Ironhair wrote:Came here through factorioprints.
Quick question, if you don't mind... what's the advantage of using loader redux?
Using it over what? Or vanilla? Loaders have a higher throughput than most inserter configurations, especially without any capacity research, also they have a filter function when drawing items from an inventory.
A year ago however loaders were a lot more CPU hogging than inserters, especially in large train stations they could easily ruin the game/map for low end and mid end pcs, however I have not yet seen it being that CPU hogging, but that could also be related to Factorio itself being better optimized than a year ago. Overall it runs a lot better for me.
Re: [MOD 0.16] Loader Redux 1.2.1
Posted: Wed Mar 14, 2018 5:25 am
by danyax
Could you please update recipes to be inline with latest Bob updates to belts&inserverts? For example, yellow belt now requires tin, blue - cobalt steel bearing and not lube, etc. Or you might consider using recipe based on same-tier inserters, belts and underground belts to make it automatically aligned with Bob and vanilla recipe costs.
Thank you for maintaining this mod. I like it very much and feel that 1x2 is the right size to go. 1x1 size other loaders mods use feels to me like cheating.
Re: [MOD 0.16] Loader Redux 1.2.1
Posted: Tue Mar 27, 2018 2:00 pm
by pezzawinkle
Its not a mod update, but i do have a code snippet which may help...
in the prototype/recipe.lua file...
replace the red and blue loader code with
local redLoader = data.raw.recipe["fast-loader"]
redLoader.energy_required = 5
if data.raw.item["brass-gear-wheel"] then
redLoader.ingredients =
{
{"loader", 1},
{"electronic-circuit", 20},
{"advanced-circuit", 1},
{"brass-gear-wheel", 20},
}
else
redLoader.ingredients =
{
{"loader", 1},
{"electronic-circuit", 20},
{"advanced-circuit", 1},
{"iron-gear-wheel", 20},
}
end
local blueLoader = data.raw.recipe["express-loader"]
blueLoader.energy_required = 5
if data.raw.item["cobalt-steel-bearing"] then
blueLoader.ingredients =
{
{"fast-loader", 1},
{"advanced-circuit", 20},
{"cobalt-steel-bearing", 10},
{"cobalt-steel-gear-wheel", 20},
}
else
blueLoader.category = "crafting-with-fluid"
blueLoader.ingredients =
{
{"fast-loader", 1},
{"advanced-circuit", 20},
{"iron-gear-wheel", 20},
{type="fluid", name="lubricant", amount=40},
}
end
don't override the yellow or green/purple ones...
I hope this helps
Re: [MOD 0.15] Loader Redux 1.1.1
Posted: Wed Mar 28, 2018 9:26 pm
by HurkWurk
slimepuke wrote:Shit, you know what, I didn't actually explore the mod enough and I now see that when you click on the loader it does indeed have a filter interface, my bad.
Awesome, I'll probably do the method you just outlined with the chest. Thanks for your response!
if i recall, the loader only shows the filter choice when its outputting, not inputting.
“I just found out the reason. Basically, bob logistic just renamed their belt, from green transport belt to turbo transport belt and from purple transport belt to ultimate transport belt. what you need to do is updating the names of the green and purple ones in entity, item and recipe lua. It works for me.”
loader.JPG (88.53 KiB) Viewed 9441 times
"and here's the bob logistics' in-game update log. it shows the belts' names have been changed."
Re: [MOD 0.16] Loader Redux 1.2.3
Posted: Fri Mar 30, 2018 1:10 pm
by Optera
Fixed for current boblogistics and also updated recipes if bobplates is installed.
Re: [MOD 0.16] Loader Redux 1.2.4
Posted: Sun Apr 01, 2018 2:57 pm
by NoCompromiseHK
If boblogistics transport belt overhaul is active, the first tier of loaders is missing and the speed of the others does not match. Could you update this?
And thank you, for providing this mod!
Re: [MOD 0.16] Loader Redux 1.2.5
Posted: Mon Apr 02, 2018 3:58 pm
by Optera
Fixed by tieing loaders to their respective belt speed.
Hi, I was pondering over the deconstruction planner today and noticed it had a blacklisting feature, I was wondering if this would be possible for your loaders? it would surely simplify most of my machines!
Re: [MOD 0.16] Loader Redux 1.2.5
Posted: Tue May 01, 2018 3:15 am
by johnnyBgoode
Hello!
I was wondering if the inability to use the loader between two buildings are chests is a bug or a limitation? I was trying to build a compact train station with the loaders and found that they you need a extra loader and a belt to load directly into a chest.
Thanks!
Re: [MOD 0.16] Loader Redux 1.2.5
Posted: Tue May 01, 2018 5:06 am
by Optera
Loaders are mass Belt > Chest or Chest > Belt connections.
For Chest > Chest use stack inserters.
Re: [MOD 0.16] Loader Redux 1.2.5
Posted: Mon May 14, 2018 1:47 pm
by magu5026
Hello, at the moment Bob's loaders only show a yellow transport belt and not the respective belt of the loader. https://prnt.sc/jhp6vk
I tried to create some code for you, to fix, shall we say, the visual issue.
Thanks, from what I could see it also seems to make slow belts line up nicly with the belt animation.
I'll integrate your code next weekend.
Re: [MOD 0.16] Loader Redux 1.2.6
Posted: Sat Jun 09, 2018 6:19 am
by kirazy
Were you planning to add a basic loader, to match with the tier 0 belts from Bobs Logistics?
Re: [MOD 0.16] Loader Redux 1.2.6
Posted: Sat Jun 09, 2018 1:42 pm
by Optera
Loaders are mid to end game entities designed to be used where even stack inserters can't keep up.
In that context having a loader below yellow belt speed makes no sense.
Loader Redux Incompatible with Long Reach Mod
Posted: Thu Jul 05, 2018 3:17 pm
by magnuspwnzer
The long reach mod is inoperative when loader redux is active, despite still appearing in the mod options menu and settings correctly applied.
[Request] Support for FactorioExtended Plus?
Posted: Sun Sep 30, 2018 1:02 am
by DiegoG
I just made a forums account because of this, so I hope it gets at least considered.
Can you please add support for FactorioExtended Plus? I don't have the time, experience NOR patience to play with Bob's, but FE+ seems just right for me. Can you please add support for it?