[MOD 0.12.x] Near Inserters v1.0.0

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GotLag
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[MOD 0.12.x] Near Inserters v1.0.0

Post by GotLag »

For 0.13 see Side Inserters

Type: Mod
Name: Near Inserters
Description: Adds near versions of all base inserters
License: No rights reserved
Version: 1.0.0
Release: 2016-03-04
Tested-With-Factorio-Version: 0.12.26
Category: SimpleExtension
Tags: Inserter
Download:
Near Inserters_1.0.0.zip
Factorio 0.12
(83.49 KiB) Downloaded 889 times
Localisations
English, 日本語
License
Description
For each type of inserter (burner/basic/long-handed/fast/smart), this mod adds a "near" variant (identified by white stripes on the arm and icon). These place items on the side of the belt closest to the inserter, unlike regular inserters.

Crafting a near inserter requires only a single standard inserter of the same type, and mining a side inserter drops the standard version, for maximum flexibility. Near inserter recipes are unlocked alongside the standard versions.

If Side Inserters is present, this mod will also add near versions of those as well. Due to the large number of inserter recipes that result, all inserter recipes (base and mod) are moved to a new "Inserters" tab.
Side Inserter pictures
Pictures
Image
Image

Side inserters also available!
Version history
Last edited by GotLag on Sun Jul 03, 2016 5:30 am, edited 5 times in total.

Sander_Bouwhuis
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Re: [MOD 0.12.x] Near Inserters v1.0.0

Post by Sander_Bouwhuis »

THIS IS AWESOME!!!

This is such a good idea, this SHOULD BE IN THE BASE GAME!!!

(maybe you've noticed I'm a little excited by the Near and the Side inserters mod)

:lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:

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Re: [MOD 0.12.x] Near Inserters v1.0.0

Post by Sander_Bouwhuis »

Ok, unfotunately my enthusiasm was slightly too high because I discovered a problem/bug.

How can I keep the inserters the same type? Every time I rearrange my inserters they 'forget' whether they were near or far. This is INCREDIBLY annoying.

Help? :cry:

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Re: [MOD 0.12.x] Near Inserters v1.0.0

Post by seronis »

Description clearly states that they always drop a standard version. If you dont want that then edit the item drop so that they drop themselves. Keep in mind that means there is no way to switch back from a near to original.

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Re: [MOD 0.12.x] Near Inserters v1.0.0

Post by Sander_Bouwhuis »

I find it logical that an object remains the same when you pick it up. Every other object in the game works like that.
Could you please tell me exactly how to make the changes, or perhaps release 2 versions of your mod?

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Re: [MOD 0.12.x] Near Inserters v1.0.0

Post by seronis »

Id guess you need to edit the entities.lua file and for each inserter add a line similar to:

Code: Select all

basic_near.minable.result = "basic-inserter-near"
But its not my mod so thats a quick guess after looking at the code for less than a minute. I havent made any Factorio mods yet but have a passing familiarity with LUA.

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Re: [MOD 0.12.x] Near Inserters v1.0.0

Post by Sander_Bouwhuis »

Sir, you are a genius!
I did what you said and it seems to work!!!

Here are the fixed mods:
Near Inserters_1.0.0.zip
(83.58 KiB) Downloaded 236 times
Side Inserters_1.0.5.zip
(71.96 KiB) Downloaded 234 times

orzelek
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Re: [MOD 0.12.x] Near Inserters v1.0.0

Post by orzelek »

That behavior with deconstruction is by design. Each of specialized inserters can be made from their inserter type and then reverts back to base type on pickup.

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Re: [MOD 0.12.x] Near Inserters v1.0.0

Post by MiniMe943 »

orzelek wrote:That behavior with deconstruction is by design. Each of specialized inserters can be made from their inserter type and then reverts back to base type on pickup.
And a good design at that. If I had a nickle for every time I placed a side inserter only to realize it was facing the wrong side.

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Re: [MOD 0.12.x] Near Inserters v1.0.0

Post by GotLag »

MiniMe943 wrote:
orzelek wrote:That behavior with deconstruction is by design. Each of specialized inserters can be made from their inserter type and then reverts back to base type on pickup.
And a good design at that. If I had a nickle for every time I placed a side inserter only to realize it was facing the wrong side.
Yeah, that's why I did it. Having each inserter drop the standard type is the least-clumsy way of allowing the player to convert between directions, as this game doesn't handle multiple recipes well.

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Re: [MOD 0.12.x] Near Inserters v1.0.0

Post by Sander_Bouwhuis »

I just discovered K&L inserters. I'm going to give that a try because you can choose far/near/left/right and such on placement.

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Re: [MOD 0.12.x] Near Inserters v1.0.0

Post by EnderTheXenocide »

Hello, thanks very much for your cool mods. I'm getting this error:
Untitled.png
Untitled.png (6.05 KiB) Viewed 10211 times
Removing the entry from the info file solves the error and allows both mods to load, but then the inserters don't get moved to their own tab, which I would like them to. Any ideas why this is happening? Thanks again.

ETA:
I renamed the Side Inserters mod to Side-Inserters and all associated changes in the lua files, and that's done the trick. I think that the dependency check was seeing too many parameters passed because of the space. But what I don't understand at all is why no one else is having this problem besides me? Anyway, working now. Still would be interested in hearing a more experienced take on the issue.

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Re: [MOD 0.12.x] Near Inserters v1.0.0

Post by GotLag »

That was a bug in older versions of Factorio.

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Re: [MOD 0.12.x] Near Inserters v1.0.0

Post by EnderTheXenocide »

That seems to be the issue. I was on game version 12.3 at the time. At 12.29 now with no issues. Thanks.

GotLag
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Re: [MOD 0.12.x] Near Inserters v1.0.0

Post by GotLag »

This mod's functionality is now part of Side Inserters for Factorio 0.13

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