[MOD 0.16 / 0.17] Loader Redux 1.4.9

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funnysunnybunny
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Re: [MOD 0.16] Loader Redux 1.2.0

Post by funnysunnybunny » Sun Jan 07, 2018 1:27 pm

Ironhair wrote:Came here through factorioprints.
Quick question, if you don't mind... what's the advantage of using loader redux?
Using it over what? Or vanilla? Loaders have a higher throughput than most inserter configurations, especially without any capacity research, also they have a filter function when drawing items from an inventory.

A year ago however loaders were a lot more CPU hogging than inserters, especially in large train stations they could easily ruin the game/map for low end and mid end pcs, however I have not yet seen it being that CPU hogging, but that could also be related to Factorio itself being better optimized than a year ago. Overall it runs a lot better for me.

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Re: [MOD 0.16] Loader Redux 1.2.1

Post by danyax » Wed Mar 14, 2018 5:25 am

Could you please update recipes to be inline with latest Bob updates to belts&inserverts? For example, yellow belt now requires tin, blue - cobalt steel bearing and not lube, etc. Or you might consider using recipe based on same-tier inserters, belts and underground belts to make it automatically aligned with Bob and vanilla recipe costs.
Thank you for maintaining this mod. I like it very much and feel that 1x2 is the right size to go. 1x1 size other loaders mods use feels to me like cheating.

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Re: [MOD 0.16] Loader Redux 1.2.1

Post by pezzawinkle » Tue Mar 27, 2018 2:00 pm

Its not a mod update, but i do have a code snippet which may help...

in the prototype/recipe.lua file...
replace the red and blue loader code with
replace code
don't override the yellow or green/purple ones...
I hope this helps

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Re: [MOD 0.15] Loader Redux 1.1.1

Post by HurkWurk » Wed Mar 28, 2018 9:26 pm

slimepuke wrote:Shit, you know what, I didn't actually explore the mod enough and I now see that when you click on the loader it does indeed have a filter interface, my bad.
Awesome, I'll probably do the method you just outlined with the chest. Thanks for your response!
if i recall, the loader only shows the filter choice when its outputting, not inputting.

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Re: [MOD 0.16] Loader Redux 1.2.1

Post by aklesey1 » Fri Mar 30, 2018 7:43 am

Error when launch with new boblogistics
https://yadi.sk/i/tBloZDc63TuJKF

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Re: [MOD 0.16] Loader Redux 1.2.1

Post by Wherelock » Fri Mar 30, 2018 8:55 am

aklesey1 wrote:Error when launch with new boblogistics
https://yadi.sk/i/tBloZDc63TuJKF
quoted from my own comments on github:

“I just found out the reason. Basically, bob logistic just renamed their belt, from green transport belt to turbo transport belt and from purple transport belt to ultimate transport belt. what you need to do is updating the names of the green and purple ones in entity, item and recipe lua. It works for me.”
loader.JPG
loader.JPG (88.53 KiB) Viewed 1879 times
"and here's the bob logistics' in-game update log. it shows the belts' names have been changed."

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Optera
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Re: [MOD 0.16] Loader Redux 1.2.3

Post by Optera » Fri Mar 30, 2018 1:10 pm

Fixed for current boblogistics and also updated recipes if bobplates is installed.

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Re: [MOD 0.16] Loader Redux 1.2.4

Post by NoCompromiseHK » Sun Apr 01, 2018 2:57 pm

If boblogistics transport belt overhaul is active, the first tier of loaders is missing and the speed of the others does not match. Could you update this?
And thank you, for providing this mod!

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Re: [MOD 0.16] Loader Redux 1.2.5

Post by Optera » Mon Apr 02, 2018 3:58 pm

Fixed by tieing loaders to their respective belt speed.

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Re: [MOD 0.16] Loader Redux 1.2.5

Post by GowoGoO » Tue Apr 03, 2018 9:02 am

You can create support to UltimateBelts mod? c:
https://mods.factorio.com/mod/UltimateBelts

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Optera
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Re: [MOD 0.16] Loader Redux 1.2.5

Post by Optera » Tue Apr 03, 2018 1:46 pm


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Re: [MOD 0.16] Loader Redux 1.2.5

Post by Barton1991 » Sat Apr 14, 2018 7:09 am

Hi, I was pondering over the deconstruction planner today and noticed it had a blacklisting feature, I was wondering if this would be possible for your loaders? it would surely simplify most of my machines!

