[0.9.x] Belt Lane Splitters (1.2)
Re: [0.9.x] Belt Lane Splitters (1.2)
Will this work in 0.10.x?
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Re: [0.9.x] Belt Lane Splitters (1.2)
fails with an error under 10.x
Re: [0.9.x] Belt Lane Splitters (1.2)
I've been using it without any problems. I'm not sure what blue-beam.png is used for, but I'm pretty sure it's not used in this mod.AartBluestoke wrote:fails with an error under 10.x
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Re: [0.9.x] Belt Lane Splitters (1.2)
interesting ... i removed the zip, factorio started, added the zip again, and the error re-appeared.. i assumed it was this mod.
I'll test again with a new download.
I'll test again with a new download.
Re: [0.9.x] Belt Lane Splitters (1.2)
Hi, I've only just found this mod, and it seems like the right place to ask: I'm looking essentially for a lane-switcher.
Most of my problems seem to come from the fact that something is on the wrong side and I don't have the space to do the usual iffy-workaround to essentially side-load onto itself.
So what I'm asking for is a trivial 1-tile-big splitter-like item that simply puts stuff from the left half of the track onto the right and vice versa. Isn't this something that would fit this packs theme?
This would make it much easier to load two sides of an output belt (just have one of these after half the factories and you have an even load). I often want to merge something onto a belt that has a "free half", but it's on the wrong side. Just pop one of those before the merge-point and it's fine again.
Alternatively, simply having inserters that can insert to the closer part of a tile would probably also work, ideally there'd just be a switch for the existing ones (then there's no need to double the existing inserter types). Does this exist somewhere and I've just missed it?
Anyway, thanks for this mod, I'm sure I'll make good use of it in my next game!
Most of my problems seem to come from the fact that something is on the wrong side and I don't have the space to do the usual iffy-workaround to essentially side-load onto itself.
So what I'm asking for is a trivial 1-tile-big splitter-like item that simply puts stuff from the left half of the track onto the right and vice versa. Isn't this something that would fit this packs theme?
This would make it much easier to load two sides of an output belt (just have one of these after half the factories and you have an even load). I often want to merge something onto a belt that has a "free half", but it's on the wrong side. Just pop one of those before the merge-point and it's fine again.
Alternatively, simply having inserters that can insert to the closer part of a tile would probably also work, ideally there'd just be a switch for the existing ones (then there's no need to double the existing inserter types). Does this exist somewhere and I've just missed it?
Anyway, thanks for this mod, I'm sure I'll make good use of it in my next game!
Re: [0.9.x] Belt Lane Splitters (1.2)
This already exist, dytech make this, you don't need to have special ressource to use them quickly. (and a very usefull very fast easy to build inserter). With modular dytech, you can now dl only this module if you want.Creat wrote: Alternatively, simply having inserters that can insert to the closer part of a tile would probably also work, ideally there'd just be a switch for the existing ones (then there's no need to double the existing inserter types). Does this exist somewhere and I've just missed it?
- INEVERTER : I really +1 for an inverter, that's a great idea.(Left goes on right and vice-versa)
- MERGER : I also wish a merger that put two line only on one (usefull for thereafter joining another line)
- REPARTITEUR : I also wish for a répartiteur : (french world), Currently this "splitter" miss me a lot : Most of the time when i "produce" ore goes only on one side of the belt, but of course, this side is quickly "blocked" and then i have to use a trick : Normal splitter that give half ore on the two output equally, then each side goes separatly and come back to one different side of a new belt, so i have half ore on each side. I would really love having a "repartiteur" that just do the same thing in one unique tile (maybe you can make it 2 tile long).
- HALF-BELT : If you plan to upgrade or continue developping your mod, something i would really like would be "HALF" belt. Just normal belt with only one side. Why ? Just for looking/beauty purpose, because if i use only one side of the belt, would be nice to have only one side visible.
- LONGER U-BELT : I would also like really, longer underground belt. This would be really usefull.
