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				[MOD 0.15] ModuleInserter 2.0.0
				Posted: Sun Aug 23, 2015 11:04 pm
				by Choumiko
				Module Inserter
Info:
    - Sick of having to put dozens of modules in your drills, assemblers, etc. by hand?
 
 Configure ModuleInserter with a setup for machines, mark the area and watch your Pocketbots do the hard work
 Click the buttons(grey squares) with the item or module at your cursor, to set what module should go into which entity. To remove entities/modules click with an empty cursor.
 To clear modules from entities only set the entity without modules.
 Craft the module inserter item (it's where blueprints/deconstruction planner are), mark the area where your machines are and watch your bots.
 
 Notes:- Modules will first be taken from your inventory, if you don't have enough it will take them from the logistics network (for entities in logistics range only). The fake entity that is used to make the bots fly to the machine is inserted into your inventory. So it will only work if you have a personal roboport and a couple free slots in your inventory.
- Marking an area with ghosts in it will remove the ghosts. So better wait until all ghosts are built
 Special thanks to kds71 for making the Upgrade planner. ModuleInserters GUI and ruleset config started by copying the whole mod 
-  Name: ModuleInserter
-  Latest Release: v2.0.0, April 25, 2017
-  Factorio Version: 0.15 and 0.14
-  Download: ModuleInserter 2.0.0 | 1.0.0
-  License: MIT
-  Website: github
 
			 
			
					
				Re: [0.12] ModuleInserter 0.0.1
				Posted: Mon Aug 24, 2015 8:37 am
				by Alexs
				What a great idea ...
? then change the construction robots the modules? updating?
? can i equip different modules - speed, efficiency, cleaning in the same factorie?
I am pleased ... thx
			 
			
					
				Re: [0.12] ModuleInserter 0.0.1
				Posted: Mon Aug 24, 2015 9:04 am
				by Choumiko
				Alexs wrote:What a great idea ...
? then change the construction robots the modules? updating?
? can i equip different modules - speed, efficiency, cleaning in the same factorie?
The robots "upgrade" it in a faked way, once they are at the building the modules get inserted and removed from your inventory.
Yes you can mix different modules, look at the image in the Configuration spoiler, the Assembling machine 3 will have 2 different modules in it.
 
			
					
				Re: [0.12] ModuleInserter 0.0.1
				Posted: Mon Aug 24, 2015 3:19 pm
				by Alexs
				it is clear there is a WIP mod. But maybe you are interested in the following error message:
Error in assingnID, item with name "cyber_beacon_50" does not exist..
			 
			
					
				Re: [0.12] ModuleInserter 0.0.1
				Posted: Mon Aug 24, 2015 4:26 pm
				by Talguy
				Holy Crap! Awesome idea.
GUI Suggestion: add an option to use icons instead of entity name 

 Makes it take less screen estate and module colors are almost universally remembered now.
 
			
					
				Re: [0.12] ModuleInserter 0.0.1
				Posted: Mon Aug 24, 2015 5:16 pm
				by Choumiko
				Alexs wrote:Error in assingnID, item with name "cyber_beacon_50" does not exist..
What mods are you using?
Talguy wrote:GUI Suggestion: add an option to use icons instead of entity name 

 Makes it take less screen estate and module colors are almost universally remembered now.
 
That's kind of planned, just very low priority as i'm actually playing more than modding at the moment  

 
			
					
				Re: [0.12] ModuleInserter 0.0.1
				Posted: Mon Aug 24, 2015 7:03 pm
				by Alexs
				I have a lot of mods, but actually almost all without problems   

 
			
					
				Re: [0.12] ModuleInserter 0.0.1
				Posted: Tue Aug 25, 2015 8:16 pm
				by Choumiko
				Updated to 0.0.2
- use icons instead of text
- clearing slots/entities is done by clicking with empty cursor
- only go to entity if not already in list
- check if trying to insert productivity in beacon or assembler with forbidden recipe
- fix error with Cyberchest mod
Updating from 0.0.1 will delete your stored rulesets/configurations.
The check for productivity modules is a bit hacky, due to missing API methods.
 
