[MOD 0.16] Miniloader

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Therax
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Re: [MOD 0.16] Miniloader

Post by Therax »

cjmwid wrote:Version 1.5.11 we are running.
I was able to find another relatively rare case that could lead to this error, so I hope 1.5.12 fixes it for good.
cjmwid wrote:Two players on multiplayer, One has the GUI open, the other mines the loader, causes the server to crash
Thanks for the report! Fixed in 1.5.12.

1.5.12 also fixes a long-standing bug with loaders not snapping correctly when next to splitters, and something that slipped my notice for a long time: higher tier filter miniloaders should require lower tier filter miniloaders as ingredients, not regular non-filtered versions.
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Re: [MOD 0.16] Miniloader

Post by Asanda_Nima »

Hio,

Bob trolled us and changed the inserter recipes....

Can you please adjust the miniloader? Express Inserter are now level 3 inserters and locked behind the electronic circuit boards.
Instead there are "fast inserters".

Thanks for the mod!!!
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Re: [MOD 0.16] Miniloader

Post by London_ »

The new bob's fast inserter is called "red inserter" behind the scenes I believe. Can't make any more loaders until this is fixed!

All the other tiers updated their recipe just fine though.
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Re: [MOD 0.16] Miniloader

Post by Therax »

Asanda_Nima wrote:Bob trolled us and changed the inserter recipes....

Can you please adjust the miniloader? Express Inserter are now level 3 inserters and locked behind the electronic circuit boards.
Instead there are "fast inserters".
London_ wrote:The new bob's fast inserter is called "red inserter" behind the scenes I believe. Can't make any more loaders until this is fixed!
The balancing for miniloaders has been tuned around the idea of requiring the same number and type of inserters that are required to fill a belt of the appropriate tier. For vanilla, that's 6 blue inserters for a yellow belt, and I think the same is true in post-0.16.8 boblogistics.

I believe current versions of boblogistics have reverted the inserter changes, with a config option to turn them back on. If there's interest, I can certainly add a recipe that supports building miniloaders with a *lot* of Bob's modded red inserters, to keep them available at the red+green tier of science for those who play with Bob's inserter overhaul enabled.
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Re: [MOD 0.16] Miniloader

Post by Knorki »

With the new Patch i cant mine the Level 1 Inserters i placed with the error

Error while running event miniloader::on_player_mined_entity (ID 65)
LuaItemStack API call when LuaItemStack was invalid.
stack traceback:
[C]: in function 'insert'
__miniloader__/control.lua:187: in function 'on_miniloader_inserter_mined'
__miniloader__/control.lua:198: in function 'handler'
__miniloader__/lualib/event.lua:16: in function <__miniloader__/lualib/event.lua:8>

i play with angel+bob+lots of other addons
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Re: [MOD 0.16] Miniloader

Post by Therax »

Knorki wrote:With the new Patch i cant mine the Level 1 Inserters i placed with the error

Error while running event miniloader::on_player_mined_entity (ID 65)
LuaItemStack API call when LuaItemStack was invalid.
stack traceback:
[C]: in function 'insert'
__miniloader__/control.lua:187: in function 'on_miniloader_inserter_mined'
__miniloader__/control.lua:198: in function 'handler'
__miniloader__/lualib/event.lua:16: in function <__miniloader__/lualib/event.lua:8>

i play with angel+bob+lots of other addons
Thanks for the report! v1.5.14 is now available with a fix for this issue.
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Re: [MOD 0.16] Miniloader

Post by Dandy_Moustachu »

I have the same problem with the fast miniloader and the 1.5.14 version :

Error while running event miniloader::on_robot_mined_entity (ID 64)
LuaItemStack API call when LuaItemStack was invalid.
stack traceback:
[C]: in function 'insert'
__miniloader__/control.lua:154: in function 'on_miniloader_mined'
__miniloader__/control.lua:196: in function 'handler'
__miniloader__/lualib/event.lua:15: in function <__miniloader__/lualib/event.lua:13>

The problem does'nt occur 100% of the time
And seems to only heppening with a deconstruction planner
(even though I have not test a lot)
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Re: [MOD 0.16] Miniloader

Post by Asanda_Nima »

Therax wrote:
Asanda_Nima wrote:Bob trolled us and changed the inserter recipes....