- TROP-PLEIN : And a last idea i would really have a "trop plein" : A tile with TWO exit that only put thing on the alternate exit only if no space on the "main-exit". Some production give 2 or 3 different product. When one product output line is blocked, the production stop and your other product are not anymore produced. You can use the green/red wire then to make a "trop-plein" with an inserter, but a belt would be easier and more friendly.
Re: [0.9.x] Belt Lane Splitters (1.2)
I also agree with this one, it has a similar problem to the inverter: The 'manual' way to build it with vanilla parts is rather large/cumbersome and has a lot of corners (also making it slow).Slan wrote:MERGER : I also wish a merger that put two line only on one (usefull for thereafter joining another line)
Note: The inverter is the only concept here that is actually impossible to do with vanilla belt-parte (meaning no smart inserters) when both sides of the belt are used for different stuff.
This is already possible with relatively little overhead (and a similar setup), if I do understand you correctly. Assuming you only have stuff on one sides of the belt, you can evenly distribute it to both by placing a splitter in line and immediately re-merging the split part. This will result in even distribution on both sides (and if the feeding belt is one speed higher than the output belt, a full half-belt will completely fill the second belt).Slan wrote:REPARTITEUR : I also wish for a répartiteur : (french world), Currently this "splitter" miss me a lot : Most of the time when i "produce" ore goes only on one side of the belt, but of course, this side is quickly "blocked" and then i have to use a trick : Normal splitter that give half ore on the two output equally, then each side goes separatly and come back to one different side of a new belt, so i have half ore on each side. I would really love having a "repartiteur" that just do the same thing in one unique tile (maybe you can make it 2 tile long).
Note: if the inverter was be implemented, it could achieve this in at least some of the cases. When you have 10 factories/miners on one side, just put an inverter after 5 and you'll have a perfectly balanced belt. It only works for production from multiple facilities like this, of course (preferably an even number).
I'll actually take this to the suggestion forum now, as I think it's basically something the base game is missing, but should have. Let's see how that thread goes over there...
Re: [0.9.x] Belt Lane Splitters (1.2)
False, with spliter and underground belt that block only one side of the belt, this is possible, but in fact it's not using underground belts for their primary use.... And of course this take half a map to so this like always.Creat wrote:The inverter is the only concept here that is actually impossible to do with vanilla belt-parte (meaning no smart inserters) when both sides of the belt are used for different stuff.
This pic to show you how this work : This one is the best way to do it :
Re: [0.9.x] Belt Lane Splitters (1.2)
Nice, thanks for these pictures! I really wasn't aware this was possible (even though it's kind-of hack-y or exploit-y). It's not even that big of a setup after all, I might use this occasionallySlan wrote:False, with spliter and underground belt that block only one side of the belt, this is possible, but in fact it's not using underground belts for their primary use.... And of course this take half a map to so this like always.Creat wrote:The inverter is the only concept here that is actually impossible to do with vanilla belt-parte (meaning no smart inserters) when both sides of the belt are used for different stuff.
This pic to show you how this work:
Re: [0.9.x] Belt Lane Splitters (1.2)
Sorry, work and illness intervened. Also Space Engineers.
I probably won't finish any of this but I'll post what I've got in case anyone finds it interesting. I'll need to check if it's still relevant though.
I probably won't finish any of this but I'll post what I've got in case anyone finds it interesting. I'll need to check if it's still relevant though.
Re: [0.9.x] Belt Lane Splitters (1.2)
Absolutely still relevant, and a great mod
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Re: [0.9.x] Belt Lane Splitters (1.2)
This mod looks great!
Unfortunately I'm getting errors on 0.10.8
When unzipping into AppData\Roaming\Factorio\mods\, Factorio displays this error on startup:
"Filename of mod C:/Users\Admin\AppData\Roaming\Factorio\mods\Lane-Splitters doesn't match the expected Lane Splitters_1.2.0 (case sensitive!)"
After changing the folder name to Lane Splitters_1.2.0 the following error is displayed on startup:
"Path __Lane Splitters_1.2.0__/graphics/entity/divider/basic-divider-e.png does not match any mod."
Any help with this problem would be greatly appreciated!
