[Mod 0.12.X] Log Mod

Topics and discussion about specific mods
Foxy_Boxes
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[Mod 0.12.X] Log Mod

Post by Foxy_Boxes »

Type: Mod
Name: Log Mod
Description: Adds Rotary Inserts, Extended Underground Belts, and Loaders.
License: Link to a license or very short text description
Version: 0.0.2
Release: 2015-12-18
Tested-With-Factorio-Version: Latest
Long description
Pictures
Version history
Create own paragraphs as you like
Attachments
log-mod_0.0.2.zip
(190.74 KiB) Downloaded 1027 times
Last edited by Foxy_Boxes on Mon Dec 21, 2015 12:16 am, edited 2 times in total.
Kandor
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Re: [Mod 0.12.X] Log Mod

Post by Kandor »

Gonna give this a look and see what you add/change. You could use some pictures and a bit more information on this mod, Remember you need to describe it to other people who have not used it before.
Foxy_Boxes
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Re: [Mod 0.12.X] Log Mod

Post by Foxy_Boxes »

Added a bit more discriptiveness. Unfortunately communication ist not my strong point.

If anyone feels up to making some icons for this, it would be much appreciated. The hardest is probably the loaders, who could use the vanilla inserter icon, except the base faces the other way. My skills with art are as good as my skills with... idk, flying?
capthavic
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Re: [Mod 0.12.X] Log Mod

Post by capthavic »

The extended underground belts interest me the most, the rest might be useful but probably won't affect my normal set much.
SirRichie
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Re: [Mod 0.12.X] Log Mod

Post by SirRichie »

capthavic wrote:The extended underground belts interest me the most, the rest might be useful but probably won't affect my normal set much.
There are 2 separate mods which are dedicated to that (on is UpGrade, the other's name I do not recall).
Foxy_Boxes
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Re: [Mod 0.12.X] Log Mod

Post by Foxy_Boxes »

The fact that underground belts only stretch so far is part of the challenge of base building. Having underground belts that can stretch for miles removes that part of the challenge entirely. Hence why there exists, and will only ever exist, one additional tier of underground belts. Go with one of the dedicated mods if you like but...
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Re: [Mod 0.12.X] Log Mod

Post by Guest_4544 »

This is a very nice mod but... for entity-loaders.lua and entity-rotary-inserters.lua needs some fixing at the minable,
when mined all those entity's becomes into the standard items instead of your items.

Or is it made that way on purpose?

The extended underground belts are fine.

Code: Select all

entity-loaders.lua:
    name = "basic-loader",
    minable = {hardness = 0.2, mining_time = 0.5, result = "basic-inserter"},

entity-rotary-inserters.lua:
    name = "smart-rotary-left-inserter",
    minable = {hardness = 0.2, mining_time = 0.5, result = "smart-inserter"},
Foxy_Boxes
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Re: [Mod 0.12.X] Log Mod

Post by Foxy_Boxes »

It's intentional so if you accidently make the wrong one tou can quickly retry. After all, from an in-game perspective, they're the same mechanism, just wired differently.
devilwarriors
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Re: [Mod 0.12.X] Log Mod

Post by devilwarriors »

But why no fast loader based on the blue inserter?
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Re: [Mod 0.12.X] Log Mod

Post by devilwarriors »

SirRichie wrote:
capthavic wrote:The extended underground belts interest me the most, the rest might be useful but probably won't affect my normal set much.
There are 2 separate mods which are dedicated to that (on is UpGrade, the other's name I do not recall).
The other one is belts+, and they both don't work with 12.20-21, so this mod is most welcome.
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ssilk
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Re: [Mod 0.12.X] Log Mod

Post by ssilk »

Hm. It is irritating: when I read log mod I always think: interesting, a mod that does logging...
With other words: I think this mod should change the name. Why not simply "logistic mod"?
Just my 2 cents, no offensement... :)
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Foxy_Boxes
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Re: [Mod 0.12.X] Log Mod

Post by Foxy_Boxes »

No offensement taken.
But it's called Log Mod because, well it's a logistics mod. And it rolls of the tongue nicely.
I wouldn't know what else to call it.
Koub
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Re: [Mod 0.12.X] Log Mod

Post by Koub »

Fun fact, wood logs came to my mind first when I read Log mod :D
Image
But on second thought, totally adequate name
Koub - Please consider English is not my native language.
Foxy_Boxes
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Re: [Mod 0.12.X] Log Mod

Post by Foxy_Boxes »

devilwarriors wrote:But why no fast loader based on the blue inserter?
Sonofa-
Fast Rotary Inserters were not included because... IDK, I think both Fast and Smart Rotary Inserters weren't included because being Rotary already doubles the speed.
Then I included Smart Rotary Inserters because logistics networks.

A year or so later I decide to go public with the mod. And add Loaders. Based off of my work on Rotary Inserters. Which didn't include Fast Inserters.

*sigh*

This means I'm going to have to make Rotary and Loader base graphics (yes they all have different bases to plain inserters).
Darloth
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Re: [Mod 0.12.X] Log Mod

Post by Darloth »

LogiMod?

Anyway - another mod I saw used arrow icons on top of the basic inserter graphics, so a right-handed long inserter would be a red inserter, but with a small right-turn arrow in the bottom left of the toolbar icon.

If you wanted, you could use a double-forward arrow to represent loaders in that schema, if you liked the idea at all. Different bases would be even nicer, but unnecessary.
lordkrike
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Re: [Mod 0.12.X] Log Mod

Post by lordkrike »

I noticed that some of your entity keys were missing, and the advanced underground conveyors did not have their max_distances set correctly (and were therefore defaulting to a max length of 5).

Please see the below patched files.

entity-long-belt.lua
entity-name.cfg
gaza9422
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Re: [Mod 0.12.X] Log Mod

Post by gaza9422 »

i have noticed in the 0.12.32 build of factorio the rotary smart inserters will not allow a red or green cable connection is this intentional or a bug?
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