Re: [0.12.x][v0.12.10] Bob's Logistics mod
Posted: Wed Jul 06, 2016 1:41 pm
How long does it take util programmeble inserters are out?
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5 Keybinds as I can seeas for configuration... I could probably have multiple shortcut keys, one that brings up the GUI, and others like the shift + R, Shift + N like Gotlag's side inserters.
Please include a config to disable some of theseI'm also thinking if I can have researchable technologies that open up more options, such as an unlock that lets you do diagonals, another that lets you do near side, and another that lets you do long, or extra long combinations.
If you have show inserter option on it is easy to tell what your inserters are doing as you change them with hotkeysNear side is also objective, as mentioned before, if you move the placement position to the right hand side... is near the upper side, or lower side of the belt? does it need to rotate the far and near sides so they're left and right? This is why a GUI is more useful, it lets you see exactly what it's doing while you're setting it up, at the very least, give you more options.
yes, 1 hotkey to toggle between tiles, and 1 to rotateI mean, if you allow diagonals, there are 8 pick up positions with a 1 reach, (if you assume the placement isn't in this range), but there are 16 pick up positions for 2 tiles away. do I just cycle through all of them? I would likely add an extra shortcut key to toggle long/short on the pickup position too.
I think at least I should still keep 2 different types of express inserter. The standard express inserter, and the long express, the long being able to be programmed with the more advanced options (even to serve the function of a standard express inserter if configured to do so), while the standard only had the 7 rotations (minus the 8th for drop) with near far. Now while N can toggle through near, standard, far and long (I can finally drop those names by the way), we'd probably want a button to toggle more than just direction for the pickup, a separate button for range. Perhaps Shift + L?
Doesn't matter which hotkeys you use as after they are defined we can edit them with factorio settings menuAnd then have something like SHIFT + P (for program) for the GUI?
When it's done.Lukas0120 wrote:How long does it take until programmeble inserters are out?
Umm... I'll just say... you should probably read the last 2 pages. I'm in the process of programming in programmable inserters right now, including the near/far mods.aklesey1 wrote:Hi bob
How aboutanother versions of inserters in your mod:
1) standart near inserter
2) stackr near inserter
3) filter near stack inserter
Another suggestion
May be you can concoct the option to switch between near and far modes, it'll simplify naming of inserters and its counts
Another people did mods with programmable ineserters which had options to switch between near and far modes
How do you think are express inserters actual now if we have stack inserters
I very like this logistic mod, but it needs to some reformation, in particular we need new names for the inserters - figures instead of words?
The 2 main mods I've been looking at for inspiration are Cursed PI, and Gotlag's Side inserters mod.aklesey1 wrote:I'm sorry Bob, may something wrong with my browser now, programmable inserter is very fine idea, i'll watch for this innovation in your mod, just tell what mod are you going to take an example? as we can see we already have cursed PI mod, but its targeting on vanilla inserters and not add something fundamently new
Yeah, i remember you had some plans to expand warfare part of your mods system - create parts for combat robots, but i'll talk about this in respective topic laterbobingabout wrote:Well, I was planning to make it all just part of the Logistics mod, but that doesn't sound like a bad idea.
I've also been considering moving bots from both the logistics, and warfare mod into a new robots mod... I mean, the warfare mod currently makes use of the flying robot frames in the logistics mod if it's there.
That's because it is an underground pipe!!!Nexela wrote:Not sure if this is the right sub mod but
[BUG] One Way valve pipe object rotates after every placement like underground pipe...
I haven't forgotted, I've just been a bit too busy with the inserters mod to do it yet.cpw wrote:Hey Bob, just wanted to remind you to remove the charging points from the zone extenders.
I see 2 paths. 1 mod for all or split belts+inserters into 1 mod and bots into another logistics.should I intergrate this as part of the logistics mod? Should I remove all inserters from logistics, and add the express set in here? Just keep this as it is and re-work inserters in logistics? Move the part that changes the stacksize bonuses to logistics?
Any thoughts to just limiting the second tile reach to just long inserters? Just checked the long inserter is only *slightly* longer then a regular inserter when extended to two tiles.Something that probably needs to be addressed is the arm size... it looks a little strange when you change a normal inserter to long, like the arm is pretty much laying on the ground.
I agree, should be changed to ctrl-lmb as default to not overide default copy/paste hotkey#2 Shift + LMB should be paste. I'd really prefer being able to Shift + RMB to copy an inserters position (and filter and whatnot) and then do Shift + LMB on multiple to copy those settings. I ended up doing Ctrl + LMB so that copy+paste works.