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[MOD WIP 0.3.2] Inserter Mod

Posted: Thu Mar 07, 2013 4:01 pm
by Heinrich
This mod adds six new inserters and associated technologies, to help optimizing factory layouts.
Example.JPG
Example.JPG (33.61 KiB) Viewed 19403 times
Half Output Inserter:
- Inserts the item directly in front of the inserter on the close edge of the belt.

Long Output Inserter:
- Inserts the item one tile away (like the red inserter takes it from one tile away)

Long Half Output Inserter:
- Inserts the item one tile away, but on the close edge of the belt.

Fast Half Output Inserter:
- Fast inserter, which inserts the item directly in front of the inserter on the close edge of the belt.

Very Fast Inserter:
- Inserter which is twice as fast as the fast inserter.

Very Fast Half Output Inserter:
- Very fast inserter, which inserts the item directly in front of the inserter on the close edge of the belt.

Tech: Inserter Optimization:
- PreReq.: Logistics-1
- Costs: 30 red packs @ 10sec
- Unlocks Half, Long and Long Half Inserter.

Tech: Advanced Inserter Optimization:
- PreReq.: Logistics-2, Inserter Optimization
- Costs: 60 red + green packs @ 30sec
- unlocks Fast Half, Very Fast and Very Fast Half Inserter


I used the old Inserter graphics to make it more easy to distinguish them from the original ones.


ChangeLog:

Code: Select all

v0.2
	- Update to Factorio 0.3.2
	- Fixed inserter ranges
	- Added Fast Half, Very Fast and Very Fast Half Inserter
	- Added Advanced Inserter optimization tech
	- Added english descriptions for all items and techs

v0.1
	- Initial Release
	- Half Output Inserter added
	- Long Output Inserter added
	- Long-Half Output Inserter added
	- Inserter Optimization Tech added

Re: [MOD WIP 0.2.10] Inserter Mod

Posted: Fri Mar 08, 2013 2:50 am
by FreeER
wouldn't it technically be 2 tiles away, since the first tile away from it is the one right next to it. I will definitely be trying this, seems useful :)

P.S. If seperate locales are not in the next release you might consider uploading it anyways...

Re: [MOD WIP 0.2.10] Inserter Mod

Posted: Fri Mar 08, 2013 7:04 am
by Ilnor
The second tile is one tile away
his wording is correct

Re: [MOD WIP 0.2.10] Inserter Mod

Posted: Fri Mar 08, 2013 9:43 am
by drs9999
This mod is awesome, very useful.
Thanks for it!!!

Re: [MOD WIP 0.2.10] Inserter Mod

Posted: Fri Mar 22, 2013 12:32 am
by Shalashalska
Can you also add a very fast inserter, which you get after you research logistics 2? I sometimes need to have multiple fast inserters pulling from one conveyor to put everything in a buffer chest, and this would be very helpful.

Re: [MOD WIP 0.2.10] Inserter Mod

Posted: Mon Mar 25, 2013 9:16 am
by Heinrich
Shalashalska wrote:Can you also add a very fast inserter, which you get after you research logistics 2? I sometimes need to have multiple fast inserters pulling from one conveyor to put everything in a buffer chest, and this would be very helpful.
I though about something similar and will do an update after the next Factorio version is released. I heard about new inserter graphics and better language integration, so i'll wait for that to prevent double work.

Re: [MOD WIP 0.2.10] Inserter Mod

Posted: Tue Mar 26, 2013 5:00 pm
by Ilnor
I finally got around to trying this
It's very useful in increasing efficiency

Since inserters always output on the 'far' side of the belt
I use the half-inserters on assembly machines that output a lot so i can utilize the whole belt
1 fast inserter and 1 half-inserter to empty it = good times

Re: [MOD WIP 0.2.10] Inserter Mod

Posted: Fri Mar 29, 2013 2:03 pm
by Tim
Great Mod! Exactly what was missing :D

Would it be possible to make a inserter that only Takes from the near or Far side of the Belt? They would be great as a cheap alternative to Filter Inserters.