Unfortunately I'm getting errors on 0.10.8
When unzipping into AppData\Roaming\Factorio\mods\, Factorio displays this error on startup:
"Filename of mod C:/Users\Admin\AppData\Roaming\Factorio\mods\Lane-Splitters doesn't match the expected Lane Splitters_1.2.0 (case sensitive!)"
After changing the folder name to Lane Splitters_1.2.0 the following error is displayed on startup:
"Path __Lane Splitters_1.2.0__/graphics/entity/divider/basic-divider-e.png does not match any mod."
Any help with this problem would be greatly appreciated!
Re: [0.9.x] Belt Lane Splitters (1.2)
This is due to the Mod System changes since 10.7. To solve this just open the info.json file with a texteditor and rename the mod so the expected name matches the foldername. Here to Lane-Splitters. For more look here: https://forums.factorio.com/forum/vie ... =14&t=5364
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Re: [0.9.x] Belt Lane Splitters (1.2)
Sorry, the normal rename is not enough. I tried and found a solution.
first the zip rename as "LaneSpliters_1.2.0.zip"
then edit the following files / folders in the ZIP
Directory "Lane-Spliters" => "LaneSpliters"
LaneSpliters\info.json
LaneSpliters\prototypes\entities.lua
search all and replace with
LaneSpliters\prototypes\items.lua
search all and replace with
Then Factorio starts normally and the Mod works normally.
first the zip rename as "LaneSpliters_1.2.0.zip"
then edit the following files / folders in the ZIP
Directory "Lane-Spliters" => "LaneSpliters"
LaneSpliters\info.json
Code: Select all
"name": "Lane Splitter"
search all
Code: Select all
__Lane-Spliters__
Code: Select all
__Lane-Spliters__
search all
Code: Select all
__Lane-Spliters__
Code: Select all
__Lane-Spliters__
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Re: [0.9.x] Belt Lane Splitters (1.2)
@Renemuetti
i do all what you say but have still the error but an other error (Path_Lane-Splitters_/graphics/entity/divider/basic-divider-e.png does not match any mod)... is it not working. Can you upload your files ? thx
I fix it. Only rename in info.json thats all
i do all what you say but have still the error but an other error (Path_Lane-Splitters_/graphics/entity/divider/basic-divider-e.png does not match any mod)... is it not working. Can you upload your files ? thx
I fix it. Only rename in info.json thats all
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Re: [0.9.x] Belt Lane Splitters (1.2)
I think there's an error in his tutorial there
in both items.lua and entities.lua
search and replace all:
__Lane-Spliters__
with
__LaneSpliters__
in both items.lua and entities.lua
search and replace all:
__Lane-Spliters__
with
__LaneSpliters__
Re: [0.9.x] Belt Lane Splitters (1.2)
The arbitrary switching between one T and two is bugging the hell out of my programmer-self.
Re: [0.9.x] Belt Lane Splitters (1.2)
I have updated my local copy to work with 11.5
Thanks for the great mod.
http://culcraft.com/Lane Splitters_1.2.1.zip
edit: noted further changes that I made
Code: Select all
-I had to make some changes to control.lua so it would handle map generation without the player being initialized.
-Fixed all the inconsistencies with splitter and spliter.. for the record it now uses "tt".
-Updated naming conventions so it was 10.7+ compatible
-changed node names frame_width and frame_height to width and height to conform to 0.11.x update
http://culcraft.com/Lane Splitters_1.2.1.zip
edit: noted further changes that I made
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Re: [0.9.x] Belt Lane Splitters (1.2)
Appears to work flawlessly on the .11.5 update.
I cannot find the words to properly express my gratitude. This was by far one of the mods I missed the most.
Graphically consistent with the game, simple and yet extremely useful without being overpowered or game-changing.
Basically the same good ol' Factorio, but smoother.
I cannot find the words to properly express my gratitude. This was by far one of the mods I missed the most.
Graphically consistent with the game, simple and yet extremely useful without being overpowered or game-changing.
Basically the same good ol' Factorio, but smoother.