Type: Mod
Name: Loaders
Description: Adds a research that unlocks the loaders hidden in the game files !
License: Creative Commons
Version: 1.0.0
Release date: 2016-06-29
Tested-With-Factorio-Version: 0.13+
Category: Gameplay, Convenience
Tags: Loader, Factory
Author: DevilXD
Long description
Long description
This mod adds a research that unlocks the loaders showcased by the developers of Factorio in this blog post.
They can unload and load any container at a very high speed. There are three versions available, one for each kind of belt.
I tweaked the default recipes a little bit to make it an end-game item
Pictures
Pictures
How to use them
How to use them
Notice that the loader has two sides:
- the side with a belt - connect some belts to it
- the side without a belt - must touch some kind of a container
Step by step guide:
1) Place the loader next to a container in such a way, that the side without a belt is touching that container, and the side with a belt is on the other side on the loader.
2) Now, rotate the loader by moving your mouse over it and pressing the 'R' key. If the arrow is pointing to the container, the loader will take items from the side with a belt and put them in the chest. If the arrow is pointing away from the container, then the loader will pull out the items from the container and place them on the side with a belt.
3) Now, connect some belts to the side with a belt. It should work
Version history
Version history
v1.0.0# (2016-06-29): First release
Better graphics coming soon
Any kind of feedback will be appreciated
Download:
Re: [0.13.x] Loaders
Posted: Wed Jun 29, 2016 8:48 pm
by steinio
Whistleblower?
Re: [0.13.x] Loaders
Posted: Wed Jun 29, 2016 10:06 pm
by orzelek
There is also a mod like this on portal.
It seems that loaders are present then - just missing some fancy graphics to go with
Re: [0.13.x] Loaders
Posted: Thu Jun 30, 2016 6:36 am
by DevilXD
orzelek wrote:There is also a mod like this on portal.
orzelek wrote:It seems that loaders are present then - just missing some fancy graphics to go with
Yeah, I got in touch with someone that can make the graphics, so hopefully soon they will be looking much better
Re: [0.13.x] Loaders
Posted: Thu Jun 30, 2016 6:39 am
by Supercheese
Oh snap.
That is all.
Re: [0.13.x] Loaders
Posted: Fri Jul 01, 2016 10:54 pm
by apriori
Is it possible to "cut" loaders from 0.13 to use them in 0.12? It would be great, until all mods that are used by me will be updated.
Re: [0.13.x] Loaders
Posted: Fri Jul 01, 2016 10:59 pm
by Zeblote
apriori wrote:Is it possible to "cut" loaders from 0.13 to use them in 0.12? It would be great, until all mods that are used by me will be updated.
No. They rely on functionality that was added in 0.13.
Re: [0.13.x] Loaders
Posted: Fri Jul 01, 2016 11:00 pm
by apriori
Zeblote wrote:
No. They rely on functionality that was added in 0.13.
Thanks for the reply.
Re: [0.13.x] Loaders
Posted: Thu Jul 07, 2016 11:00 am
by apriori
loaders stop loading into container from the belt if the container has been full. It's necessary to redirect loaders (twice) to make them continue loading.
Re: [0.13.x] Loaders
Posted: Thu Jul 07, 2016 11:44 am
by DevilXD
apriori wrote:loaders stop loading into container from the belt if the container has been full. It's necessary to redirect loaders (twice) to make them continue loading.
The loaders exist in the original, vanilla game - this mod only makes them obtainable. I'll make a bug report in the bug section and ask if they would fix this issue. The devs said that their priority is to fix crashes and desynchronizations, so it may take a while for this bug to fix tho...
Thanks. I have read the post you're linking. Is it possible to copy loaders implementation from "base" and fix the bug?
Re: [0.13.x] Loaders
Posted: Mon Jul 11, 2016 6:21 am
by DevilXD
apriori wrote:Thanks. I have read the post you're linking. Is it possible to copy loaders implementation from "base" and fix the bug?
Theoretically yes, but the Lua simulated result is nowhere near as much CPU efficient as the pure C++ written entity - huge UPS drops expected and there's no guarantee the resulting belt would be compressed... The only way to edit the original entity is to decompile the game files, but this requires master level skill of .exe hacking and cracking the game, so that's out of question
Re: [0.13.x] Loaders
Posted: Mon Jul 11, 2016 4:10 pm
by apriori
DevilXD wrote:
Theoretically yes, but the Lua simulated result is nowhere near as much CPU efficient as the pure C++ written entity - huge UPS drops expected and there's no guarantee the resulting belt would be compressed... The only way to edit the original entity is to decompile the game files, but this requires master level skill of .exe hacking and cracking the game, so that's out of question
Wow... Got it. Awaiting for bugfixing. Thanks for the reply.
Re: [0.13.x] Loaders
Posted: Mon Jul 11, 2016 4:14 pm
by DevilXD
apriori wrote:Wow... Got it. Awaiting for bugfixing. Thanks for the reply.
I mean, I'm not a cracker, I don't even know how to decompile an .exe, I can't do anything about this bug, it has to stay like that.
If i put down a loader it don't work due the space between chest and itself - displayed as belt.
If i put it down in reverse and turn it with key 'R' it works.
Greetings steinio
Re: [0.13.x] Loaders
Posted: Sun Aug 21, 2016 10:54 am
by Klonan
steinio wrote:Hello,
i have this funny issue with loaders.
It seems they are only unloaders.
If i put down a loader it don't work due the space between chest and itself - displayed as belt.
If i put it down in reverse and turn it with key 'R' it works.
Greetings steinio
Thats how they were designed to work, and the mod author cannot really fix it
Re: [0.13.x] Loaders
Posted: Sun Aug 21, 2016 12:52 pm
by DevilXD
steinio wrote:If i put down a loader it don't work due the space between chest and itself - displayed as belt.
If i put it down in reverse and turn it with key 'R' it works.
They are working as intended, I explained how to use them properly in the "How to use them" part of the main post. That's how the devs made them work and I can't possibly change that
Re: [0.13.x] Loaders
Posted: Sun Aug 21, 2016 9:45 pm
by apriori
As I've found, it's already fixed since 13.15 (I may be wrong in last number - see versions history). And even more: now they can operate with ALL inventory-having buildings: chests, furnaces, assemblers and so on. Check 'em out.