#underground belts consume transport belts
1 messages · Page 1 of 1 (latest)
Yeah
underground belts consume transport belts
nicely done
i've got a very similar project (like almost 1:1) in the pipeline but its nowhere near as complete
Don't worry. This is also very far from finished
I would appreciate any help. I actually got a migrane from making this
my version has been for underground pipes, so its probably not as appliccable
I also wanted to do underground pipes in my mod as well, but i am not sure how
also underground pipes are pretty cheap anyway so im not sure if it really matters
i had a few ideas for my overhaul that will probably differentiate our mods
i was gonna try for both pipes and belts (undergrounds) have a way for bots to make the undergrounds (like from blueprints) and have it so that when you research new levels of tech like logistics 2 that add longer range undergrounds, you can then use previous tiers of undergrounds at those ranges
that is interesting
is changing underground belt length with research even possible?
i think you would have to generate new items on startup for that to work.
i plan on making my mod as unnoticeable as possible, so you can still blueprint your designs and use them in a vanilla save. I feel it would be best to have an optional config for underground belt distance.
yeah, which is why i think ours will be different
its not possible to change with research, but it'd be doable with separate items per research
i just realized that i need to rework my entire project... this is going nowhere 😦
i also figure that there is no decent way to disable the underground belts while keeping them "connected"
@iron rampart are you disabling the undergrounds if they are placed without sufficient belts to connect them?
Yeah, that was the idea, but it's kinda not possible
The only way I found to disable the underground belts is to replace them with an identical item that just has 0 speed, but this causes too many problems
I gave up on my mod because it won't be possible unless the devs add a way to disable underground belts with a script. They probably won't though because of the way they work
I can make my mod work if I don't disable the underground belts, but then the whole requiring belts thing becomes merely a suggestion
I suppose that is good enough?
i think for now i'll work on the pipes, for those at least i can just have it replace with an identical pipe that doesn't allow fluid flow
What mod are you making again?
Keep in mind that undergrounds can only connect to other undergrounds with the same prototype
same thing but i was gonna do pipes first
not for pipes, they connect to everything unless you specify otherwise
hey, hows the mod going?
Hey, sorry for the late reply. Basically, I hit a wall and gave up shortly after the last post
I recently got back into factorio and decided to give it another shot, this time taking a simpler approach.
I got a bare minimum version working well enough to be stable for actual gameplay I think
The upgrade planner still gives me trouble though. It sometimes deletes a few belts, but it's hardly noticeable when I usually walk around with a thousand
I know you are making something similar with pipes. It might be interesting to compare our different implementations
no worries. my version is similarly dead in the water. it needs a (fourth? fifth?) rewrite, i dont know if ill end up doing that. also not sure if it'll get ported to 2.1
something something hotswapping entities like hotcakes and a load of bot based jank
i have a better idea but it requires that full rewrite so, here we are :)
Yeah I gave up on the swapping entities
the suggestion i got, which was a really good idea, is just cancelling placement if you dont have enough belts/pipes to connect the two
Is this possible?
yeah you just delete the entity and give the player back the item
Lmao alright then
the trick then becomes just handling when bots do things
I decided to reduce the complexity as much as possible and that was how I got it actually finished lol
the other problem i ran into was quality just screwing everything over
I straight up didn't account for quality
What lunatic uses quality pipes
Or belts
so at that point i gave up and printed a warning to chat saying 'ay bro it dont work with quality dont report bugs cause i aint fixing them'
beats me
some shmuck gonna do it anyway
I gave up on trying to stop underground belts that were missing belts
lol
It's a trust based system now ✨
There is legit nothing stopping you from placing underground belts even when you run out of transport belts
But, when you get bots they will try to place them
yea
pipes at least i can get around by doing funky connections
belts are... just annyoing
still wish you could disable splitters and undergrounds. like cmon, you can freeze them but not turn them off? seriously?
I was thinking about adding support for pipes with my mod. I probably could do it, but I wonder if I should?
Is there a freezing script? Lol
i dont see why not. i wouldnt mind a competing better mod lol
i wish smh
I just don't wanna do work I don't have to do. If your mod works already
An also like. Underground pipes are dirt cheap
works with the fat asterisk that you don't do anything too crazy 😅
I feel that lmao
i might get around to rebuilding it eventually. ive been doing too much pipe shenanigans recently im pretty done with fluid shit
When I was testing I was playing like a total idiot
I had multiple beltweaves that I was combing over with my upgrade planner
I kept doing that until I got to the point where it didn't crash anymore
It's not perfect, but if you experience a bug it's probably because you are playing wrong
How did you do the real underground pipe mod?
That's way cooler than what I did lol
I want to do bendy underground belts
actual underground pipes or piecewise undergrounds
The bendy one
gonna be doin that eventually
-# fuck dont remind me
How would that even work. Do you need to make a new surface and use linked belts?
pipes that dont collide with normal pipes. its basically all prototype stuff, then a bit of scripting just for swapping layers and converting items
yea
it'd be beltlayer with AUP controls
That actually... sounds way simpler than what I did
Crazy mod idea. Space platform underground belt that just drops the items into space
lol
Or how about if you could conveyor belt directly off the edge and you didn't need to use an inserted. Same for lava
been doin this recently
Huh?
flow control/flow config without the GUI or items or recipes
Flow control having 6 different pipes is the sole reason I do not use it
happy to replace it :D
i will immediately be marking flow control and flow config incompatible
I recently beat industrial revolution 3 and I gotta say the one way valve from that mod is peak design
you can make cool stuff like this (prototype thumbnail)
all with basic placing pipes
The valve is a one way, overflow, and top up all in one.
oh fr? neat
U just interact with it to switch it it's so ez
finally, not three recipes for bascially one item lol
Would love a overflow or top up pump in factorio
i mean... we have those in-engine...
Don't you need circuits?
Then how
they got added as a prototype
Oh ok
thats what most 2.0 mods use as valves instead of weird jank
Industrial revolution 3 actually has so many good ideas
ill give it that, it was unique
U can see the inspiration in the space age dlc
Honestly like it better than vanilla factorio
I need this
its on git if you wanna play with it :D
Actually even more than this I need a version of fluid must flow that doesn't have 8 different parts
That mod really needs an update
fr
An like why isn't it 2x grid locked?
i would redo it but im over destroying the engine with fluids ðŸ˜
i swear every time i make a fluid mod i find at least one crash/bug/ctd
just make tiers smh
I felt compelled to microoptimize with paltry quantities of iron playes
I would rather nuke myself than have to choose between long and short of any underground ever again
In my mod I set all the underground lengths to be same as turbo, but I could go higher
My goal is kinda to replace every single long underground belt mod
There are a lot of them
Do you think 32 tiles is long enough?
It's a whole chunk. I'm sure most players will be satisfied with that but I wonder if the engine can go farther
probably wouldnt appreciate it
my eventual goal with these type of mods was researching length upgrades so you could build longer undergrounds (but the same items ofc) but that never happened obviously
Researching length upgrades is interesting
Personally I find it annoying how each tier of belt is a different length
@balmy charm what should i call my mod?
how about "underground belts require transport belts"
that sounds good