[MOD] Deadlock's Stacking Beltboxes & Compact Loaders

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kingarthur
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Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

Post by kingarthur »

Lol. Dont bother me none I'll just set a dependancy and overwrite you to.

I'll delete the whole data.raw if I must.
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Deadlock989
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Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

Post by Deadlock989 »

kingarthur wrote:
Mon Jun 03, 2019 5:35 pm
I'll delete the whole data.raw if I must.
Pretty sure we've all been tempted to do that at one time or another.
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Lgk
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Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

Post by Lgk »

Is this updated for the newest version? I've got the following error and i think it's because the changes the factorio team did to player.

https://imgur.com/MCRYs4U
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Deadlock989
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Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

Post by Deadlock989 »

Lgk wrote:
Wed Jun 05, 2019 12:31 pm
Is this updated for the newest version? I've got the following error and i think it's because the changes the factorio team did to player.
Yes, it is. The current version of that mod is 1.7.4 which addressed the player > character change.

But that mod is deprecated - the main reason it is still on the portal is that it is used to migrate old saves over to the new mod. If you want to migrate a save, run it once with both the old and new mods installed, save it, and then you can remove the old mod.
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Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

Post by Lgk »

Deadlock989 wrote:
Wed Jun 05, 2019 1:43 pm
Lgk wrote:
Wed Jun 05, 2019 12:31 pm
Is this updated for the newest version? I've got the following error and i think it's because the changes the factorio team did to player.
Yes, it is. The current version of that mod is 1.7.4 which addressed the player > character change.

But that mod is deprecated - the main reason it is still on the portal is that it is used to migrate old saves over to the new mod. If you want to migrate a save, run it once with both the old and new mods installed, save it, and then you can remove the old mod.
Oh my bad didn't see that you had released a new version.

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Deadlock989
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Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

Post by Deadlock989 »

Quick note to people who create "bridge" and compatibility mods which use the DSB/CL API.

I'm in the process of adding a couple of functions aimed at people who want to customise the behaviour of DSB a bit more. There will be a destroy_stack() function, which effectively deletes a specific stacked item, any recipes that use it, and any technology references to all of those recipes. You can use it to get rid of items which aren't used in your overhaul mod, or to resolve a conflict by destroying a stack and then recreating it again. There will also be a destroy_vanilla_stacks() function which does the same but to every vanilla item that the mod stacks by default. This will be released in the next week or so.

I have also added support for mipmaps in stacked item icons. This is an upcoming game engine feature aimed at reducing the rendering load of thousands of on-screen items on belts. Basically, when items on belts are very tiny, a smaller version of the sprite is used (there's more to it than that but that's the gist). Supplying a customised mipmapped icon lets you control how icons are displayed at different zoom levels, but this is mainly intended for machines and icons which have some kind of symbolic function that needs to be clear. The game automatically produces mipmaps for other kinds of icon that don't need that specialisation. High-res icons for vanilla stacked items aren't available yet (except ores) but they will be added to DSB once they are all released.

When the new ore variation and mipmap features were being discussed, we were reminded by Wube devs that using layered icons for ores and other things that are transported in massive quantities on belts is not the best idea: it's bad for rendering performance. But this is exactly what DSB will do if you use it to stack items without supplying a custom stacked item icon. Some of the bridge mods (for Bob's, Angel's, Omnimatter for example) have done a great job of supplying icons. Several others haven't.

I'm encouraging people again to try and make some form of stacked icon for mod items that get moved around in large quantities, because otherwise, the performance benefits of mipmaps (and the whole belts-reducing idea behind DSB itself) are lost.
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Deadlock989
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Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

Post by Deadlock989 »

The API update is now live. If you start using the new functions, maybe add a version requirement in the DSB dependency (>= 2.2.0).
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Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

Post by RhaelKhan »

Hello, I'm getting this error when I try to use the integrations thing for Bob's mod. Is there any help that can be offered or should I wait an update on the mod?
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Deadlock989
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Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

Post by Deadlock989 »

RhaelKhan wrote:
Sun Jun 16, 2019 12:56 am
Hello, I'm getting this error when I try to use the integrations thing for Bob's mod. Is there any help that can be offered or should I wait an update on the mod?
This is due to a change in Crating Machine, not Stacking Beltboxes. The mod maker needs to update their mod.
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Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

Post by majere119 »

Is there a way to make loaders take evenly from both sides of a belt? I built a rather large Factorio Extended base with "MiniLoaders" that input belt contents evenly from both sides of the belt into machines. However, Miniloaders are a very large drain on UPS and I switched them all to Deadlocks versions to save 20+ UPS. This broke all my builds/smelters/train logistics because literally only half a belt is now being loaded into machines. The only time it takes from the other side of a belt is when one side is bone dry.