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Re: [MOD 0.16] Loader Redux 1.2.5

Post by johnnyBgoode » Tue May 01, 2018 3:15 am

Hello!

I was wondering if the inability to use the loader between two buildings are chests is a bug or a limitation? I was trying to build a compact train station with the loaders and found that they you need a extra loader and a belt to load directly into a chest.

Thanks!

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Optera
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Re: [MOD 0.16] Loader Redux 1.2.5

Post by Optera » Tue May 01, 2018 5:06 am

Loaders are mass Belt > Chest or Chest > Belt connections.
For Chest > Chest use stack inserters.

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Re: [MOD 0.16] Loader Redux 1.2.5

Post by magu5026 » Mon May 14, 2018 1:47 pm

Hello, at the moment Bob's loaders only show a yellow transport belt and not the respective belt of the loader.
https://prnt.sc/jhp6vk

I tried to create some code for you, to fix, shall we say, the visual issue.

Code: Select all

function make_loader_entity(name,belt)
	local loader = data.raw["loader"][name] or copyPrototype("loader", "loader", name)
	loader.structure.direction_in.sheet.filename="__LoaderRedux__/graphics/entity/"..name..".png"
	loader.structure.direction_in.sheet.width = 128
	loader.structure.direction_in.sheet.height = 128
	loader.structure.direction_out.sheet.filename="__LoaderRedux__/graphics/entity/"..name..".png"
	loader.structure.direction_out.sheet.width = 128
	loader.structure.direction_out.sheet.height = 128
	loader.structure.direction_out.sheet.y = 128
	loader.icon = "__LoaderRedux__/graphics/icon/"..name..".png"
	loader.icon_size = 32
	loader.speed = belt.speed
	loader.flags = {"placeable-neutral", "placeable-player", "player-creation", "fast-replaceable-no-build-while-moving"}
	
	loader.belt_horizontal = belt.belt_horizontal
	loader.belt_vertical   = belt.belt_vertical
	loader.ending_top      = belt.ending_top
	loader.ending_bottom   = belt.ending_bottom
	loader.ending_side     = belt.ending_side
	loader.starting_top    = belt.starting_top
	loader.starting_bottom = belt.starting_bottom
	loader.starting_side   = belt.starting_side
		
	return loader
end

data:extend({
	make_loader_entity("loader", data.raw["transport-belt"]["transport-belt"]),
	make_loader_entity("fast-loader", data.raw["transport-belt"]["fast-transport-belt"]),
	make_loader_entity("express-loader", data.raw["transport-belt"]["express-transport-belt"]),
})

if data.raw.technology["bob-logistics-4"] then
	data:extend({
		make_loader_entity("purple-loader", data.raw["transport-belt"]["turbo-transport-belt"]),
		make_loader_entity("green-loader", data.raw["transport-belt"]["ultimate-transport-belt"]),
	})
end

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Optera
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Re: [MOD 0.16] Loader Redux 1.2.5

Post by Optera » Mon May 14, 2018 3:53 pm

Thanks, from what I could see it also seems to make slow belts line up nicly with the belt animation.
I'll integrate your code next weekend.

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Re: [MOD 0.16] Loader Redux 1.2.6

Post by kirazy » Sat Jun 09, 2018 6:19 am

Were you planning to add a basic loader, to match with the tier 0 belts from Bobs Logistics?

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Optera
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Re: [MOD 0.16] Loader Redux 1.2.6

Post by Optera » Sat Jun 09, 2018 1:42 pm

Loaders are mid to end game entities designed to be used where even stack inserters can't keep up.
In that context having a loader below yellow belt speed makes no sense.

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Loader Redux Incompatible with Long Reach Mod

Post by magnuspwnzer » Thu Jul 05, 2018 3:17 pm

The long reach mod is inoperative when loader redux is active, despite still appearing in the mod options menu and settings correctly applied.

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[Request] Support for FactorioExtended Plus?

Post by DiegoG » Sun Sep 30, 2018 1:02 am

I just made a forums account because of this, so I hope it gets at least considered.
Can you please add support for FactorioExtended Plus? I don't have the time, experience NOR patience to play with Bob's, but FE+ seems just right for me. Can you please add support for it?

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