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loader-redux's Issues

Client Desync with Loaders Added by API

Error message or bug description
I have been working on making a tiny mod that would add loaders that support Ultimate Belts. In singleplayer there are no issues, but on multiplayer/server anytime a loader added by the mod should snap to a container everyone except the host is desynced. My mod has the required calls to make the item and entity for the loader, recipes, and technology associated. Also the required control remote calls to the LR API in on_init and on_load.

To Reproduce
With a separate mod adding loaders for any other mod that adds belts, place a loader in a direction that would require snapping to a container, or change direction of feeding belts.

Loader Redux version
1.7.0

Log file
factorio-current.log

Seems to be a problem with This mod & IR

Error message or bug description
Im running a few mods, however when i try to add Loader Redulux, Industrial Revolution throws an error

I'm not 100% sure it's even your mod creating the problem, however it only happens when trying to add Loader Redulux

To Reproduce
seems the 2 mods work fine by there lonesome, but on added it to my mods it goops out / kills IR


Included is
the mod list im using,
A custom save 'BEFORE' adding Loader Redulux
An image of the error
As well as the Log file

Can't index `supported_loaders` when calling `add_loader` interface during `on_load`

Error message or bug description

Error while running event vanilla-loaders-hd::on_load()
Error when running interface function loader-redux.add_loader: LoaderRedux/control.lua:26: attempt to index field 'supported_loaders' (a nil value)
stack traceback:
LoaderRedux/control.lua:26: in function <LoaderRedux/control.lua:24>
stack traceback:
[C]: in function 'call'
vanilla-loaders-hd/control.lua:209: in function 'do_init'
vanilla-loaders-hd/control.lua:231: in function <vanilla-loaders-hd/control.lua:230>

Relevant lines from vanilla-loaders-hd:
https://github.com/kirazy/vanilla-loaders-hd/blob/master/control.lua#L206-L232

To Reproduce
https://mods.factorio.com/mod/vanilla-loaders-hd/discussion/623f6acfb620f1c4a1edc98e

I've asked him to upload a save. I'm expecting this is related to changes for #53, commit 7ada2b7. I can't personally reproduce this issue and a quick examination of control.lua doesn't expose anything obvious to me.

Loader Redux version
1.7.2

BUG: Bob's Logistics integration

Disabling tier 5 belts in bob's options causes loaders to reference a null section causing load failure on factorio start up.

Cannot join.

Error message or bug description
When joining a server I got this message.
image

Loader Redux version
Both client and server were on 1.4.10

Log file
factorio-current.log

Workaround
The server restarting cleared this issue up for me

Loader research

As it is now you can research 'Fast loader'(red) before you researched 'Loader'(yellow). But as the fast loader requires the yellow loader in the crafting recipe, it would make more sense to have the loader research as a requirement for the fast loader research

Not working on Trains for Krastorio 2

Loader will not unload or load trains in Krastorio 2. Not sure the issue, have tried multiple layouts and none seem to work?

I have a public server if you want to connect and see, can do a discord or something as well.

image

Mods:

    {
      "name": "Krastorio2LoaderRedux",
      "enabled": true
    },
    {
      "name": "LoaderRedux",
      "enabled": true
    },
    {
      "name": "miniloader",
      "enabled": false
    },
    {
      "name": "vanilla-loaders-hd-krastorio",
      "enabled": true
    },

tech tree

it is necessary to swap the technology, but it turns out that the very last one is opened earlier than the last one
image

0.17.23

"Error in assignID, recipe with name 'purple-loader' does not exist"

Factorio Extended Plus intergration

We have been asked to add support for Loader-Redux to FE+by one of our users.
jimmyjon711/FactorioExtended-Plus-Transport#23

Can you please confirm that we need to create our own loader prototypes first, then register them with your remote.call to have them added to a whitelist.

I only ask as "Deadlock loaders" had public API to create their loaders in the data phase.

Missing Filter

The filter for "High Speed Loader" (The green one - sorry not in game atm) is missing. :(

Circuit newtork don't work

Can not connect the loader to the circuit network like the standard-inserter. Will be great if it is possible to implement this function, specially for enable/disable and filtering.
Thanks

Loader will load endless resources in assembling machine

image

Current 1.8 mio transistors and it will continue loading them into the assembing machine.

Modlist:

~/.factorio/mods$ ls
AutoDeconstruct_0.1.8.zip  bobgreenhouse_0.15.2.zip  bobmining_0.15.2.zip   bobpower_0.15.3.zip             bobwarfare_0.15.3.zip        mod-settings.json
bobassembly_0.15.6.zip     bobinserters_0.15.1.zip   bobmodules_0.15.3.zip  bobrevamp_0.15.4.zip            Electric Furnaces_2.3.0.zip  Orbital Ion Cannon_1.5.1.zip
bobelectronics_0.15.2.zip  boblibrary_0.15.8.zip     bobores_0.15.6.zip     bobtech_0.15.3.zip              LoaderRedux_0.2.8.zip        Squeak Through_1.1.7.zip
bobenemies_0.15.2.zip      boblogistics_0.15.6.zip   bobplates_0.15.11.zip  bobvehicleequipment_0.15.2.zip  mod-list.json                WaterWell_1.0.18.zip

Shadows render on top of the loader sprite.

Error message or bug description
Shadows render on top of the loader sprite rather than under it. This issue was not present in the previous version of Loader Redux:

2023-06-12 19_56_38-Window

To Reproduce
Place any loader

Loader Redux version
1.9.0

Tech prerequisites for previous tiers should be added

Problem is that if you research logistics-2, you can research fast loader before the normal one. But you can't obviously craft it yet because tier 1 is required in recipe.

Currently tech prototype for fast loader looks like:
prerequisites = {"logistics-2"},
But it should be:
prerequisites = {"logistics-2", "loader"},
Also same for express loader:
prerequisites = {"logistics-3", "fast-loader"},
... and so on for bob's.

Mod doesn't load with Bobsmods 0.16

When launching the game on 0.16.36, I get this error:

Failed to load mods: Error in assignID, recipe with name 'green-loader' does not exist.

Source: green-loader (technology).

Mods to be disabled:
* LoaderRedux
* boblogistics
* omnimatter_science

It's not entirely clear to me if this is a bug in boblogistics or LoaderRedux, but it looks like the green-loader recipe is defined here?

FIlterable loaders

Hi,

me and my friends would like to see the loaders could be filtered by circuit connections.
Could you implement this feature?

Regard
Matthias

Request: blacklist for loader snapping

Beltlayer uses loaders for item transfer, and uses the on_player_rotated_entity event to keep different entities in sync. Unfortunately Loader Redux snapping changes the direction and type of the Beltlayer loaders, which causes some odd effects.

Here are some options that could help:

  1. let me blacklist my Beltlayer loaders via a remote interface.
  2. raise some sort of event that I can detect when a loader's configuration has been changed by snapping.

Translation

Can I put a complete German translation of your mod into my mod to publishing it?

You don't have to worry about the German translation, because my mod has it then.

Please feel free to write me. Thank you.

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