.830 Loading mod Compression Chests 1.3.8 (data.lua)
   1.882 Loading mod concreted-rails 0.1.3 (data.lua)
   1.947 Loading mod Crafting_Speed_Research 0.1.1 (data.lua)
   1.993 Loading mod creativeMod 0.1.0 (data.lua)
   2.047 Loading mod Diesel-Fuel 0.0.2 (data.lua)
   2.114 Loading mod DoubleFurnace 0.1.2 (data.lua)
   2.163 Loading mod Electric Furnaces 1.3.1 (data.lua)
   2.219 Loading mod EvoGUI 0.4.15 (data.lua)
   2.287 Loading mod Expanded_Robot_Tech 0.3.0 (data.lua)
   2.340 Loading mod expanded_tools 1.0.1 (data.lua)
   2.392 Loading mod FARL 0.4.4 (data.lua)
   2.460 Loading mod fluid-barrel 1.0.2 (data.lua)
   2.511 Loading mod Foreman 0.1.1 (data.lua)
   2.565 Loading mod GalacticTrade 0.6.6 (data.lua)
   2.636 Loading mod GDIW 1.0.2 (data.lua)
   2.688 Loading mod ght-CRL 0.0.1 (data.lua)
   2.756 Loading mod Harvester-mod 0.1.1 (data.lua)
   2.808 Loading mod heavy-oil 0.6.5 (data.lua)
   2.866 Loading mod Item Collectors 1.1.6 (data.lua)
   2.944 Loading mod K&L-Inserters 0.2.5 (data.lua)
   3.493 Loading mod Landfill 2.1.7 (data.lua)
   3.908 Loading mod light-oil 0.6.5 (data.lua)
   4.352 Loading mod LogicBelt 0.3.1 (data.lua)
   4.789 Loading mod Logistics Railway 1.0.6 (data.lua)
   5.217 Loading mod Menu++ 0.1.0 (data.lua)
   5.718 Loading mod mmod 0.0.25 (data.lua)
   6.162 Loading mod ModuleInserter 0.1.33 (data.lua)
   6.571 Loading mod natural-gas 0.5.2 (data.lua)
   7.137 Loading mod Natural_Evolution_Buildings 5.0.5 (data.lua)
   7.572 Loading mod Orbital Ion Cannon 1.0.61 (data.lua)
   8.016 Loading mod packager 0.3.0 (data.lua)
   8.543 Loading mod PersonalRoboportFix 0.3.2 (data.lua)
   8.947 Loading mod pressure-floor 0.4.9 (data.lua)
   9.358 Loading mod radar-two 0.2.0 (data.lua)
   9.898 Loading mod research-queue 1.2.41 (data.lua)
  10.287 Loading mod RobotCargo 0.1.0 (data.lua)
  10.708 Loading mod robotMiningSite 0.1.3 (data.lua)
  11.241 Loading mod rocketAutoStarter 0.1.0 (data.lua)
  11.624 Loading mod security-camera 0.2.0 (data.lua)
  12.027 Loading mod sensor 0.4.9 (data.lua)
  12.448 Loading mod SignPosts 0.2.0 (data.lua)
  13.010 Loading mod SimpleTeleporters 0.0.5 (data.lua)
  13.413 Loading mod Slipstream 2.0.1 (data.lua)
  13.887 Loading mod SmartTrains 0.3.73 (data.lua)
  14.419 Loading mod SolarMod 1.0.0 (data.lua)
  14.831 Loading mod specialized_refineries 1.0.0 (data.lua)
  15.257 Loading mod spring-water 0.1.2 (data.lua)
  15.820 Loading mod Steampunk 0.2.0 (data.lua)
  16.230 Loading mod STRS 0.0.5 (data.lua)
  16.655 Loading mod SuperTank 1.0.2 (data.lua)
  17.088 Loading mod SupremeWarfare 1.0.5 (data.lua)
  17.646 Loading mod test-mode 0.12.14 (data.lua)
  18.033 Loading mod TheFatController 0.3.23 (data.lua)
  18.442 Loading mod theUnderground 0.0.7 (data.lua)
  18.990 Loading mod Train-position-and-length-fix 0.2.0 (data.lua)
  19.387 Loading mod Transformator 0.0.5 (data.lua)
  19.812 Loading mod Treefarm-Lite 0.2.1 (data.lua)
  20.343 Loading mod UnlimitedUpgrades 0.2.2 (data.lua)
  20.760 Loading mod UpGrade 0.0.6 (data.lua)
  21.206 Loading mod usefulSpace 0.2.2 (data.lua)
  21.833 Loading mod Warehousing 0.0.7 (data.lua)
  22.246 Loading mod WaterWell 1.0.3 (data.lua)
  22.679 Loading mod YARM 0.7.15 (data.lua)
  23.236 Loading mod hardCrafting 0.3.9 (data.lua)
INFO: 1x Iron-ore = 1x iron-plate
INFO: 1x Copper-ore = 1x copper-plate
INFO: 5x Iron-plate = 1x Steel-plate
  23.686 Loading mod Natural_Evolution_Enemies 5.0.5 (data.lua)
  24.119 Loading mod Satellite Uplink Station 0.1.3 (data.lua)
  24.672 Loading mod BigBags 1.0.2 (data-updates.lua)
  25.095 Loading mod FARL 0.4.4 (data-updates.lua)
  25.516 Loading mod FluxExpensiveTech 0.0.3 (data-updates.lua)
  26.090 Loading mod Natural_Evolution_Buildings 5.0.5 (data-updates.lua)
  26.557 Loading mod Natural_Evolution_Expansion 5.0.5 (data-updates.lua)
  27.010 Loading mod packager 0.3.0 (data-updates.lua)
  27.544 Loading mod SmartTrains 0.3.73 (data-updates.lua)
  27.948 Loading mod test-mode 0.12.14 (data-updates.lua)
  28.386 Loading mod UnlimitedUpgrades 0.2.2 (data-updates.lua)
  28.921 Loading mod hardCrafting 0.3.9 (data-updates.lua)
  29.359 Loading mod Natural_Evolution_Enemies 5.0.5 (data-updates.lua)
  29.870 Loading mod AutoTrash 0.0.55 (data-final-fixes.lua)
  30.380 Loading mod diminishingReturns 0.12.29 (data-final-fixes.lua)
  30.973 Loading mod GalacticTrade 0.6.6 (data-final-fixes.lua)
  31.472 Loading mod ModuleInserter 0.1.33 (data-final-fixes.lua)
  32.057 Loading mod Natural_Evolution_Expansion 5.0.5 (data-final-fixes.lua)
  32.740 Loading mod research-queue 1.2.41 (data-final-fixes.lua)
  33.283 Loading mod Scalar 1.0.2 (data-final-fixes.lua)
  33.863 Loading mod sensor 0.4.9 (data-final-fixes.lua)
  34.570 Loading mod test-mode 0.12.14 (data-final-fixes.lua)
  35.236 Loading mod WaiTex 1.0.0 (data-final-fixes.lua)
  36.434 Loading mod hardCrafting 0.3.9 (data-final-fixes.lua)
INFO: cargo-wagon inventory_size = 15
INFO: stop-sign inventory_size = 0
INFO: m-faster-cargo-wagon inventory_size = 25
  37.231 Loading mod Natural_Evolution_Enemies 5.0.5 (data-final-fixes.lua)
  38.093 Checksum for core: 3711505753
Without K&L:

