Re: [MOD 0.16] Bulk Rail Loaders
Posted: Sun Dec 30, 2018 10:15 pm
Mergable chests / Wide chests : https://mods.factorio.com/mods/Atria/WideChests
Mergable chests / Wide chests : https://mods.factorio.com/mods/Atria/WideChests
thx. Only found modular chests.Cadde wrote: Sun Dec 30, 2018 10:15 pmMergable chests / Wide chests : https://mods.factorio.com/mods/Atria/WideChests
This should be supported now in 0.5.6.
The Cargo Ships mod page shows use with short (fast, stack) inserters, so you might try that for now. I can look into adding graphics for a dedicated ship quay, but I'm not sure when I'll get to it.Hyratel wrote: Mon Mar 11, 2019 8:49 pm Had a thought: the Cargo Ships mod ( https://mods.factorio.com/mod/cargo-ships ) has HUUUUUGE inventories for the ships, which are reskinned trains. due to a gap in the API, any train can run on any track, or in this case, ships can run on train tracks - AND on Bulk Rail Un/Loaders. It's possible to do some very careful finessing to place a small peninsula of land to place the BRU/L on in line with the Cargo Ships Waterway, but it would at least feel less cheesy if there was a designed/designated Bulk Ship Un/Loader. Presently, the only way to Un/Load the ships is with Long-handed inserters, which takes for-dang-ever and maxes out at about 2 or 3 red belts' worth, which is painfully slow, due to the need for 1 water tile of clearance for the ships on either side of the waterway
This looks like a gap in the Factorio API. Meanwhile I have fixed it in v0.6.1 for blueprints without any BRLs, but if the blueprint contains a Bulk Rail Loader, you will still lose any cargo wagon filter settings until the API is improved.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![]()
That has been my experience too, although I’ve seen rare reports of issues I’ve not been able to isolate the cause.
It would be possible but I’ve made the balancing decision to not support filters for BRLs. They’re already fast, compact, and cheap. The main cost is that you need separate station platforms for different items. You can always filter or sort when extracting items from the BRL’s inventory.Would it be possible to have 2 connection entites, like LTN has in its input (lamp) and output (green constant combinator), to set inserter filters and at the same time read from the "chest"?
This is possible, and I did it for Miniloaders. But that approach turns out to be complicated, messy, and prone to bugs. It roughly doubled the total amount of code in Miniloaders, if not more. BRL follows the approach of always connecting the chest to the inserters, and it’s been a far better method IMO.Im wondering if you even need networks leading out of the sprite(?) (im guessing here, not a modder) when nothing is connected.
Couldn´t you make the "building" a chest type that´s not connected to something by default? No idea if lots of unused connections cause updates at all.
Do you have filters in your wagons? Because when all the Slag is loaded the filter should change to load Nickel Ore too for example. But if there is still slag in the loader but the wagon filters prevent loading it then it never gets removed from the intserters filter. And the game limits filters to 5 items.Broskev wrote: Fri Mar 29, 2019 5:57 am Hello there!
It seems that you can load only five different item types into the wagon at the same time. I am trying to setup a station that feeds all products from Angel's hydro refining setup into the same loaders and sort it elsewhere. When the train comes, only the following items make it into the wagon even though there is enough space there: Crushed Stone, Slag, Blue Geodes, Iron Ore and Copper Ore.
Nickel Ore and Silicon Ore always stay behind and will not be loaded even if there is enough space in the wagon.
I hope I made myself clear![]()