Then why it's unloading initially from the duplicating chest with full compression?Therax wrote: Sat Mar 16, 2019 6:09 am 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.
[MOD 0.16] Miniloader
Re: [MOD 0.16] Miniloader
Re: [MOD 0.16] Miniloader
Like Therax said Miniloader use very fast inserters. That means they have to chase items on belts and can't take items from belts as fast as they can put them on.wvlad wrote: Sat Mar 16, 2019 12:28 pmThen why it's unloading initially from the duplicating chest with full compression?Therax wrote: Sat Mar 16, 2019 6:09 am 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.
It just so happens that a 75 item/s belt is where inserters can put down a compressed belt but no longer pick it up.
My Mods: mods.factorio.com
Re: [MOD 0.16] Miniloader
Looks like this feature sometimes doesn't work in my example (even with belt-chest-belt).Miniloaders at "Ultra fast" and faster speeds use vanilla loader entities in addition to inserters, giving a max throughput of ~180 items/second when interacting with chests and other containers
Re: [MOD 0.16] Miniloader
Still sounds like a problem with your mining tool mod. Miniloaders should take as long as 2 belts if it were scaling everything together. Mind dropping a link so I can test?Optera wrote: Sat Mar 16, 2019 9:39 am 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.
EDIT: never mind, I misunderstood. I hadn’t realized that mining times had changed because of the elimination of mining tools. I’ll reduce mining time in the next release.
Last edited by Therax on Sat Mar 16, 2019 7:52 pm, edited 1 time in total.
Miniloader — UPS-friendly 1x1 loaders
Bulk Rail Loaders — Rapid train loading and unloading
Beltlayer & Pipelayer — Route items and fluids freely underground
Bulk Rail Loaders — Rapid train loading and unloading
Beltlayer & Pipelayer — Route items and fluids freely underground
Re: [MOD 0.16] Miniloader
Just to clarify, it’s not so much the chasing. It’s that every inserter picking up from a belt segment selects an item to chase and pick up at the start of each tick. So adding more inserters and increasing inserter speed still hits this fundamental limit of 1 item targeted per tick.Optera wrote: Sat Mar 16, 2019 12:53 pm Like Therax said Miniloader use very fast inserters. That means they have to chase items on belts and can't take items from belts as fast as they can put them on.
Miniloader — UPS-friendly 1x1 loaders
Bulk Rail Loaders — Rapid train loading and unloading
Beltlayer & Pipelayer — Route items and fluids freely underground
Bulk Rail Loaders — Rapid train loading and unloading
Beltlayer & Pipelayer — Route items and fluids freely underground
Re: [MOD 0.16] Miniloader
I thought the mod uses 2 inserters (1 per belt lane) therefore the total throughput should be 60x2=120 items/sTherax wrote: Sat Mar 16, 2019 7:47 pm Just to clarify, it’s not so much the chasing. It’s that every inserter picking up from a belt segment selects an item to chase and pick up at the start of each tick. So adding more inserters and increasing inserter speed still hits this fundamental limit of 1 item targeted per tick.
Re: [MOD 0.16] Miniloader
I was under the same impression...wvlad wrote: Sat Mar 16, 2019 7:52 pmI thought the mod uses 2 inserters (1 per belt lane) therefore the total throughput should be 60x2=120 items/sTherax wrote: Sat Mar 16, 2019 7:47 pm Just to clarify, it’s not so much the chasing. It’s that every inserter picking up from a belt segment selects an item to chase and pick up at the start of each tick. So adding more inserters and increasing inserter speed still hits this fundamental limit of 1 item targeted per tick.
