No, they're staying 3x3, and no, the loaders are not part of the mod. Cosmetic changes only plus a fix for the new belt speeds, should be available in the next couple of days.Omnifarious wrote: βSat Mar 23, 2019 11:48 pm You're going to make the crating machines only take 2x2 and going to give them those fancy new graphics? That's pretty fanastic! Question though, are the loaders a part of the machine, or are they separate? I really hope they're separate.
[MOD 0.17] Deadlock's Crating Machine
- Deadlock989
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Re: [MOD 0.17] Deadlock's Crating Machine
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Re: [MOD 0.17] Deadlock's Crating Machine
Since this is the mod of yours that interests me most, I might be willing to take ownership over code updates and fixes.
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Re: [MOD 0.17] Deadlock's Crating Machine
Shane is maintaining it for now and I'm keeping an eye on it as well, so I think we're OK. That said, it's a GNU license so you can do almost anything you like with it as long as you acknowledge the source and authors and maintain the same license if you chose to re-publish it.Omnifarious wrote: βSun Mar 24, 2019 2:37 am Since this is the mod of yours that interests me most, I might be willing to take ownership over code updates and fixes.
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Re: [MOD 0.17] Deadlock's Crating Machine
Version: 1.4.1
Date: 21. 03. 2019Changes:
- Brand new unique crate machine graphics!
- Adjusted crafting times to match 0.17 belt speeds, so that each tier compresses its respective belt again.
- Updated crate icons to match new wooden chests.
Last edited by Deadlock989 on Sun Mar 24, 2019 2:37 pm, edited 1 time in total.
- SuperSandro2000
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Re: [MOD 0.17] Deadlock's Crating Machine
Why can't I search for the techs when they are researched?
Please call me simply Sandro.
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
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Re: [MOD 0.17] Deadlock's Crating Machine
No idea. Works for me.SuperSandro2000 wrote: βSun Mar 24, 2019 2:30 pm Why can't I search for the techs when they are researched?
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Re: [MOD 0.17] Deadlock's Crating Machine
mmm Could be a typo.Deadlock989 wrote: βSun Mar 24, 2019 2:35 pmNo idea. Works for me.SuperSandro2000 wrote: βSun Mar 24, 2019 2:30 pm Why can't I search for the techs when they are researched?
But I found this:
Please call me simply Sandro.
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
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Re: [MOD 0.17] Deadlock's Crating Machine
Can't reproduce. Will need a lot more (i.e. any) info about your set-up, other mods installed etc. before I can start to help you. Looks like it might be some other mod that reorganises the inventory tab and isn't handling layered icons properly.
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Re: [MOD 0.17] Deadlock's Crating Machine
Can't reproduce it anymore...Deadlock989 wrote: βSun Mar 24, 2019 2:58 pmCan't reproduce. Will need a lot more (i.e. any) info about your set-up, other mods installed etc. before I can start to help you. Looks like it might be some other mod that reorganises the inventory tab and isn't handling layered icons properly.
Please call me simply Sandro.
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
Re: [MOD 0.17] Deadlock's Crating Machine
Are the pollution values intended? There's nothing about that in the balancing choices.
A tier 3 crating machine has a pollution of 7.65/s. Compare that to 2/s for the tier 3 assembler and 4/s for the centrifuge (Factorio changed the values recently).
A centrifuge handles uranium. A crating machine uses electrical energy to do mechanical work recycling wooden boxes. I think that should produce less pollution
A tier 3 crating machine has a pollution of 7.65/s. Compare that to 2/s for the tier 3 assembler and 4/s for the centrifuge (Factorio changed the values recently).
A centrifuge handles uranium. A crating machine uses electrical energy to do mechanical work recycling wooden boxes. I think that should produce less pollution
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Re: [MOD 0.17] Deadlock's Crating Machine
No, that's probably not right. They used to be the same order of magnitude as an assembler. I did read about the pollution changes in the FFF but didn't bear it in mind. I will take a look later.Harag wrote: βSun Mar 24, 2019 7:18 pm Are the pollution values intended? There's nothing about that in the balancing choices.
A tier 3 crating machine has a pollution of 7.65/s. Compare that to 2/s for the tier 3 assembler and 4/s for the centrifuge (Factorio changed the values recently).
A centrifuge handles uranium. A crating machine uses electrical energy to do mechanical work recycling wooden boxes. I think that should produce less pollution
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Re: [MOD 0.17] Deadlock's Crating Machine
Version: 1.4.2
Date: 25. 03. 2019Bugfixes:
- Fixed a pollution issue. Crating machines now equal the pollution of assemblers of the same tier.
Changes:
- Rebalanced energy usage.
Version: 1.4.3
Date: 26. 03. 2019Bugfixes:
- Tier colour mask wasn't rendered properly, now fixed.
Re: [MOD 0.17] Deadlock's Crating Machine
The cost of crating machines its meant to be express stack inserters and electric engine units for all 3 types of Crating machines? Shouldn't a Crating machine 1 that its meant to work with yellow belts require a similar level of technology to be crafted? Im using Bobs+Angels.
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Re: [MOD 0.17] Deadlock's Crating Machine
It can give a belt 20x the throughput or more, depending on what's being crated. So it should be relatively expensive.Frenzier wrote: βWed Apr 03, 2019 1:10 am The cost of crating machines its meant to be express stack inserters and electric engine units for all 3 types of Crating machines? Shouldn't a Crating machine 1 that its meant to work with yellow belts require a similar level of technology to be crafted? Im using Bobs+Angels.
