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[0.11.x] Logistic mod

Posted: Thu Dec 04, 2014 2:41 pm
by elmi
hi

This is my first mod ;)
check it out :D

translated with google translate
mod content

NEW
0.2.9
added super underground belt, max. distance 30 tiles ;)
added super splitter

0.3.0
sound removed for the inserter



all need research ;)

inserter and super belt in action -> http://youtu.be/2gZSIBr68_o


Have fun

Re: [0.11.3] construction and logistic robots

Posted: Thu Dec 04, 2014 2:52 pm
by katyal
Maybe you could tell us what makes mk2 robots different from regular robots?

Re: [0.11.3] construction and logistic robots

Posted: Thu Dec 04, 2014 2:57 pm
by elmi
its faster, have more healt and more max. energy, thats it :D

Re: [0.11.3] construction and logistic robots

Posted: Fri Dec 05, 2014 1:22 am
by bobingabout
Faster is good
increasing max energy only changed the ammount of time it can be in the air, it will also take longer to recharge.
A better solution would be to reduce the running costs so that it can stay in the air longer, but take the same time to recharge.
or perhaps a bit of both.

other changes you could also make would be to carry more items at a time.

Re: [0.11.3] construction and logistic robots

Posted: Fri Dec 05, 2014 10:23 am
by elmi
done ^^

and more items added :)

Re: [0.11.3] Logistic mod

Posted: Fri Dec 05, 2014 1:53 pm
by elmi
update :D

Re: [0.11.3] Logistic mod

Posted: Fri Dec 05, 2014 2:55 pm
by oktabyte
add a item-blocker
- block items on a conveyor belt

add 90 degree fast left and right inserter
add 90 degree fast close left and right inserter
add 90 degree fast long handed left and right inserter
add 90 degree fast long handed close left and right inserter
Nice, thats what i call useful

Re: [0.11.3] Logistic mod

Posted: Sat Dec 06, 2014 7:33 am
by elmi
update :)

new:
add 90 degree smart left and right inserter
icon rearranged in the inventory

Re: [0.11.x] Logistic mod

Posted: Sun Dec 07, 2014 11:10 am
by elmi
update 0.2.4 ;)

Robo charger - can charge the logistics and construction robot
names of items is displayed correctly
and new youtube video

Re: [0.11.x] Logistic mod

Posted: Mon Dec 08, 2014 9:22 am
by kyranzor
Hey elmi, good work on the mod. I have downloaded it and will try it soon.

Keep up the good work modding, these are nice ideas that really should be in the game, even if just for convenience sake.

Re: [0.11.x] Logistic mod

Posted: Mon Dec 08, 2014 7:59 pm
by elmi
thanks kyranzor

i hope you like it ;)

Re: [0.11.x] Logistic mod

Posted: Tue Dec 09, 2014 8:56 am
by elmi
update :)

added roboport, larger logistics and construction reach, but requires more energy than the original
Item- Group available, see image

Re: [0.11.5] Logistic mod

Posted: Fri Dec 12, 2014 8:35 am
by kyranzor
can you explain what the strange little "item blocker" is?!?

Re: [0.11.5] Logistic mod

Posted: Fri Dec 12, 2014 10:46 am
by elmi
Blocks items on the conveyor belt
Look my video ;)

http://youtu.be/nkGqDb2sO_I

Re: [0.11.5] Logistic mod

Posted: Fri Dec 12, 2014 2:01 pm
by kyranzor
elmi wrote:Blocks items on the conveyor belt
Look my video ;)

http://youtu.be/nkGqDb2sO_I
wow, cool!

Re: [0.11.x] Logistic mod

Posted: Sat Dec 13, 2014 7:25 am
by elmi
update 0.2.6

added fast close inserter
added 90 degree very fast left and right inserter

Re: [0.11.x] Logistic mod

Posted: Sat Dec 13, 2014 8:22 am
by elmi
update 0.2.7

Error in assignID is fixed

Re: [0.11.x] Logistic mod

Posted: Sat Dec 13, 2014 9:21 am
by elmi
update 0.2.8 :D

added super transport belt, thats really fast ;)
research cost changed

Re: [0.11.x] Logistic mod

Posted: Sun Dec 14, 2014 3:44 pm
by elmi
update ;)
0.2.9
added super underground belt, max. distance 30 tiles ;)
added super splitter

new video
inserter and super belt in action

Re: [0.11.x] Logistic mod

Posted: Fri Dec 19, 2014 9:40 am
by Oragepoilu@gmail.com
Hello,
When i use you mod, i get a weird sound sometime when I'm near a 90d inserter (whatever type it is).

t's like a "greek" (well an human can't do this sound anyway) witch is saturated or something like this.

I'v already used them before, and didn't hear anything; but now it alway happen...

I assume the problem is from me, but i don't know why.

It's not a big deal, but it if someone have an idea or know how I could avoid to play a sound when they work, i would really appreciate the help :)

Hu, nothing to with the problem but i miss the long range "not close" inserter here witch could be great to get along the other ;)


ps : using 11.6, last version of the mod, problem still here when playing with only the mod in the mod folder and the computer was restarted. First time for years that i found a problem like this in a game, and I play a lot of modded games :)