Code: Select all

0.777 Desktop composition is active.
   1.245 Loading mod core 0.0.0 (data.lua)
   1.248 Loading mod base 0.12.30 (data.lua)
   1.307 Loading mod actuator 0.4.9 (data.lua)
   1.350 Loading mod air-filtering 0.3.2 (data.lua)
   1.395 Loading mod animals 0.1.0 (data.lua)
   1.437 Loading mod AssemblyZero 0.1.1 (data.lua)
   1.480 Loading mod AutoTrash 0.0.55 (data.lua)
   1.531 Loading mod BigBags 1.0.2 (data.lua)
   1.572 Loading mod BigDrill 0.3.4 (data.lua)
   1.616 Loading mod Bio_Farm 0.4.1 (data.lua)
   1.668 Loading mod blueprint-string 2.3.1 (data.lua)
   1.711 Loading mod BurnTheWood 1.1.0 (data.lua)
   1.760 Loading mod color-coding 1.0.7 (data.lua)
   1.812 Loading mod Compression Chests 1.3.8 (data.lua)
   1.868 Loading mod concreted-rails 0.1.3 (data.lua)
   1.917 Loading mod Crafting_Speed_Research 0.1.1 (data.lua)
   1.977 Loading mod creativeMod 0.1.0 (data.lua)
   2.025 Loading mod Diesel-Fuel 0.0.2 (data.lua)
   2.084 Loading mod DoubleFurnace 0.1.2 (data.lua)
   2.141 Loading mod Electric Furnaces 1.3.1 (data.lua)
   2.216 Loading mod EvoGUI 0.4.15 (data.lua)
   2.265 Loading mod Expanded_Robot_Tech 0.3.0 (data.lua)
   2.318 Loading mod expanded_tools 1.0.1 (data.lua)
   2.383 Loading mod FARL 0.4.4 (data.lua)
   2.439 Loading mod fluid-barrel 1.0.2 (data.lua)
   2.504 Loading mod Foreman 0.1.1 (data.lua)
   2.559 Loading mod GalacticTrade 0.6.6 (data.lua)
   2.615 Loading mod GDIW 1.0.2 (data.lua)
   2.680 Loading mod ght-CRL 0.0.1 (data.lua)
   2.732 Loading mod Harvester-mod 0.1.1 (data.lua)
   2.795 Loading mod heavy-oil 0.6.5 (data.lua)
   2.855 Loading mod Item Collectors 1.1.6 (data.lua)
   2.912 Loading mod Landfill 2.1.7 (data.lua)
   2.985 Loading mod light-oil 0.6.5 (data.lua)
   3.039 Loading mod LogicBelt 0.3.1 (data.lua)
   3.101 Loading mod Logistics Railway 1.0.6 (data.lua)
   3.175 Loading mod Menu++ 0.1.0 (data.lua)
   3.237 Loading mod mmod 0.0.25 (data.lua)
   3.328 Loading mod ModuleInserter 0.1.33 (data.lua)
   3.404 Loading mod natural-gas 0.5.2 (data.lua)
   3.493 Loading mod Natural_Evolution_Buildings 5.0.5 (data.lua)
   3.573 Loading mod Orbital Ion Cannon 1.0.61 (data.lua)
   3.656 Loading mod packager 0.3.0 (data.lua)
   3.741 Loading mod PersonalRoboportFix 0.3.2 (data.lua)
   3.846 Loading mod pressure-floor 0.4.9 (data.lua)
   3.924 Loading mod radar-two 0.2.0 (data.lua)
   4.008 Loading mod research-queue 1.2.41 (data.lua)
   4.092 Loading mod RobotCargo 0.1.0 (data.lua)
   4.193 Loading mod robotMiningSite 0.1.3 (data.lua)
   4.276 Loading mod rocketAutoStarter 0.1.0 (data.lua)
   4.359 Loading mod security-camera 0.2.0 (data.lua)
   4.444 Loading mod sensor 0.4.9 (data.lua)
   4.562 Loading mod SignPosts 0.2.0 (data.lua)
   4.642 Loading mod SimpleTeleporters 0.0.5 (data.lua)
   4.726 Loading mod Slipstream 2.0.1 (data.lua)
   4.839 Loading mod SmartTrains 0.3.73 (data.lua)