Re: [MOD 0.16] Miniloader
The key phrase is “every inserter.” It doesn’t matter if you have 100 inserters, they all select the same item at the start of a tick, and only one of them can succeed in picking it up. The next tick the other 99 repeat the process.Guilty wrote: Sat Mar 16, 2019 11:33 pmI was under the same impression...wvlad wrote: Sat Mar 16, 2019 7:52 pmTherax wrote: Sat Mar 16, 2019 7:47 pm Just to clarify, it’s not so much the chasing. It’s that every inserter picking up from a belt segment selects an item to chase and pick up at the start of each tick. So adding more inserters and increasing inserter speed still hits this fundamental limit of 1 item targeted per tick.
I thought the mod uses 2 inserters (1 per belt lane) therefore the total throughput should be 60x2=120 items/s
Here’s the bug I posted.
Miniloader — UPS-friendly 1x1 loaders
Bulk Rail Loaders — Rapid train loading and unloading
Beltlayer & Pipelayer — Route items and fluids freely underground
Bulk Rail Loaders — Rapid train loading and unloading
Beltlayer & Pipelayer — Route items and fluids freely underground
Re: [MOD 0.16] Miniloader
Therax wrote: Sun Mar 17, 2019 1:36 amThe key phrase is “every inserter.” It doesn’t matter if you have 100 inserters, they all select the same item at the start of a tick, and only one of them can succeed in picking it up. The next tick the other 99 repeat the process.Guilty wrote: Sat Mar 16, 2019 11:33 pmI was under the same impression...wvlad wrote: Sat Mar 16, 2019 7:52 pmTherax wrote: Sat Mar 16, 2019 7:47 pm Just to clarify, it’s not so much the chasing. It’s that every inserter picking up from a belt segment selects an item to chase and pick up at the start of each tick. So adding more inserters and increasing inserter speed still hits this fundamental limit of 1 item targeted per tick.
I thought the mod uses 2 inserters (1 per belt lane) therefore the total throughput should be 60x2=120 items/s
Here’s the bug I posted.
I guess there's nothing to be done. Miniloader is very fast as is for vanilla belts I suppose.
Re: [MOD 0.16] Miniloader
He could make a "long" miniloader for ultimate belts that would work on two belt pieces at the same time. Then the limit would be 120 items/s.
But i would rather they added more belt specific LUA stuff so one could control items on belts directly through LUA without the need of inserters.
But i would rather they added more belt specific LUA stuff so one could control items on belts directly through LUA without the need of inserters.
Re: [MOD 0.16] Miniloader
You can control items on belts through lua. And performance of this was more then 10 times worse then inserters AFAIK. There is simply no way you can match inserter performance. Even actual loaders are less performant.Cadde wrote: Tue Mar 26, 2019 9:49 am He could make a "long" miniloader for ultimate belts that would work on two belt pieces at the same time. Then the limit would be 120 items/s.
But i would rather they added more belt specific LUA stuff so one could control items on belts directly through LUA without the need of inserters.
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Re: [MOD 0.16] Miniloader
I should have said it a long time ago, but better late than never. Thank you Therax for such a great and simple mod. It made my train loads and unloads so much simpler and cleaner.
It was fun to figure out all the vanilla ways of doing train stations, but it eventually got old and space-wasteful. Now your mod (and a few in-line buffer chests) is all I use for them. I can't see myself ever going back.
BTW... also thanks for already having released the version for 0.17.
It was fun to figure out all the vanilla ways of doing train stations, but it eventually got old and space-wasteful. Now your mod (and a few in-line buffer chests) is all I use for them. I can't see myself ever going back.
BTW... also thanks for already having released the version for 0.17.
Re: [MOD 0.16] Miniloader
Well OK then, what i meant to say was "Do it efficiently".orzelek wrote: Tue Mar 26, 2019 7:05 pm You can control items on belts through lua. And performance of this was more then 10 times worse then inserters AFAIK. There is simply no way you can match inserter performance. Even actual loaders are less performant.
