[0.11.x] Belt Utilities

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cullyn
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Re: [0.11.x] Belt Utilities

Post by cullyn »

let me find my hosted code and make the changes posted above.

Edit: i see people with more knowledge than me have taken a look. Thanks guys.
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SHiRKiT
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Re: [0.11.x] Belt Utilities

Post by SHiRKiT »

I am sorry, but I've got an issue that I can't trace down to who's causing. Kovaerx thinks it's an issue on your side, but I can't confirm. Could you please take a look at https://forums.factorio.com/forum/vie ... =30&t=8492?

Thanks for the mod by the way. I love using it in specific situations where I save belt lanes instead of building a whole new one =] I love to save space!

Edit: Ignore my post, just saw even kovarex posted the solution here! :D

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CorrettoSambuca
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Re: [0.11.x] Belt Utilities

Post by CorrettoSambuca »

I updated the main post with this download link, and rewrote it a bit.
Thank you everyone for the support; a special mention to WonderDog for the code and of course Kovarex for giving this tiny mod his time!

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jockeril
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Re: [0.11.x] Belt Utilities

Post by jockeril »

I love the idea of this mod !

I thought there should be something like this while watching a YouTuber mess up a build... :D

I might give it a try now that I'm starting a new 0.11.19 map
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aklesey1
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Re: [0.11.x] Belt Utilities

Post by aklesey1 »

Author can you make compatibilty with belts and splitters from dytech transportaion (new dytech) and bob logistics - may be as separate mods, I would be very grateful :D
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CorrettoSambuca
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Re: [0.11.x] Belt Utilities

Post by CorrettoSambuca »

Unfortunately I have zero time and even less skills for modding, I just mantain the post. So if anyone posts an update/upgrade of the mod I'll link it in the main post, but I literally cannot do it myself...

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Re: [0.11.x] Belt Utilities

Post by Assisting »

CorrettoSambuca wrote:Unfortunately I have zero time and even less skills for modding, I just mantain the post. So if anyone posts an update/upgrade of the mod I'll link it in the main post, but I literally cannot do it myself...
Well. It must be said that I'm new to this community, as you can probably tell, but I know my way around coding and I've got a little bit of experience with Lua. All of the source code seems straightforward enough, anyway. Let me see what I can do.

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Re: [0.11.x] Belt Utilities

Post by GotLag »

Hi everyone!

I'm going to release a new version when 0.12 comes out, but it's going to be a break from the previous version as I'm not including the divider-style entity, as its behaviour was always a bit hackish and had some visual bugs. On the plus side, I've got these things working properly now:
Image
Using the same technique I can also make a single-tile entity that will block one lane while allowing the other to pass, but I don't have a sprite for it yet.

I'd like to thank Cullyn, WonderDog and FreeER for updating this mod, and CorrettoSambuca for maintaining this thread.
I'd also like to apologise for my god-awful onLoad() script, I was very much learning as I went when I did it.

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Re: [0.11.x] Belt Utilities

Post by GotLag »

Changes to belt mechanics in 0.12.0 have completely broken the method I was using to block lanes, it may take a while to find a viable alternative.

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jockeril
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Re: [0.11.x] Belt Utilities

Post by jockeril »

GotLag wrote:Changes to belt mechanics in 0.12.0 have completely broken the method I was using to block lanes, it may take a while to find a viable alternative.
Can you please also change the name of the mod file to be the same as the thread name (I think it's more fitting and it will help with finding the thread when wanting to remember what it is from looking in the mods folder - like I just did...)

tnx :geek:
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buder5
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Re: [0.11.x] Belt Utilities

Post by buder5 »

i realy hope you can make it to the 0.12

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jockeril
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Re: [0.11.x] Belt Utilities

Post by jockeril »

GotLag wrote:Hi everyone!

...

Using the same technique I can also make a single-tile entity that will block one lane while allowing the other to pass, but I don't have a sprite for it yet.
I was thinking about this - you could take one side of the spliter and color it half gray to represent the side that is blocked. Then if the user changes the blocked side you change the sprite to the one with the other side is gray

What do you think ?
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Phe0n1x
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Re: [0.11.x] Belt Utilities

Post by Phe0n1x »

This mod does indeed work with 0.12.2 perfectly for a new world (divider style as well which I personally love). Unfortunately, when you try to load it into a word that has already researched the technology you get an error (line 3 and 4 of the migrations file needs to be updated; see below) but when this error is corrected the recipes don't unlock if you've tried to load this mod before. I had to do some save editting to get it to work.
from:

Code: Select all

  player.force.resetrecipes()
  player.force.resettechnologies()
to:

Code: Select all

  player.force.reset_recipes()
  player.force.reset_technologies()
Last edited by Phe0n1x on Thu Aug 06, 2015 11:41 am, edited 1 time in total.

GotLag
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Re: [0.11.x] Belt Utilities

Post by GotLag »

It doesn't work. Dividers and separators both function as standard splitters. This mod functioned by changing the splitter hitboxes, and since 0.12 items on transport lanes are not subject to collisions.

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Re: [0.11.x] Belt Utilities

Post by Phe0n1x »

Gah! I thought it worked when I saw the items pass through the new splitters. I'll have the other topic removed.

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Skellitor301
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Re: [0.11.x] Belt Utilities

Post by Skellitor301 »

Hope this mod does get updated for 0.12, this would be very useful

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jockeril
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Re: [0.11.x] Belt Utilities

Post by jockeril »

bumping to request update to 0.12
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Kindness
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Re: [0.11.x] Belt Utilities

Post by Kindness »

Hi,
Is there a GitHub repo for this? I am interested in contributing.

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jockeril
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Re: [0.11.x] Belt Utilities

Post by jockeril »

Kindness wrote:Hi,
Is there a GitHub repo for this? I am interested in contributing.
There were no results found in the search I did in GitHub. Why don't you get the latest version and upload it there, then do what you want to do and release it in a new post (and don't forget to mention it here please )
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dtoxic
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Re: [0.11.x] Belt Utilities

Post by dtoxic »

one more bump on fixing this thing :)

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