[MOD 0.16] Miniloader

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Therax
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Re: [MOD 0.16] Miniloader

Post by Therax »

Probably not the invisible inserters, because those have real icons to display in the power usage graph screens. I suspect it’s the invisible loaders I use for belt connectivity. I can try giving them a real icon that is just never shown anywhere. Thanks for digging that up!
Miniloader β€” UPS-friendly 1x1 loaders
Bulk Rail Loaders β€” Rapid train loading and unloading
Beltlayer & Pipelayer β€” Route items and fluids freely underground

reapersms
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Re: [MOD 0.16] Miniloader

Post by reapersms »

The fuel value hack should be harmless, since it's probably also flagged as non-minable, non-removable, etc

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Re: [MOD 0.16] Miniloader

Post by RockDeicide »

reapersms, I, turns out, had a similar issue with Flare Stack generating recipes in a bad way. Sorry for bothering anyone here.

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Re: [MOD 0.16] Miniloader

Post by orzelek »

reapersms wrote: ↑
Thu Feb 28, 2019 4:50 am
Finally home and looked over what was happening for me:

pyindustries sweeps through a bunch of categories, creating void recipes for them. In particular, it does ammo, armor, capsule, gun, item, mining-tool, and module. When it creates the recipe, it clones the icons table into a new one, adds the void one on the end, and blindly sets the recipe icon_size to 32. The workaround is that it does not do this for anything with a fuel_value, so I gave the invisible module in mine fuel_category="chemical" and fuel_value="1J". I recall the category was necessary to get the game to load it.

The invisible inserters are probably the cause here.
Maybe go and report to pyindustries that it's on naughty side and does things that it should not be doing? :D

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Re: [MOD 0.16] Miniloader

Post by reapersms »

Will do, thinking about it, an extra check for a non standard icon_size ought to do it...

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Game Crash

Post by Tharin »

Hi

i have a crashreport for you ;)

Image

I hope i can help to fix it.


Best Regards
Tharin

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Re: Game Crash

Post by Tharin »

Tharin wrote: ↑
Mon Mar 04, 2019 1:00 pm
Hi

i have a crashreport for you ;)

Image

I hope i can help to fix it.


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Tharin
Ok, every Time when i will copy rails, the game crashed and give me the error report.

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Re: Game Crash

Post by Therax »

Tharin wrote: ↑
Mon Mar 04, 2019 6:27 pm
Tharin wrote: ↑
Mon Mar 04, 2019 1:00 pm
Hi

i have a crashreport for you ;)

Image

I hope i can help to fix it.


Best Regards
Tharin
Ok, every Time when i will copy rails, the game crashed and give me the error report.
This looks like a bug in Bluebuild. Bluebuild is telling Miniloader that the player placed a blueprint pointing a diagonal direction (NW, NE, SE, SW), which is impossible. I can try to work around if Bluebuild isn't fixed.
Miniloader β€” UPS-friendly 1x1 loaders
Bulk Rail Loaders β€” Rapid train loading and unloading
Beltlayer & Pipelayer β€” Route items and fluids freely underground

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Re: [MOD 0.16] Miniloader

Post by BinPDA »

Hi! First of all i wanna say thanks for this cool mode.
Second of all i really sorry for my english, I just starded to learn it.

But i have a little problem whith this mode. I like when products goes on both lanes equally on belt. I thought that miniloader get items from all sides of belt by queue. Left side -> right side -> left side -> right side. But seems it works on 1 line when belt is almost full.
Image

Is it possible to make miniloader works with both sides of belt to prevent from this?
Image

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Therax
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Re: [MOD 0.16] Miniloader

Post by Therax »

A mini loader is two inserters. If items are moving slowly enough that demand can be satisfied by one inserter alone, then one of the two will win and you’ll see this unbalanced behavior. There isn’t a good way for me to fix that.
Miniloader β€” UPS-friendly 1x1 loaders
Bulk Rail Loaders β€” Rapid train loading and unloading
Beltlayer & Pipelayer β€” Route items and fluids freely underground

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Re: Game Crash

Post by Therax »

Tharin wrote: ↑
Mon Mar 04, 2019 6:27 pm
Ok, every Time when i will copy rails, the game crashed and give me the error report.
I went ahead and built my own alternative to Bluebuild, because this bug has been around forever. Check it out: https://mods.factorio.com/mod/autobuild
Miniloader β€” UPS-friendly 1x1 loaders
Bulk Rail Loaders β€” Rapid train loading and unloading
Beltlayer & Pipelayer β€” Route items and fluids freely underground

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Re: [MOD 0.16] Miniloader

Post by Xerkus »

Hi!
I noticed minor inconsistency in tech tree in 0.17: Fast miniloader tech should depend on "Stack inserter" tech as item itself requires them to be built.