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Deadlock989
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Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

Post by Deadlock989 »

majere119 wrote:
Thu Jun 20, 2019 7:30 pm
Is there a way to make loaders take evenly from both sides of a belt? I built a rather large Factorio Extended base with "MiniLoaders" that input belt contents evenly from both sides of the belt into machines. However, Miniloaders are a very large drain on UPS and I switched them all to Deadlocks versions to save 20+ UPS. This broke all my builds/smelters/train logistics because literally only half a belt is now being loaded into machines. The only time it takes from the other side of a belt is when one side is bone dry.
In a word, no. The best way to regard loaders is as a half-finished placeholder left over from 2016. The devs abandoned them in favour of stack inserters. They were never designed to insert into machines in the first place, they were intended for mass inventories such as chests. Modders have no control over their mechanics. You might possibly be able to do some horrible runtime scripting to affect their interaction with belts but that would blow UPS out of the water.

The loaders in this mod were provided purely for the purpose of running beltboxes, which (unlike almost every other machine) are precisely balanced to input and output evenly onto belts of the same tier.

Loaders are a brute force mechanic and utterly lack even of speck of finesse. If you want precision, use inserters.
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Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

Post by majere119 »

Got it. If I understand correctly, MiniLoaders are just 2 inserters hiding under the box?

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Deadlock989
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Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

Post by Deadlock989 »

majere119 wrote:
Thu Jun 20, 2019 8:06 pm
Got it. If I understand correctly, MiniLoaders are just 2 inserters hiding under the box?
Two or more.
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Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

Post by Pawz »

Minor thing,

in the readme, the sample given uses '.create_tier(..)'

where it should be add_tier
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Making Sniper Turrets Balanced Again aka Run Run the Swarm is Coming (Swarmageddon)
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Deadlock989
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Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

Post by Deadlock989 »

Pawz wrote:
Mon Jun 24, 2019 3:29 am
Minor thing,

in the readme, the sample given uses '.create_tier(..)'

where it should be add_tier
Wrong thread and wrong mod, but thanks for the report.
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Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

Post by chrisdec »

hello,
i would like to ask iff this mod has been changed to the icon size 64?
im working with The Ghost for the stacking for pyanodon mod,for some reason the icons are messed up and we added the new circuit boards icons
from the start off our mod but when stacked the old stacked ones appear

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Deadlock989
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Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

Post by Deadlock989 »

chrisdec wrote:
Tue Jun 25, 2019 5:34 pm
hello,
i would like to ask iff this mod has been changed to the icon size 64?
im working with The Ghost for the stacking for pyanodon mod,for some reason the icons are messed up and we added the new circuit boards icons
from the start off our mod but when stacked the old stacked ones appear
64 has been the default for months, but you can specify 32, 64 or 128, it's up to the third party bridge mod to specify the right size.

32 remains the size of the built-in stacked vanilla items. They will be converted to 64 when Wube releases the full set of updated icons (so far they have only released the ores).

So no, nothing has changed.
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kingarthur
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using deadlock api to change loader ingredients

Post by kingarthur »

does the api do any kind of check for valid ingredients or do i need to do mod/item checks myself? im going to adjust the loader recipes for pymods and theirs 3 separate mods that could possibly effect the ingredients and none of them are dependent on the others so i cant count on any given one being loaded.

not that its an issue. i can deal with it i just want to know and figured it would be easier to ask then dig thru the code to find out.

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Deadlock989
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Re: using deadlock api to change loader ingredients

Post by Deadlock989 »

kingarthur wrote:
Sat Jun 29, 2019 1:16 am
does the api do any kind of check for valid ingredients or do i need to do mod/item checks myself?
Nope. It'll just plug in whatever ingredients you specify. If you're doing conditional stuff and specifying ingredients that may or may not exist by the end of the data stage, you need to look after that.
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Is a inventory to inventory compact loader possible?

Post by adiz75 »

As the subject says, is it possible to make a inv<->inv (1x1) loader?

Love this mod btw, 25x belt compression makes mega belt-based bases so fun!

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