Re: [MOD 0.17] Deadlock's Crating Machine
By the time i get the technology to build a crating machine 1, it will be pointless to use it since i will be already using express belts, so i will just go straight to Crating Machine 3... that makes Crating Machine 1 & 2 redundant. It costs Red and Green Science packs to unlock the technology for crating machine 1, but the materials to build a crating machine 1 require Blue Science packs, and Blue Science Packs gives me Express Stack Inserters and Belts, a Crating Machine 1 should require regular Inserters+Engine Units+Assembling Machine 2+Steel a Crating Machine 2 should require Fast Stack Inserters+Electric Engine Units+Assembling Machine 3+Crating Machine 1+Steel, and the Crating Machine 3 should require Express Stack Inserters+Assembling Machine 4+Crating Machine 2+Steel+Something else, I agree it should be expensive, for that quantity can be adjusted, not locked behind technology.
Maybe its some sort of bug with Bobs mods, since it has 2 more levels of logistics, yet you have crating machines only up to level 3 logistics.
Your stacking beltboxes and compact loaders have 5 machines for each logistics level.
Maybe its some sort of bug with Bobs mods, since it has 2 more levels of logistics, yet you have crating machines only up to level 3 logistics.
Your stacking beltboxes and compact loaders have 5 machines for each logistics level.
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Re: [MOD 0.17] Deadlock's Crating Machine
*shrug* I didn't balance the crating machine recipe for other mods and whatever changes they might make. I don't know what an "express stack inserter" even is.Frenzier wrote: βWed Apr 03, 2019 6:27 pm By the time i get the technology to build a crating machine 1, it will be pointless to use it since i will be already using express belts, so i will just go straight to Crating Machine 3... that makes Crating Machine 1 & 2 redundant. It costs Red and Green Science packs to unlock the technology for crating machine 1, but the materials to build a crating machine 1 require Blue Science packs, and Blue Science Packs gives me Express Stack Inserters and Belts, a Crating Machine 1 should require regular Inserters+Engine Units+Assembling Machine 2+Steel a Crating Machine 2 should require Fast Stack Inserters+Electric Engine Units+Assembling Machine 3+Crating Machine 1+Steel, and the Crating Machine 3 should require Express Stack Inserters+Assembling Machine 4+Crating Machine 2+Steel+Something else, I agree it should be expensive, for that quantity can be adjusted, not locked behind technology.
Maybe its some sort of bug with Bobs mods, since it has 2 more levels of logistics, yet you have crating machines only up to level 3 logistics.
Your stacking beltboxes and compact loaders have 5 machines for each logistics level.
Instead I wrote code that lets third party add-ons crate their stuff up easily. Bob and Angel support is provided by such an add-on. The add-on is responsible for making this mod compatible with whatever other mod, in terms of what is packable, what the machine recipes are and so forth.
But there is no support for higher tiers of belt in Crating. DSB does, but not this mod. A five-speed belt full of crates would have the same throughput as 100 yellow belts or more. Got no interest in trying to make that happen, myself.
Re: [MOD 0.17] Deadlock's Crating Machine
Im sorry, i didnt realise the issue was not on your end.
Re: [MOD 0.17] Deadlock's Crating Machine
My usual use case with beltboxes is that I have a fast belt running into the box and a slow, cheap belt to transport the stacks long distance.Deadlock989 wrote: βWed Apr 03, 2019 7:17 pm*shrug* I didn't balance the crating machine recipe for other mods and whatever changes they might make. I don't know what an "express stack inserter" even is.Frenzier wrote: βWed Apr 03, 2019 6:27 pm By the time i get the technology to build a crating machine 1, it will be pointless to use it since i will be already using express belts, so i will just go straight to Crating Machine 3... that makes Crating Machine 1 & 2 redundant. It costs Red and Green Science packs to unlock the technology for crating machine 1, but the materials to build a crating machine 1 require Blue Science packs, and Blue Science Packs gives me Express Stack Inserters and Belts, a Crating Machine 1 should require regular Inserters+Engine Units+Assembling Machine 2+Steel a Crating Machine 2 should require Fast Stack Inserters+Electric Engine Units+Assembling Machine 3+Crating Machine 1+Steel, and the Crating Machine 3 should require Express Stack Inserters+Assembling Machine 4+Crating Machine 2+Steel+Something else, I agree it should be expensive, for that quantity can be adjusted, not locked behind technology.
Maybe its some sort of bug with Bobs mods, since it has 2 more levels of logistics, yet you have crating machines only up to level 3 logistics.
Your stacking beltboxes and compact loaders have 5 machines for each logistics level.
Instead I wrote code that lets third party add-ons crate their stuff up easily. Bob and Angel support is provided by such an add-on. The add-on is responsible for making this mod compatible with whatever other mod, in terms of what is packable, what the machine recipes are and so forth.
But there is no support for higher tiers of belt in Crating. DSB does, but not this mod. A five-speed belt full of crates would have the same throughput as 100 yellow belts or more. Got no interest in trying to make that happen, myself.
So an express or ultimate crating machine would be for the purpose of keeping up with a express belt or ultimate belt of raw items. Not to produce an express or ultimate belt of crated items. It's only 4-5 yellow belts worth per crating machine. How many you then combine to fill a belt and at what speed is another matter.
Re: [MOD 0.17] Deadlock's Crating Machine
Any chance we could get a settings variable to determine the base crafting speed? I'm getting these gaps:
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