0ptera / loader-redux Goto Github PK
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License: MIT License
Factorio Mod adding Loaders to the game.
License: MIT License
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
please add support for ultimate belts because they are far more faster than standart and bobs ones.
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
The Space Exploration mod has a Space Transport Belt.
Is it possible to add a Loader of the same level with the appropriate parameters?
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
Now its should be better than before
Disabling tier 5 belts in bob's options causes loaders to reference a null section causing load failure on factorio start up.
Error message or bug description
When joining a server I got this message.
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
Namely ones with different than vanilla widths, due to the code inside find_loader
in control.lua
hardcoding the search locations. Extremely easy to fix; see my pull request.
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
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.
Mods:
{
"name": "Krastorio2LoaderRedux",
"enabled": true
},
{
"name": "LoaderRedux",
"enabled": true
},
{
"name": "miniloader",
"enabled": false
},
{
"name": "vanilla-loaders-hd-krastorio",
"enabled": true
},
Why version on mods website is 1.0.1
But in here's info.json
, it is 1.0.0
"Error in assignID, recipe with name 'purple-loader' does not exist"
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.
I made some color correction for your mod.
https://cdn1.savepice.ru/uploads/2018/1/2/58a8be73630ec31a2f315142cfd853b9-full.png
How do you like these colors?
Link on archive with color correction:
https://www.dropbox.com/s/i8r8ksu4gd2u5uv/ColorCorrection.zip?dl=0
Hello Youei9,
could it be possible to make your Loader Redux directly connect between 2 assembling machine?
The filter for "High Speed Loader" (The green one - sorry not in game atm) is missing. :(
amazing mod, i would like to submit a request to you add compatibiliy for loaders of the higher tiers for factorioExtended Plus (https://mods.factorio.com/mod/FactorioExtended-Plus-Transport)
Thank you
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
Let me fix this
loaders.zip
In version 1.1.75, Wube added a flag to vanilla loaders which lets them interact with wagons. Refactoring the mod to use this feature should considerably improve its performance.
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
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.
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?
how to add loaders from others mod after last update they doesnt work
Testing the mod on a fresh map, and I am seeing that the loaders work with chests, but will not load or unload train cars.
Tried with both multiplayer and single player.
Hi,
me and my friends would like to see the loaders could be filtered by circuit connections.
Could you implement this feature?
Regard
Matthias
Hi,
After uninstalling the mod (I didn't need it finally, sorrry ^^), I still have the loader visible. (View screenshot). Is there a way to get rid of them ?
Loader Redux version
1.4.10
Log file
factorio-current.log
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:
Would be nice if you can fix or add this behavior.
Whenever I load this alongside Jamozed's Tweaks in 0.17, I get this error: https://imgur.com/kdrVCKs
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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