Re: [MOD 0.16] Miniloader
Sadly, 0.17.23 (and the latest Bob's updates) breaks the turbo/ultimate miniloaders.
https://steamcommunity.com/sharedfiles/ ... 1698744818
https://steamcommunity.com/sharedfiles/ ... 1698744818
Re: [MOD 0.16] Miniloader
0.17.23 changed some requirements on technology naming, and Bob’s had to change his mods to respect that. If you don’t want to wait for the next official release, there is a workaround available:
https://mods.factorio.com/mod/miniloade ... 000b9961f4
https://mods.factorio.com/mod/miniloade ... 000b9961f4
Last edited by Therax on Sun Mar 31, 2019 2:34 pm, edited 1 time in total.
Miniloader — UPS-friendly 1x1 loaders
Bulk Rail Loaders — Rapid train loading and unloading
Beltlayer & Pipelayer — Route items and fluids freely underground
Bulk Rail Loaders — Rapid train loading and unloading
Beltlayer & Pipelayer — Route items and fluids freely underground
Re: [MOD 0.16] Miniloader
That worked. I'm totally shocked! Not that it worked, but that I did the edit correctly.
Thanks!
Thanks!
Re: [MOD 0.16] Miniloader
On my current map I would like change a large number of old loaders (they are size 1x1) into miniloaders via a migration mod. This is the code I wrote so far:
It works for replacing simple entities. But miniloaders consist of multiple entities and have an orientation. Any help on getting this to work is appreciated.
Code: Select all
local function replace_entities(old_name, new_name)
local s = game.players[1].surface -- only for myself in single player
for chunk in s.get_chunks() do
local entities = s.find_entities_filtered{name=old_name, area={{chunk.x*32, chunk.y*32}, {(chunk.x+1)*32, (chunk.y+1)*32}}}
for _, entity in pairs(entities) do
local position = entity.position
entity.destroy()
local new_entity = s.create_entity{name=new_name, position=position, force=game.players[1].force}
end
end
end
Re: [MOD 0.16] Miniloader
You probably don't need to walk over the surface chunk by chunk. A single call should suffice:eduran wrote: Thu Apr 04, 2019 9:39 am It works for replacing simple entities. But miniloaders consist of multiple entities and have an orientation. Any help on getting this to work is appreciated.
Code: Select all
local entities = game.surfaces.nauvis.find_entities_filtered{name=old_name}
Miniloader — UPS-friendly 1x1 loaders
Bulk Rail Loaders — Rapid train loading and unloading
Beltlayer & Pipelayer — Route items and fluids freely underground
Bulk Rail Loaders — Rapid train loading and unloading
Beltlayer & Pipelayer — Route items and fluids freely underground
Re: [MOD 0.16] Miniloader
Thank you, I think I am almost there now:
Old loaders are the ones from Deadlock Stacking & Beltboxes. replace_entities is called like so for yellow loaders:
It does properly replace all loaders with functional miniloaders. However, passing direction on its own does not work quite right. Half of the miniloaders are facing backwards and all of them have belts going in the wrong direction.
Is this something that is fixable in my code or do I need to do it manually?
Code: Select all
local function replace_entities(old_name, new_name)
local surf = game.surfaces.nauvis
local entities = surf.find_entities_filtered{ name = old_name }
for _, entity in pairs(entities) do
local position = entity.position
local direction = entity.direction
entity.destroy()
local new_entity = surf.create_entity{name = new_name, position = position, direction = direction, force = game.players[1].force}
script.raise_event(defines.events.on_built_entity, {created_entity = new_entity, player_index = 1, stack = nil})
end
end
Code: Select all
replace_entities("transport-belt-loader", "miniloader-inserter")
Is this something that is fixable in my code or do I need to do it manually?
Re: [MOD 0.16] Miniloader
That seems like a snapping bug. Do you have the snapping setting turned on?
Miniloader — UPS-friendly 1x1 loaders
Bulk Rail Loaders — Rapid train loading and unloading
Beltlayer & Pipelayer — Route items and fluids freely underground
Bulk Rail Loaders — Rapid train loading and unloading
Beltlayer & Pipelayer — Route items and fluids freely underground