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Re: Game Crash

Post by Guilty »

Therax wrote: ↑
Fri Mar 08, 2019 5:56 pm
Tharin wrote: ↑
Mon Mar 04, 2019 6:27 pm
Ok, every Time when i will copy rails, the game crashed and give me the error report.
I went ahead and built my own alternative to Bluebuild, because this bug has been around forever. Check it out: https://mods.factorio.com/mod/autobuild
I can confirm AutoBuild is superior to Bluebuild through using both. I've used Bluebuild in .16 and it's worked great.
But since .17 Bluebuild has some problems with regards to toggling demo behavior, sometimes it works and other times it doesn't.

There's also the fact that AutoBuild adds a toggle button on your quickbar should you choose to enable. It also builds from inside out which is amazing!
I haven't done a direct performance comparison ie F5 and test which one has less impact on UPS...
I assume AutoBuild is better in this regard because the mod author of Bluebuild Mylon said:
Image

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Re: [MOD 0.16] Miniloader

Post by MoiAimeBien »

MoiAimeBien wrote: ↑
Wed Mar 13, 2019 11:56 am
The mod use alone or not, prevent to save filter in cargo wagon, with blue-print.

With 0.17 you can now save train and filter, with BP.
But when I use the mod, if I want to create a BP with filter, it doesn't save it.
The train is build by robot, but no filter at all :-(
Hi, same bug apply for this mod too.

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Re: [MOD 0.16] Miniloader

Post by Therax »

MoiAimeBien wrote: ↑
Thu Mar 14, 2019 11:38 am
Hi, same bug apply for this mod too.
Should be fixed now!
Miniloader β€” UPS-friendly 1x1 loaders
Bulk Rail Loaders β€” Rapid train loading and unloading
Beltlayer & Pipelayer β€” Route items and fluids freely underground

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Re: [MOD 0.16] Miniloader

Post by wvlad »

I found an issue with compression of ultimate belts:
Image

Update: the second case (belt-chest-belt) now works correctly, it's some rare bug.

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Re: [MOD 0.16] Miniloader

Post by Therax »

Miniloaders are based on inserters and inserters are limited to 60 items/s when pulling from belts. Any belts faster than 60 items/s are going to see some strange behavior.
Miniloader β€” UPS-friendly 1x1 loaders
Bulk Rail Loaders β€” Rapid train loading and unloading
Beltlayer & Pipelayer β€” Route items and fluids freely underground

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Re: [MOD 0.16] Miniloader

Post by Optera »

Please reduce mining time.
Currently miniloader take 10 times longer to mine than belts.
It's not fun standing there for 5s to pick up one miniloader.

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Re: [MOD 0.16] Miniloader

Post by Therax »

Optera wrote: ↑
Sat Mar 16, 2019 6:11 am
Please reduce mining time.
Currently miniloader take 10 times longer to mine than belts.
It's not fun standing there for 5s to pick up one miniloader.
Do you have another mod that might be affecting this? Miniloader mining time is set to 1s.
Miniloader β€” UPS-friendly 1x1 loaders
Bulk Rail Loaders β€” Rapid train loading and unloading
Beltlayer & Pipelayer β€” Route items and fluids freely underground

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Re: [MOD 0.16] Miniloader

Post by Optera »

Don't nail me down on the 5s. I got rid of a mod adding a super mining tool. Being used to mine everything almost instantly, my perception is a bit skewed.

However it doesn't change that miniloaders take 10 times longer to pick up than belts. 1s vs 0.1s.
For comparison refineries mine in 0.2 and nuclear reactors in 0.5. There's no reason for a loader taking twice as long as a reactor to pick up.

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