			 
			
					
				Re: [0.12] ModuleInserter 0.0.2
				Posted: Tue Aug 25, 2015 9:25 pm
				by waduk
				Sorry for bothering your gaming session. 
Bug report :  
Trying to add Productivity Module into electric furnace.
 
Is it because what you said ?
API limitation ?
Choumiko wrote:
....
The check for productivity modules is a bit hacky, due to missing API methods.
 
			
					
				Re: [0.12] ModuleInserter 0.0.2
				Posted: Tue Aug 25, 2015 9:49 pm
				by Choumiko
				waduk wrote:Sorry for bothering your gaming session. 
Bug report :  
Trying to add Productivity Module into electric furnace.
Is it because what you said ?
API limitation ?
It's because i never tried inserting a productivity module in my tests  

 And for the gaming session: Haven't played 1 second on my actual save today anyways.
Fixed in 0.0.3 : 
https://github.com/Choumiko/ModuleInser ... _0.0.3.zip
- fix crash when using productivity modules in furnaces
- fix inserting modules in assemblers without recipe
 
			
					
				Re: [0.12] ModuleInserter 0.0.3
				Posted: Tue Aug 25, 2015 11:00 pm
				by waduk
				Thanks,.. 
Lol, i used to mod skyrim although only animating/texture. 
Too busy to mod, never even past the first village in game.
			 
			
					
				Re: [0.12] ModuleInserter 0.0.3
				Posted: Wed Aug 26, 2015 12:14 pm
				by Alexs
				I love this mod very much! 
Now it is one of my favorites! Excellent work! Good idea with the icons! thx !!  
 
Ps: Can you make even those icons for your mods as the modder from advanced logistics system? 
This could help to save space ...
 
			
					
				Re: [0.12] ModuleInserter 0.0.4
				Posted: Wed Aug 26, 2015 9:52 pm
				by Choumiko
				Updated to 0.0.4
- only send bots when modules need updating
Alexs wrote:I love this mod very much! 
Now it is one of my favorites! Excellent work! Good idea with the icons! thx !!  
 
Ps: Can you make even those icons for your mods as the modder from advanced logistics system? 
This could help to save space ...
 
Sure, i thought about adding a console command to toggle the button, but icon would be even better  

 
			 
			
					
				Re: [0.12] ModuleInserter 0.0.4
				Posted: Thu Aug 27, 2015 6:23 am
				by Alexs
				I look forward to it. It will definitely look good  

 
			
					
				Re: [0.12] ModuleInserter 0.0.4
				Posted: Thu Aug 27, 2015 10:05 am
				by Choumiko
				
			 
			
					
				Re: [0.12] ModuleInserter 0.0.5
				Posted: Thu Aug 27, 2015 10:55 am
				by Alexs
				WOW !! so fast? a great job! THX!!
...but...
I have my GUI changed a bit, but after a post of you I delete the attachment again  
 
			
		
				
			 
- gui.png (1.63 KiB) Viewed 36708 times
  
			
					
				Re: [0.12] ModuleInserter 0.0.5
				Posted: Fri Aug 28, 2015 7:10 am
				by Choumiko
				Alexs wrote:I have my GUI changed a bit, but after a post of you I delete the attachment again  

 
I think i like yours better, looks more like a button. Mind if i use it in the next release?
 
			
					
				Re: [0.12] ModuleInserter 0.0.5
				Posted: Fri Aug 28, 2015 8:56 am
				by Alexs
				It is an honor for me, and I translate the "locale" also like in German, if you do not want to do it yourself that.
A super-mod!
			 
			
					
				[0.12] ModuleInserter 0.0.6
				Posted: Fri Aug 28, 2015 8:35 pm
				by Choumiko
				Updated to 0.0.6
Changes
- fix error with Factorio 0.12.5
- new button graphics (thanks Alexs)
- remove unneeded locales
Alexs wrote:It is an honor for me, and I translate the "locale" also like in German, if you do not want to do it yourself that.
A super-mod!
Feel free to translate, i play in english, so everything Factorio related in german sounds really really strange to me  

 
			 
			
					
				Re: [0.12] ModuleInserter 0.0.6
				Posted: Fri Aug 28, 2015 11:54 pm
				by Rseding91
				Nice mod 
