I suggest both, but would that be a conflict in the lua code?bobingabout wrote: Inserters themselves are part of the Logistics mod.
I am not sure how I should handle the differences for when the inserters mod is or isn't installed, because when it isn't installed, you want long inserters, when it is, you don't.
This is why the top GUI used to be part of the Logistics mod, would be simple if it was still there, because then you'd have long inserters via the top menu, and wouldn't need to bother with multiple entities.
Perhaps I should include that top GUI in both mods?
I like it! Does this pertain as the following? Standard (yellow), Fast (Red), Express (Blue), Turbo (Green), and Extreme (Purple). I like this idea as to help aide in having the correct inserters matching the belts. However, I am also assuming that the inserters one either side can work, just not as efficiently or effectively. For example, I am using Express belts, and I have some older parts of the factory still using Fast inserters, they cannot keep up with the belt and either miss items or do not compress fully, and in a newer area, I have Turbo inserters which are waiting on the belt. Is that what you are shooting for?bobingabout wrote:On that note, inserters will have a name to match their belt. Currently, this is Standard (no name), Fast, Express, Faster and Extremely fast. I am open to suggestions, but what I have written down at the moment is... Standard (no name), Fast, Express, Turbo, Extreme. Not too keen on having 2 starting with E in there. Someone suggested Ultimate. (SFETU!)
I like where you are going for this. Like you, I always found it odd how I had Express belts still made of very little plates compared to gears; although the gears were expensive as two iron plates per one iron gear. Your recipe for Fast belts is perfect, 5 steel gears and one steel plate would feel right. I don't think it to be a real stretch to have it require 5 steel gears and 2 steel plates. I can see your concern about having 3 different materials for Express belts, but the removal of lube makes this much easier to attain than it is now. The logistics to have a fluid used in the recipe is a time consuming one at this point. I suggest to make the recipe 5 brass gears, 2 steel bearings, and 1 (2 if you go with 2 steel for fast belt) aluminum plate. I am right at this point in my current 0.16 modded playthrough; just researched the Express belts. I am just getting aluminum production online, already have brass, and no lube production. So, these materials would drop right in right now as proposed.bobingabout wrote:I'll also be completely redoing all the belt(and UG belt, and splitter) recipes as a minimum. it costs half a gear and half a plate to make a standard belt (1 of each gives 2), which, okay fair enough, can't really change it because it's an essential part of research, and feels expensive when you're just starting out. But then it costs 5 gears to upgrade each belt to a fast belt, and 20 plus lube to upgrade that to express. (And Express belt is the only recipe in this whole chain with an expensive mode recipe, even the express splitter or UG belt don't. I hate this inconsistency) so an express belt contains half an iron plate and 25 and a half gears.
The plan is to make fast belts cost 5 steel gears AND a steel plate (or more than one?), and then the previous tier belt would be an option. then 5 brass gears, some steel bearings and an aluminium plate for Express (no lube here), and then titanium plate, bearings and gears for green belts (bearings contain lube), then same with nitinol for Purple. All stages, previous tier is OPTIONAL.
For the UG belt and Splitter, the recipe will be different depending on the option. if you go for including previous tier, then as now you'll upgrade the previous tier splitter into the new one, with appropriate costs to upgrade the belts within it, and the splitter itself, such as a few extra plates and electronics (at the moment, the prices to upgrade some of these things is way out, express splitter costs 80 gears, which is either too much for standard recipe, or not enough for expensive)
If you have the option turned off, then it will cost 2(Probably) belts of the correct tier, with electronics and extra plates etc. The price in the current tier of materials should in theory be the same either way, the only difference is if it costs the previous tier or not.
There is also the option of adding in brass bearings to fill the gap with steel, because that tier 3 uses 3 different materials, where every other tier uses only 1 type. The brass bearing could require lube to make like the higher tier ones do and therefore express inserters would still cost lube to build.
As for the "OPTIONAL" idea; I don't know. I really liked having to use previous tier belts to upgrade with more materials to reach the next tier. As I replaced old belts, they would be used to make new belts. However, I do like the new idea that you are making an entirely new belt at each tier. So then my question is: are you aiming for two recipes or a checkbox in the mods options?
Love it. As mentioned above, the materials would fall right into place. Would these require the previous tier to make as is now or are you considering to change it like the belts?bobingabout wrote:Inserter recipes will get the same treatment too, iron, steel, brass/aluminium, titanium, nitinol.
A tier 0 black belt would be cool. Can the belt go that slow? What is the time(?) that the current starndard yellow belt is set at? Are you suggesting this tier 0 black belt (costing 1/2 plate and 1/2 gear) to be used in the Green Science pack? And then have the Standard belt (yellow) cost 1 iron plate and 5 iron gears? And then you go up to 5 steel gears and 1 steel plate for Fast belts? Oooo, that could be interesting.bobingabout wrote:I guess I could change the standard belt to cost something more pricey like 5 gears and a plate on par with what I want to do for the additional tiers if I make a tier 0 black coloured (to match burner inserter) basic belt (And change the science pack to cost this), but that depends if it is possible to make a belt move by say... half a pixel per tick. Someone also suggests belts should cost some rubber. Some people also suggest I should make belt tiers double in speed every step, not just add the same 1/32 each time, which means express would move at the current speed of green, but then green and purple could be silly fast. purple would be 16/32, which is more than 3 times the current speed, and would need an inserter with rotation of 0.112, which is higher than my current top tier inserter. Also anything faster than 9/32 would see inserters dropping more than 1 items on the belt per tick, so, that could(completely untested) be bad for belt compression.