   4.922 Loading mod SolarMod 1.0.0 (data.lua)
   5.009 Loading mod specialized_refineries 1.0.0 (data.lua)
   5.118 Loading mod spring-water 0.1.2 (data.lua)
   5.200 Loading mod Steampunk 0.2.0 (data.lua)
   5.288 Loading mod STRS 0.0.5 (data.lua)
   5.381 Loading mod SuperTank 1.0.2 (data.lua)
   5.499 Loading mod SupremeWarfare 1.0.5 (data.lua)
   5.590 Loading mod test-mode 0.12.14 (data.lua)
   5.685 Loading mod TheFatController 0.3.23 (data.lua)
   5.790 Loading mod theUnderground 0.0.7 (data.lua)
   5.918 Loading mod Train-position-and-length-fix 0.2.0 (data.lua)
   6.009 Loading mod Transformator 0.0.5 (data.lua)
   6.107 Loading mod Treefarm-Lite 0.2.1 (data.lua)
   6.214 Loading mod UnlimitedUpgrades 0.2.2 (data.lua)
   6.354 Loading mod UpGrade 0.0.6 (data.lua)
   6.450 Loading mod usefulSpace 0.2.2 (data.lua)
   6.554 Loading mod Warehousing 0.0.7 (data.lua)
   6.688 Loading mod WaterWell 1.0.3 (data.lua)
   6.790 Loading mod YARM 0.7.15 (data.lua)
   6.908 Loading mod hardCrafting 0.3.9 (data.lua)
INFO: 1x Iron-ore = 1x iron-plate
INFO: 1x Copper-ore = 1x copper-plate
INFO: 5x Iron-plate = 1x Steel-plate
   7.016 Loading mod Natural_Evolution_Enemies 5.0.5 (data.lua)
   7.125 Loading mod Satellite Uplink Station 0.1.3 (data.lua)
   7.251 Loading mod BigBags 1.0.2 (data-updates.lua)
   7.351 Loading mod FARL 0.4.4 (data-updates.lua)
   7.455 Loading mod FluxExpensiveTech 0.0.3 (data-updates.lua)
   7.583 Loading mod Natural_Evolution_Buildings 5.0.5 (data-updates.lua)
   7.680 Loading mod Natural_Evolution_Expansion 5.0.5 (data-updates.lua)
   7.785 Loading mod packager 0.3.0 (data-updates.lua)
   7.918 Loading mod SmartTrains 0.3.73 (data-updates.lua)
   8.018 Loading mod test-mode 0.12.14 (data-updates.lua)
   8.117 Loading mod UnlimitedUpgrades 0.2.2 (data-updates.lua)
   8.222 Loading mod hardCrafting 0.3.9 (data-updates.lua)
   8.363 Loading mod Natural_Evolution_Enemies 5.0.5 (data-updates.lua)
   8.462 Loading mod AutoTrash 0.0.55 (data-final-fixes.lua)
   8.574 Loading mod diminishingReturns 0.12.29 (data-final-fixes.lua)
   8.715 Loading mod GalacticTrade 0.6.6 (data-final-fixes.lua)
   8.847 Loading mod ModuleInserter 0.1.33 (data-final-fixes.lua)
   9.017 Loading mod Natural_Evolution_Expansion 5.0.5 (data-final-fixes.lua)
   9.166 Loading mod research-queue 1.2.41 (data-final-fixes.lua)
   9.310 Loading mod Scalar 1.0.2 (data-final-fixes.lua)
   9.502 Loading mod sensor 0.4.9 (data-final-fixes.lua)
   9.647 Loading mod test-mode 0.12.14 (data-final-fixes.lua)
   9.809 Loading mod WaiTex 1.0.0 (data-final-fixes.lua)
  10.161 Loading mod hardCrafting 0.3.9 (data-final-fixes.lua)
INFO: cargo-wagon inventory_size = 15
INFO: stop-sign inventory_size = 0
INFO: m-faster-cargo-wagon inventory_size = 25
  10.481 Loading mod Natural_Evolution_Enemies 5.0.5 (data-final-fixes.lua)
  10.768 Checksum for core: 3711505753