Edit:
Just found a way played around a bit with your Mod and found a way of only taking only the items on the near Side of the Belt

Code: Select all

 "pickup-distance": 0.8
But after reviewing the options given in the .json file i actually see no way of setting it only for the far side, but at least you could do a better sorting that way :D

Edit2: Somehow it doesnt anymore :/

Re: [MOD WIP 0.3.2] Inserter Mod

Posted: Wed Apr 03, 2013 12:01 pm
by Heinrich
Update to Factorio v0.3.2 is done. I also added three new inserters and a new tech.

Re: [MOD WIP 0.3.2] Inserter Mod

Posted: Thu Apr 25, 2013 12:47 pm
by Morzan
Hmm. This mod looks cool. But can we have in the next version some long handed filter inserter? Because it's can help me sometimes.

Re: [MOD WIP 0.3.2] Inserter Mod

Posted: Fri Aug 02, 2013 1:22 am
by zer0t3ch
Heinrich wrote:Update to Factorio v0.3.2 is done. I also added three new inserters and a new tech.
Seeing as we are now on v0.6, would you object to me updating this for you?

Re: [MOD WIP 0.3.2] Inserter Mod

Posted: Sat Aug 10, 2013 6:17 am
by drs9999
I just noticed that the mod still works, no update requiered :D

Re: [MOD WIP 0.3.2] Inserter Mod

Posted: Sat Aug 10, 2013 6:00 pm
by zer0t3ch
drs9999 wrote:I just noticed that the mod still works, no update requiered :D
In v0.6??? Really? That's amazing.

Re: [MOD WIP 0.3.2] Inserter Mod

Posted: Sun Aug 11, 2013 8:43 am
by slpwnd
If the mod only adds new data definition then it should be pretty stable. Those hardly every change in backwards incompatible way.

Re: [MOD WIP 0.3.2] Inserter Mod

Posted: Wed Oct 16, 2013 12:55 pm
by ocbaker
Loved this mod, especially helped with the Trains loading and unloading along with more compact and efficient base designs (Well, compact and efficient by my standards at least)

I decided to chuck in an update since I couldn't live without filters and with the later updates this was not categorised correctly.

https://dl.dropboxusercontent.com/u/171 ... serter.zip

Changelog:
- Added Filtered versions of all existing Inserters
- Added a new Technology for filtered inserters
- Added the Category for the inserters (No longer '?')
- Changed the collision box to match the base inserters (You can now walk "through" them yay!)

Would be really REALLY cool if somebody could match the new Graphics with colour and everything! I can do code but don't ask me to draw.

Re: [MOD WIP 0.3.2] Inserter Mod

Posted: Wed Nov 06, 2013 9:16 am
by Dysoch
if Heinrich doesnt mind, ill add it to DyTech.

changes will be relative simple, adding smart versions of a few, and changing graphics on all soon.
will keep it in separate files, so if Heinrich doesnt want this, i can easily delete it.

Re: [MOD WIP 0.3.2] Inserter Mod

Posted: Wed Nov 06, 2013 2:20 pm
by FreeER
Dysoch wrote:if Heinrich doesnt mind, ill add it to DyTech.
Honestly I think this would be better as a standalone mod. It doesn't need anything else (non inserter items) to be useful and since it helps the 'core' game then it's useful in all mods, and not everyone that wants to use the inserters will want to use the rest of DyTech (statistically speaking anyway :)). Of course no objections to someone updating it, I've thought about it once or twice but never got around to trying...

Re: [MOD WIP 0.3.2] Inserter Mod

Posted: Wed Nov 06, 2013 2:41 pm
by Dysoch
FreeER wrote:
Dysoch wrote:if Heinrich doesnt mind, ill add it to DyTech.
Honestly I think this would be better as a standalone mod. It doesn't need anything else (non inserter items) to be useful and since it helps the 'core' game then it's useful in all mods, and not everyone that wants to use the inserters will want to use the rest of DyTech (statistically speaking anyway :)). Of course no objections to someone updating it, I've thought about it once or twice but never got around to trying...
Havent thought of it that way, i agree.
I will update it, add the smart version to this mod

Next version will be ready in a day or 2, download link will be on DyTech mod page.