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[Question] There is an autoloading belt in mods?
Posted: Tue Aug 15, 2017 1:19 pm
by Foreros
I'm interested in an autoloading belt because, in advanced game, feed enough raw product to a specific assembly machine give me latencies dued to waiting for load time.
a belt, even express if available, that automatically insert products in an assembly machine can be the best solution.
Manually feeding an assembly machine that produce copper wires (as example), burn copper plates a lot faster than even 3 stack inserter can feed it, with 4 x speed module 3.
An express belt inserting them directly from 2 belt inserter can give enough of them, compared to the data I've got from a circuit network counter I've set for check it.
Ok, I can build more machines, but this is a set that allow me save lot of spaces in a compact outpost, so a similar solution can help me a lot.
Hope someone could help me, because I'm not native english player and so searching in the mod list is a problem not knowing all the commonly used words for similar machines.
Thanks in advance.
Foreros
Re: [Question] There is an autoloading belt in mods?
Posted: Tue Aug 15, 2017 1:27 pm
by Koub
I think what you're looking for is the loader mod :
https://mods.factorio.com/mods/Optera/LoaderRedux
Re: [Question] There is an autoloading belt in mods?
Posted: Tue Aug 15, 2017 3:10 pm
by HurkWurk
exactly this, also it will load machines up to the actual stack size of whatever you are loading, it does not limit like inserters do.
this mod plus a stack size mod = green circuit machines with 1000 copper wire and 1000 iron plates in them
![Smile :)](./images/smilies/icon_e_smile.gif)
Re: [Question] There is an autoloading belt in mods?
Posted: Tue Aug 15, 2017 4:15 pm
by Foreros
Thanks both.
I go check if it contain what I'm looking for and soon I go check it.
After all I need to develop a decent base for test it like I want to do.
Sadly you cannot add a mod in the middle of the game.
![Razz :P](./images/smilies/icon_razz.gif)
Re: [Question] There is an autoloading belt in mods?
Posted: Tue Aug 15, 2017 4:27 pm
by Foreros
Exactly what I was looking for!
Thanks Krub! Really thanks!
If you where here probably I would kiss you for my happiness, but also probably you wont appreciate it at all.
![Razz :P](./images/smilies/icon_razz.gif)
But consider you kissed virtually.
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Re: [Question] There is an autoloading belt in mods?
Posted: Tue Aug 15, 2017 5:07 pm
by darkfrei
Try this command with console (twice).
Code: Select all
/c game.player.force.recipes.loader.enabled = true
Re: [Question] There is an autoloading belt in mods?
Posted: Tue Aug 15, 2017 6:21 pm
by Foreros
What will do this command?
If the purpose was to let inserters fill machines slots up to the maximum, the purpose is failed.
Maybe I've few problems dued to mods...
Re: [Question] There is an autoloading belt in mods?
Posted: Tue Aug 15, 2017 7:04 pm
by Koub
It should add the recipe of an item that was planned to be in game at some time, but wasn't, because the devs have prefered to add the stack inserter to address the problem of inserter throughput.
Everything is still there ingame for it to work (except the graphics, which are a placedolder), but there is no way to craft it. This command adds the recipe (after the belts, UG belts, and splitters).
Re: [Question] There is an autoloading belt in mods?
Posted: Tue Aug 15, 2017 8:32 pm
by Foreros
Oh! Not checked this because I wasnt aware of it.
And actually is too late for try it anyway.
![Razz :P](./images/smilies/icon_razz.gif)
But I will keep it in mind, if I think to add another mod after a game start.
Thanks for the info.
Re: [Question] There is an autoloading belt in mods?
Posted: Tue Aug 15, 2017 9:08 pm
by darkfrei
Foreros wrote:But I will keep it in mind, if I think to add another mod after a game start.
It's 99% vanilla, just was not enabled. This console command adds loader (or "fast-loader", "express-loader") to the game.
Code: Select all
/c game.player.force.recipes.loader.enabled = true
game.player.force.recipes["fast-loader"].enabled = true
game.player.force.recipes["express-loader"].enabled = true
Re: [Question] There is an autoloading belt in mods?
Posted: Tue Aug 15, 2017 9:38 pm
by impetus maximus
yup, 99% vanilla like the 'Player port' and the 'Railgun'. in the game, but not enabled.
Re: [Question] There is an autoloading belt in mods?
Posted: Fri Sep 01, 2017 10:58 am
by Foreros
After a long test, I truly love it.
Loaders, with the total absence of electrical feed add to my "gunner barrier" a faster editing mode.
Before, inserters have made for me a problem because I have to create a circular line of electrical poles for let inserter work, but with inserter this is no more needed and with few switches and nothing more I can build a gun turret wall around my base without any problem.
I just need to create laser turrets squares around the corner for avoid creepers attacks from sides, but after this it work perfectly.
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Definitely I suggest it as a mod to have.
Using it with the reverse factory give to my game stile a lot of fun and solutions for many problems.
Just a little sad that beacon cannot keep inside productivity modules.
![Razz :P](./images/smilies/icon_razz.gif)
Oh, BTW, i have made a cross product shooter with loaders.
This is the "blueprint" I use for products that need fast production.
Maybe it's a lot "energy consuming", but actually energy is no more a problem. I've found a way to let nuclear reactors work indefinitely.
I just use it, actually, for missiles parts and for ammo I need (uranium ammo are the best I can use now, so...). Actually shooting continuously I can keep the ammo slot full without having no more than 2 clips and I get them grow instead of going down feeding me with logistic robots.
Re: [Question] There is an autoloading belt in mods?
Posted: Fri Sep 01, 2017 7:35 pm
by impetus maximus
Foreros, use the spoiler= tag for blueprints.
Re: [Question] There is an autoloading belt in mods?
Posted: Sat Sep 02, 2017 12:25 pm
by Foreros
Done. Sorry.
![Razz :P](./images/smilies/icon_razz.gif)
Re: [Question] There is an autoloading belt in mods?
Posted: Sat Sep 02, 2017 1:10 pm
by impetus maximus
no need for sorry. just thought i would help out.
Re: [Question] There is an autoloading belt in mods?
Posted: Sun Sep 03, 2017 7:47 pm
by featherwinglove
This isn't the first time this has come up. In the bug forum, it seems pretty much everyone on
the thread except rseding91 thinks this is an actual bona fide bug, especially me. It even got this heated (caution: contains boardroom level fury)
golfmiketango wrote: Indeed, [the word 'bug'] is, if anything, being improperly formalized by Wube to refer only to design problems.
That thread also includes discussion of how to get
Bob's Inserters to go really fast.
Re: [Question] There is an autoloading belt in mods?
Posted: Wed Sep 06, 2017 9:18 am
by Foreros
There's only a "bug" on this mod:
If you feed manually a slot in a machine that is feeded even by a loader, happen that the slot start being filled over it's maximum and can contain undefinite quantity of ingredient. I've reached 9 million of copper plates in a copper wire machine.
Can be a good starting point for avoid the "ingredient lacking" "issue", but it's a resources hole in your system... If a single machine eat all the copper plate you make... all other machines that need them are locked.
I hope it can be fixed soon.