TimJSwan
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Crash Issue

Post by TimJSwan »

The SUG server crashed when I replaced a bob's express long handed inserter with a K&L smart candle advanced inserter.
Update: Here's a picture of the crash error. See attached.
Attachments
Error message image
Error message image
tO1HC05.jpg (223.15 KiB) Viewed 6424 times

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Ralord89
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Re: [MOD 0.12.x] K&L Inserters

Post by Ralord89 »

When you place a preset K&L inserter (basically the hidden ones you can't build, but set via the UI)

Image

lyravega
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Re: [MOD 0.12.x] K&L Inserters

Post by lyravega »

I'd like to apologize for the lack of updates recently people. My computer is kinda "dead" right now, I cannot work on anything till I can fix it.

As for the bugs, I appreciate them and I'll take a look as soon as I get a chance to. I am still having trouble properly identifying the multiplayer bugs, but in time I'll hopefully get there and provide a clean mod.

As for load time, maybe I am something wrong (probably), but I believe it is the amount of inserters that the mod adds to the game. Every possible combination is actually a new inserter, and is added to the game, hence the massive load time increase. The next big version of Factorio may add something that I can use and reduce that heavy load, and improve the quality of the mod.

And lastly, I'd like to answer a few questions from this post:
Lupin wrote:This is really one of the essential mods and IMHO Factorio's inserters should have this abilties without any mod! Not only does it allow much more compact "factories" but with careful placement it can really make a difference when an inserter only has tu turn 45° instead of 180°.

Since I think inserters in factorio should be like in this mod, I have a few suggestions (which I totally don't know if they are possible at all):
1. Could you make it that a newly placed inserter has the same pickup/drop configuration as the last one you edited (separately for short and long inserters)? It would be even better, if you'd see the directions before placement and you could turn them by 90° like you can turn stock inserters. I don't know if I missed something, but it feels quite tedious if you have to configure 10 or 20 inserters in a new factory line to all do the same. So don't show the setup window at all unless you press 'R' over one.
2. Would it be possible to somehow copy the setup from one inserter to another? I don't know how you'd handle smart inserters though, because quite often I want to copy the "smart" settings independently from the direction settings.
3. Construction robots don't seem to like to place K&L inserters even if they are available in storage.
4. Would it be possible to completely replace the stock inserters so your inserters work in the normal recepies and the stock inserters don't even appear? Or maybe you could add your features to the stock inserters instead of replacing them.

