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[MOD 0.12.x] Easy Belt Layer

Posted: Sat Jul 25, 2015 10:04 pm
by Schmendrick
Easy Belt Layer

Description:
  • Adds an "autoplace" system for corners when laying belts.
  • Latest-Release: v0.1.2, 2015-13-30
  • Required-Factorio-Version: 0.12.11
  • Download:
    easybelt_0.1.2.zip
    (1.7 KiB) Downloaded 1895 times
  • Older Download (for Factorio 0.12.0-0.12.10):
    easybelt_0.1.0.zip
    (1.62 KiB) Downloaded 1244 times
Long Description:

Aligns belts as you place them so they connect and turn appropriately. Handy when running belts over a long distance (especially early game).

Once you've placed two "consecutive" belts (one in front of the other, in the direction they are facing), autoplace mode kicks in for any new belts, turning them accordingly. Placing a belt in a new area (including getting too fast with the mouse cursor and skipping a space), or changing the orientation of your belt "in hand", will cancel the autoplace behavior. YouTube demonstration.



Changelog
  • 0.0.x: Factorio 0.11.x
  • 0.1.0: updated for Factorio 0.12.x
  • 0.1.1: updated for Factorio 0.12.11+
  • 0.1.2: fixed. again.
Known Bugs
Sometimes a belt placement is skipped. Not sure if this is a script error or if I was just placing things wrong (skipping too many spaces); haven't paid close enough attention. Let me know.

Re: [0.12.x] Easy Belt Layer

Posted: Sun Jul 26, 2015 6:13 pm
by WoodyDaOcas
awesome idea, gj :) ty

Re: [0.12.x] Easy Belt Layer

Posted: Fri Jul 31, 2015 12:42 am
by GotLag
This is a nice piece of work.

Re: [0.12.x] Easy Belt Layer

Posted: Sun Aug 02, 2015 2:08 am
by buder5
i bet you can't make a item 1 side blocker on belt hehe imao

Re: [MOD 0.12.x] Easy Belt Layer

Posted: Thu Sep 03, 2015 11:57 am
by waduk
Error
factorio 0.12.6

Image

Re: [MOD 0.12.x] Easy Belt Layer

Posted: Mon Sep 07, 2015 11:38 pm
by Schmendrick
I am.... really not sure what happened there. I'm sorry.

Do you remember what you were in the middle of doing when it happened?

Re: [MOD 0.12.x] Easy Belt Layer

Posted: Mon Sep 07, 2015 11:50 pm
by waduk
Not doing anything fancy, just laying belt (red) as usual.
Never happened before. But this time it keep appearing so often.
The only difference would be athis happen in 0.12.6 and couple of mods is updated, but i'm not adding any mod that altered belt behaviour or add new belt entity.
Probably conflict with some mods ? But there are too many mod too count.

For time being i disabled the easybelt, :roll:
Maybe i will track the crash if i have free time.

Re: [MOD 0.12.x] Easy Belt Layer

Posted: Tue Sep 08, 2015 12:25 am
by DaCyclops
Just a thought, did you run out of belts or have robots take the last one from your hand while placing?

Re: [MOD 0.12.x] Easy Belt Layer

Posted: Tue Sep 08, 2015 12:37 am
by waduk
DaCyclops wrote:Just a thought, did you run out of belts or have robots take the last one from your hand while placing?
Honestly i forgot, this happened and posted couple days ago. I already make a new game with easy belt disabled.

But it's a possibility, although very unlikely. Usually i only do one job at a time, if the robot were working, i just stays still.
Or when i laying stuff manually, it rarely involves robot flying around working alongside.


Hmm,..because you said that. It might have to do with QuickPrint Mod. It acts similar to construction bot.
https://forums.factorio.com/forum/vie ... 92&t=14938

It being updated couple of times, so maybe this wasn't an issue anymore. IDK.

Currently at work, cannot do test.

Re: [MOD 0.12.x] Easy Belt Layer

Posted: Sun Nov 01, 2015 12:38 pm
by tleviathan
Error
Factorio 0.12.16 17230 x64
error
error
Capture.JPG (12.56 KiB) Viewed 34949 times
__easybel__/control.lua:5: attempt to index global 'game' (a nil value)

I tried replacing game.on_ with script.on_ but no change. That's about all I can do i lua/factorio modding :|

Re: [MOD 0.12.x] Easy Belt Layer

Posted: Wed Dec 30, 2015 8:50 pm
by Rahbek
tleviathan wrote:Error
Factorio 0.12.16 17230 x64
Capture.JPG
__easybel__/control.lua:5: attempt to index global 'game' (a nil value)

I tried replacing game.on_ with script.on_ but no change. That's about all I can do i lua/factorio modding :|

any news on that by chance? :)

Re: [MOD 0.12.x] Easy Belt Layer

Posted: Thu Dec 31, 2015 12:28 am
by Schmendrick
I'm still alive, I swear (updated).

Re: [MOD 0.12.x] Easy Belt Layer

Posted: Fri Jan 01, 2016 3:38 pm
by Rahbek
Schmendrick wrote:I'm still alive, I swear (updated).

Yay! And happy new years!

Re: [MOD 0.12.x] Easy Belt Layer

Posted: Tue Jan 26, 2016 3:34 pm
by judos
Hey there,

This is a great mod :D

However I just found an error while playing:
Error while running the event handler: __easybelt__/control.lua:71: LuaItemStack API call when LuaItemStack was invalid.
This was in the old 0.1.0 version, so the equivalent in the new version would be line 88 with this code:

Code: Select all

local item, pos = p.cursor_stack
if item then item=item.name else item=toplace[e.name] end
I propose to add something like:

Code: Select all

if item and not item.valid then item=nil end
Hope that helps everyone ;)

Re: [MOD 0.12.x] Easy Belt Layer

Posted: Thu Jul 21, 2016 4:21 am
by Neomore
For anyone looking for a version of this mod for Factorio 0.13.X, I have added this mod to a mod I update, now titled Advanced Logistics.

This mod adds new types of belts and pipes that go farther distances (30 and 50), as well as modifying the base underground belts to have a max distance of 10 instead of 5.

You can download the mod from the mod portal at the following link: https://mods.factorio.com/mods/Neomore/ ... -Logistics
For those of you that want only the easy belt layer mod, there is a version of this on the Advanced Factorio mod page, which you can reach by the link in my signature.