[MOD 0.16 / 0.17] Loader Redux 1.4.9

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dreemkitten
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Re: [MOD 0.16 / 0.17] Loader Redux 1.4.9

Post by dreemkitten » Sat Apr 13, 2019 8:40 pm

i updated to 1.4.9 today, loaders aren't loading INTO anything, tho i only checked your warehouses, and a brass chest. dropped down to 1.4.8, and things work correctly again. not sure what happened, or if it is for everyone, but i have the issue, Im using .17.24

nezrel
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Re: [MOD 0.16 / 0.17] Loader Redux 1.4.9

Post by nezrel » Sun Apr 14, 2019 8:29 am

dreemkitten wrote:
Sat Apr 13, 2019 8:40 pm
i updated to 1.4.9 today, loaders aren't loading INTO anything, tho i only checked your warehouses, and a brass chest. dropped down to 1.4.8, and things work correctly again. not sure what happened, or if it is for everyone, but i have the issue, Im using .17.24
Had same problem using .17.24. Updating factorio to most recent version (.17.31) fixed the issue.

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Re: [MOD 0.16 / 0.17] Loader Redux 1.4.9

Post by ApocNL » Mon Apr 15, 2019 11:47 am

nezrel wrote:
Sun Apr 14, 2019 8:29 am
dreemkitten wrote:
Sat Apr 13, 2019 8:40 pm
i updated to 1.4.9 today, loaders aren't loading INTO anything, tho i only checked your warehouses, and a brass chest. dropped down to 1.4.8, and things work correctly again. not sure what happened, or if it is for everyone, but i have the issue, Im using .17.24
Had same problem using .17.24. Updating factorio to most recent version (.17.31) fixed the issue.
I have the same problem.
Updated too latest factorio and mod version. Still not loading into stuff...

aklesey1
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Re: [MOD 0.16 / 0.17] Loader Redux 1.4.9

Post by aklesey1 » Wed Apr 17, 2019 9:21 am

https://yadi.sk/i/LP66g23-fSX7PA
Conflict with Deadlock compact loaders :( mod
I get this error only deadlock compact loader and loaders redux are active
https://mods.factorio.com/mod/LoaderRedux - version 1.4.9
https://mods.factorio.com/mod/deadlock- ... es-loaders version 2.1.10

All 2 tyoes of loaders don't need electricity
Loaders from Redux mod i need for loading and unloading trains - and compact loaders is very convenient for another goals for my factory
Just want to use them together - or its not compatible for now?
What means this error?

aklesey1
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Re: [MOD 0.16 / 0.17] Loader Redux 1.4.9

Post by aklesey1 » Mon Apr 22, 2019 9:32 pm

I reinstalled https://mods.factorio.com/mod/deadlock- ... es-loaders this mod again and error not appears in 0.17.32 version now

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Re: [MOD 0.16 / 0.17] Loader Redux 1.4.9

Post by KarianZ » Thu May 16, 2019 2:15 pm

Hey there,
latest versions of Seablock and Factorio dont seem to adjust loader speed to belt speed :)
so yellow belt and yellow loader are missmatched etc.
Loaders are too fast so its not really a concern though.

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Re: [MOD 0.16 / 0.17] Loader Redux 1.4.9

Post by DudebroPyro » Tue May 21, 2019 4:13 pm

I'm a bit confused on the performance between this mod and miniloaders. The latter bills itself as being very UPS-friendly in multiple places, but to my understanding uses two inserter entities internally, while your mod only uses a single (loader) entity.
Is my understanding correct that Loader Redux is more performant everywhere except for cargo wagons, while miniloaders can handle cargo wagons as well as anything else but are less performant everywhere else (anywhere the vanilla loaders work)?

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Re: [MOD 0.16 / 0.17] Loader Redux 1.4.9

Post by Optera » Thu May 23, 2019 6:21 am

DudebroPyro wrote:
Tue May 21, 2019 4:13 pm
I'm a bit confused on the performance between this mod and miniloaders. The latter bills itself as being very UPS-friendly in multiple places, but to my understanding uses two inserter entities internally, while your mod only uses a single (loader) entity.
Is my understanding correct that Loader Redux is more performant everywhere except for cargo wagons, while miniloaders can handle cargo wagons as well as anything else but are less performant everywhere else (anywhere the vanilla loaders work)?
Inserter-belt interaction is highly optimized as that's the normal interaction in base factorio.
The loader entity type is not used in base factorio so isn't this optimized.

On wagon - belt there is no question about miniloader having magnitudes better performance.
On chest - belt interaction the slow speed miniloader seem better. For belt speeds higher than 60 items/second Miniloader has to use a loader entity alongside its 2 hidden inserters, negating any performance advantage over pure loaders.

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Re: [MOD 0.16 / 0.17] Loader Redux 1.4.9

Post by eradicator » Thu May 23, 2019 7:11 am

Optera wrote:
Thu May 23, 2019 6:21 am
On wagon - belt there is no question about miniloader having magnitudes better performance.
On chest - belt interaction the slow speed miniloader seem better. For belt speeds higher than 60 items/second Miniloader has to use a loader entity alongside its 2 hidden inserters, negating any performance advantage over pure loaders.
If the description is correct:
Miniloader Mod Portal Page wrote: Factorio core engine limitations restrict inserters pulling from belts to
60 items/second, or 4.5x yellow belt speed. Further, loader entities are
restricted to 120 items/second.
Then above 120/second miniloaders win again, because single loaders can't do it at all :).

Also if you're really worried about 60/s+ you could try to talk to Therax (the author of miniloaders) and if you're lucky he'll remove the additional inserters not needed for non-train 60~120/s transfer.
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Re: [MOD 0.16 / 0.17] Loader Redux 1.4.9

Post by DudebroPyro » Fri May 24, 2019 11:06 pm

Optera wrote:
Thu May 23, 2019 6:21 am
Inserter-belt interaction is highly optimized as that's the normal interaction in base factorio.
The loader entity type is not used in base factorio so isn't this optimized.
This makes sense, thanks!
eradicator wrote:
Thu May 23, 2019 7:11 am
Also if you're really worried about 60/s+ you could try to talk to Therax (the author of miniloaders) and if you're lucky he'll remove the additional inserters not needed for non-train 60~120/s transfer.
I thought the main reason to have two inserters would be to balance across both lanes (or rather, to be able to fill them both in the first place, balancing being just a nice bonus).
Either way, I'm not terribly concerned with performance yet, I was mostly curious. I imagine if you're gonna be building multiple k spm bases, anything other than pure vanilla inserters are a bad idea anyway.

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