Btw. I run your mod (and my mod folder tells me there's over 60 other mods, most of them activated) on an Athlon II X4 with 12GB of RAM. I have absolutely no issues (the only weird thing is get short lags whenever I chop down a tree; but I'm sure that hasn't got anything to do with this mod).
1- It'd make the code a lot more complicated, and I'd be avoiding adding such a thing before I fix the multiplayer issues. Maybe in the future. For now, what you can do is, get some blueprints, and place them. When you place a candle inserter on top of a blueprint, it'll be pre-configured. Same for placing a candle inserter on top of a stock inserter; if you have researched blueprints, you can shift-click to place blueprints down, and when you put a candle inserter on top of a stock inserter "ghost", it'll be pre-configured as well
2- Hmm, copying this may be possible. I'll think about this. But again same with the 1st answer; bug bash first, more features later. But yeah it can be done.
3- Nay, unfortunately. No solution for this, well there is one solution I can think of, but it will be the worst workaround that any gamer/modder will ever see :P
4- You mean removing the stock inserters from the build tables and stuff completely? Hmm. Probably can be done. I'll think about this as well.

Thanks for the input :) Thanks everyone. When I'm back I'll get on these stuff and hopefully get rid of some of the reported bugs as fast as possible. If any modder would like to lend a hand with the bugs I'm experiencing, I'd appreciate it as well!

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Ralord89
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Re: [MOD 0.12.x] K&L Inserters

Post by Ralord89 »

Lupin wrote: 4- You mean removing the stock inserters from the build tables and stuff completely? Hmm. Probably can be done. I'll think about this as well.
I highly don't recommend this as there are mods out there that still require the stock inserters for recipes, and would most likely require compatibility patches for each one.

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Re: [MOD 0.12.x] K&L Inserters

Post by mellonsan »

Ralord89 wrote:
Lupin wrote: 4- You mean removing the stock inserters from the build tables and stuff completely? Hmm. Probably can be done. I'll think about this as well.
I highly don't recommend this as there are mods out there that still require the stock inserters for recipes, and would most likely require compatibility patches for each one.
Maybe just a hide/show function? might be useful for other items as well.

If you are collecting feature requests. Do you think its possible to implement an inserter that can be programmed to do 2 (or more?) separate tasks? like insert iron plates from a to b and insert gears from c to b?

@lyravega it sems i can't reply to your PM yet (since i am new). thanks for the message, i am looking into it :)

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Re: [MOD 0.12.x] K&L Inserters

Post by Lupin »

lyravega wrote: 2- Hmm, copying this may be possible. I'll think about this. But again same with the 1st answer; bug bash first, more features later. But yeah it can be done.
3- Nay, unfortunately. No solution for this, well there is one solution I can think of, but it will be the worst workaround that any gamer/modder will ever see :P
Does that include having one item/entity for every possible pickup/drop combination for every type of K&L insert? If yes, that is dirty ;) . If 2) would be possible, somehow maybe you could let the robots place a default K&L inserter (of the right type) and then trigger a copy of the settings from somewhere (an inserter hidden off the map, to implement another hack ;) ).
Ralord89 wrote:
Lupin wrote: 4- You mean removing the stock inserters from the build tables and stuff completely? Hmm. Probably can be done. I'll think about this as well.
I highly don't recommend this as there are mods out there that still require the stock inserters for recipes, and would most likely require compatibility patches for each one.
As I said I don't know what's possible, but of course I don't mean to remove the "stock-inserter" and add a "kl-inserter". Other mods change properties of the stock items/entities as well. So I'd propose to replace the "stock-inserter" and by "stock-inserter" with added features. I know that an item defines what it becomes when placed, and what an entity becomes when picked up. So maybe it is possible for example to overwrite the stock-inserter-item to become a K&L-inserter-entity when placed and vice versa when picked up. At least that would only break the mods that require placed inserters to be stock-inserter-entities.

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Re: [MOD 0.12.x] K&L Inserters

Post by mellonsan »

Here you see one of the errors we encounter.
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Re: [MOD 0.12.x] K&L Inserters

Post by Swaker »

Hey, i think your mod is really awesome and would like to ask if you mind if i translate it in other languages. It bothered me a little that this great mod was in english and not in german like my game client.

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