Can you please adjust the miniloader? Express Inserter are now level 3 inserters and locked behind the electronic circuit boards.
Instead there are "fast inserters".
London_ wrote:The new bob's fast inserter is called "red inserter" behind the scenes I believe. Can't make any more loaders until this is fixed!
The balancing for miniloaders has been tuned around the idea of requiring the same number and type of inserters that are required to fill a belt of the appropriate tier. For vanilla, that's 6 blue inserters for a yellow belt, and I think the same is true in post-0.16.8 boblogistics.

I believe current versions of boblogistics have reverted the inserter changes, with a config option to turn them back on. If there's interest, I can certainly add a recipe that supports building miniloaders with a *lot* of Bob's modded red inserters, to keep them available at the red+green tier of science for those who play with Bob's inserter overhaul enabled.

I personally would like it if you could use the miniloader with the overhaul. Because I like the overhaul he made to the inserters, it's more lined up and make a lot more sense for me then the vanila insterters.
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Re: [MOD 0.16] Miniloader

Post by strider_ani »

Latest patch is giving me some errors now too. I get it when I try to delete a placed loader.

Code: Select all

Error while running event miniloader::on_player_mined_entity (ID 65)
LuaItemStack API call when LuaItemStack was invalid.
stack traceback:
	[C]: in function 'insert'
	__miniloader__/control.lua:187: in function 'on_miniloader_inserter_mined'
	__miniloader__/control.lua:198: in function 'handler'
	__miniloader__/lualib/event.lua:15: in function <__miniloader__/lualib/event.lua:13>
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Re: [MOD 0.16] Miniloader

Post by Therax »

Dandy_Moustachu wrote:I have the same problem with the fast miniloader and the 1.5.14 version :
The problem does'nt occur 100% of the time
And seems to only heppening with a deconstruction planner
Okay, fixed a rare case that I'd never seen personally, but that might be related to bots mining things in random order.
Asanda_Nima wrote:I personally would like it if you could use the miniloader with the overhaul. Because I like the overhaul he made to the inserters, it's more lined up and make a lot more sense for me then the vanila insterters.
Done. You'll need 8 yellow inserters for a yellow miniloader, or 8 red inserters for a red miniloader if you have Bob's inserter overhaul enabled. Let me know if you experience any problems.
Miniloader — UPS-friendly 1x1 loaders
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Re: [MOD 0.16] Miniloader

Post by Asanda_Nima »

Thank you, I will try it out later.

Btw. Bob did add new stack inserter for each tier. How about using them if the overhaul is enabled, instead of normal inserter? Technically you do us them behind the scenes, don’t you? Like 4 inserter for each loader?
Just an idea.

Anyway I will try it out once I’m home.
Thanks for the fast response.
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Re: [MOD 0.16] Miniloader

Post by Asanda_Nima »

Hio Therax,

got to try it out. Looks fine, but there is mistake one there.
For the fast miniloader (red) you require the "long handed inserter" instead of the fast inserter (red). The fast filter miniloader is fine.
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Re: [MOD 0.16] Miniloader

Post by steinio »

Hi,

the miniloader has the underground belt icon in the crafting menu. Intended?
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Re: [MOD 0.16] Miniloader

Post by Therax »

Asanda_Nima wrote:Btw. Bob did add new stack inserter for each tier. How about using them if the overhaul is enabled, instead of normal inserter? Technically you do us them behind the scenes, don’t you? Like 4 inserter for each loader?
Just an idea.
It still takes a minimum of 6 inserters to make a full belt, no matter the stack size bonus, because of arm travel time, so there's no advantage in this case.
Asanda_Nima wrote:For the fast miniloader (red) you require the "long handed inserter" instead of the fast inserter (red). The fast filter miniloader is fine.
You'll have to take that one up with Bob:

Code: Select all

/c game.print(game.item_prototypes["red-inserter"].localised_name[1])
"entity-name.long-handed-inserter"
steinio wrote:the miniloader has the underground belt icon in the crafting menu. Intended?
Looks fine on my end. Maybe another mod is messing things up?
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Re: [MOD 0.16] Miniloader

Post by Asanda_Nima »

I reported it to Bob. He said he had to change this one to long handed inserter again. Because there were some compatibility issues with other mods. If you use long-handed-inserter instead of red-inserter it should work again.

I linked it here:
viewtopic.php?f=51&t=53548&start=100
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Re: [MOD 0.16] Miniloader

Post by InflamedSebi »

Any chance this will work with bobs adjustable inserters in future releases?
For now it just messes up completely.
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Re: [MOD 0.16] Miniloader

Post by Therax »

InflamedSebi wrote:Any chance this will work with bobs adjustable inserters in future releases?
For now it just messes up completely.
It isn't something I'd planned on. The primary limitation on loaders is that you need to arrange to get a belt feeding directly into it. Giving them the same flexibility as Bob's Inserters would be a bit OP in my opinion. I'll definitely look into making sure that trying to configure a miniloader with the inserter GUI or hotkeys doesn't leave them in a bad state.
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Re: [MOD 0.16] Miniloader

Post by jodokus31 »

Asanda_Nima wrote:I reported it to Bob. He said he had to change this one to long handed inserter again. Because there were some compatibility issues with other mods. If you use long-handed-inserter instead of red-inserter it should work again.

I linked it here:
viewtopic.php?f=51&t=53548&start=100
I got the same problem with Bobs inserter overhaul enabled.
The red filter miniloader requires a long-handed-inserter.
The blue miniloader requires a fast-inserter and the blue filter miniloader requires a filter-inserter.

long-handed-inserter, fast-inserter and filter-inserter don't exist.

Now these are available:
long-handed-inserter -> red-inserter
fast-inserter -> express inserter
filter-inserter -> express filter inserter

And one other thing is a bit strange, that you need production science for express miniloaders. I'd expect it only needs red/green and blue like logistics 3?

Thanks for this great mod :)
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Re: [MOD 0.16] Miniloader

Post by Therax »

jodokus31 wrote: long-handed-inserter, fast-inserter and filter-inserter don't exist.

Now these are available:
long-handed-inserter -> red-inserter
fast-inserter -> express inserter
filter-inserter -> express filter inserter
You probably need to update Bob's Logistics. He changed the item names back to the vanilla ones.
And one other thing is a bit strange, that you need production science for express miniloaders. I'd expect it only needs red/green and blue like logistics 3?
Production science packs are required for Automation 3, which is required for Logistics 3, so I presume you already have automation set up.
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Re: [MOD 0.16] Miniloader

Post by jodokus31 »

Therax wrote:
jodokus31 wrote: long-handed-inserter, fast-inserter and filter-inserter don't exist.

Now these are available:
long-handed-inserter -> red-inserter
fast-inserter -> express inserter
filter-inserter -> express filter inserter
You probably need to update Bob's Logistics. He changed the item names back to the vanilla ones.
I use the latest version of bobslogistics. The strange thing, is that the loader recipe needs the vanilla item in order to use the new bob item. I tested it locally. If I change red-inserter to long-handed-inserter (and the others) it works.
I dont know, what really happens here.

.... Seems you already changed it :) Thanks
Therax wrote:
And one other thing is a bit strange, that you need production science for express miniloaders. I'd expect it only needs red/green and blue like logistics 3?
Production science packs are required for Automation 3, which is required for Logistics 3, so I presume you already have automation set up.
I found out, why: vanilla uses production science for logistics 3, but some other mod (bobs?) seems to remove it later. The miniloader copies the sciencepack unit structure before it gets removed. No big deal, I was only a bit confused.
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