Renai Transportation


The most unhinged ways to transport items and yourself around your factory. Fling items around with Thrower Inserters, launch your trains off ramps, and soar through your base on electric ziplines! Updated for 2.0! No Space Age special features yet (gotta beat it myself first 🗿) but it's definitely coming

Content
25 days ago
0.18 - 2.0
38.0K
Transportation Logistics Trains

i Filter Ejector Hatch

4 months ago

I've been playing with Renai transportation in Ultracube, and it is REALLY good. Like, a fantastic pairing. I almost exclusively use it to yeet the ultracube around. This might just be my own inexperience with the mod, but it would be very nice to have filter ejector hatches, so I could make it auto-yeet just the cube. Ejector hatches typically yeet not the cube, and and a lot of buildings in ultracube are 7x7, which gives tons of potential for hatches/ejectors.

plz Kiplacon-sama uwu (人°д°)

4 months ago
(updated 4 months ago)

m8 it's 7x7 and you can't afford one (1) tile for a filter inserter? 💀💀

For real though a filter ejector hatch should be pretty easy to add. I never considered recipes with multiple outputs when I made the current ejector hatch so that's a good point. I'll give it a shot

4 months ago

Thanks. My smooth brain was thinking to launch the cube, since it is almost always airborne when outside a machine. But since every cube recipe outputs 50-2000 of something else, the smarter use case is to have 48 filter ejectors set to not cube to shoot a giant volley of product in a glorious load, which would be hilarious.

4 months ago
(updated 4 months ago)

Wow, that was a crazy fast addition. Thank you so much.

I do have 4 related bugs to report that seem to apply to Ultracube:
1) Filter ejector takes as an ingredient electronic circuits from vanilla, so they can't be crafted in Ultracube.

2) The filter ejector recipe cannot be selected for crafting in an Ultracube fabricator. Handcraft only.

3) Ejectors in Ultracube seem to not have editable ranges when you have the "Focused Flinging" technology researched. I don't know which is the intended behavior. If I make a run with:
a) No Focused Flinging tech => press F on ejectors does nothing (correct)
b) No Ultracube + yes Focused Fling Tech => press F on ejector loops the range from 1-19. Throw range signal affects ejectors.
c) Yes Ultracube + yes Focused Fling Tech => press F on ejector loops in just the range of 19 without changing. Throw range signal does NOT affect ejectors.
I don't know if focused fling is supposed to apply to ejectors or not (I feel like it should), but my hangup is the discrepancy when Ultracube is active.

4) With Ultracube active, FNEI can no longer find the recipes for any of the Renai Transportation recipes except thrower inserters. The thrower inserter recipes that are available are only the mysterious furnace recipes (which I think Ultracube gives everything), but not the actual recipes. While I don't really need the FNEI compatibility, this might give a clue as to what Ultracube is doing with your recipes, maybe.

I can confirm that if I cheat the filter ejectors into Ultracube, they seem to behave like normal ejectors (in Ultracube), but with the expected filtering capability.

4 months ago
(updated 4 months ago)

Ultracube most likely makes its own adjustments to recipes and such to accommodate other mods, so if it has adapted recipes for other items in my mod then it probably just has to add the new filter ejector to their list, which should solve 1 and 2. The only reason I made them craft with green circuits is because that's how filter inserters are made and I'm not really creative with recipes 🗿

I double checked and the ejector hatches are not normally adjustable. It would be easy to add though, in fact any mod that changes all inserters to be adjustable like Bob's inserters would allow focused flinging to affect ejectors. So if you've got a mod like that that Ultracube is turning off somehow then that would explain it.

Ultracube probably disables my recipes and creates its own versions to use with its machines and stuff, so that could be why FNEI can't find it anymore.

So until the guy updates Ultracube for the filter ejector I'd say just spawn it in lmao 👌

Captain's log addendum: Ultracube does in fact have an entire file specifically for adapting the recipes in my mod to match their system
https://github.com/grandseiken/factorio-ultracube/blob/eb365ae8260a1e49fdac5fcae35e00f5591b83d6/updates/compatibility/renai_transportation.lua#L56
So yeah, grandseiken would have to update that file to add in the filter ejector for "official" compatibility

4 months ago
(updated 4 months ago)

I see. Thanks for the really prompt response and for looking into it.

1) I did have Bob's adjustable inserters. Renai => ejectors not adjustable. Renai + Bob => ejectors adjustable, Renai + Bob + Ultracube => ejectors not adjustable. So you were 100% right. Interestingly, the RangeAdjustable flag is set based on the active modpack, but it doesn't get changed on placed entities if you then change the modpack.

2) I put in a report on Grandseiken's ultracube discord, so he'll know to update for filter ejectors. I can confirm that adding the line:
"RTThrower-FilterEjectorHatchRTRecipe", -- EjectorHatchRTTech
To the line of code that you linked indeed fixes the problem. I was going to hack it in, but hopefully it helps grandseiken with it.

It would be nice for ejectors to also be adjustable, but I'll manage. Anyway, time to use these filter ejectors en masse. Thanks again!

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