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[0.13.x] Loaders

Posted: Wed Jun 29, 2016 4:12 pm
by DevilXD
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
Pictures
How to use them
Version history
Better graphics coming soon :D

Any kind of feedback will be appreciated :D

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 :D

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.
I know...
orzelek wrote:It seems that loaders are present then - just missing some fancy graphics to go with :D
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...

Re: [0.13.x] Loaders

Posted: Fri Jul 08, 2016 6:47 am
by DevilXD

Re: [0.13.x] Loaders

Posted: Sun Jul 10, 2016 10:05 pm
by apriori
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.

Re: [0.13.x] Loaders

Posted: Wed Aug 10, 2016 6:27 am
by DevilXD

Re: [0.13.x] Loaders

Posted: Sun Aug 21, 2016 9:53 am
by steinio
Hello,

i have this funny issue with loaders.
It seems they are only unloaders.

https://youtu.be/nDscEk7TraI

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.

https://youtu.be/nDscEk7TraI

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.