AAI Loaders: Bob's Mods deprecated


Adds loaders with configurable recipes for Bob's Logistics belts to AAI Loaders.

Content
1 year, 2 months ago
1.1
3.32K
Logistics

g Fast loader tech cost

1 year, 7 months ago

Hi,

Thanks for the compatibility, I was looking for 1 cell loader !

I think the research cost of Fast loader is too expensive, let me explain :
- Logistics 2 - Yellow/Red Science - 30 sec / 70 packs
- Fast Loader - Yellow/Red/Blue Science - 30 sec / 250 packs
- Logistics 3 - Yellow/Red/Blue Science - 15 sec / 150 packs
- Express Loader - Yellow/Red/Blue Science - 22.5 sec / 225 packs

So Fast Loader is more expensive than Express Loader.And when you search loader inside the tech window, you have the express one before the fast one, it's super weird.

And the cost feels off when you compare the other tech cost at the same level.
For example, Logistics 2 unlocks :
- Fast inserters - Yellow/Red Science - 15 sec / 30 packs
- Railway - Yellow/Red Science - 30 sec / 75 packs
- Automobilism - Yellow/Red Science - 30 sec / 100 packs

I would recommand something like :
- Fast Loader - Yellow/Red - 30 sec / 150 packs

It feels balance to me.
The others researchs seems more balanced, but I'm at the beginning of my game so :)

1 year, 4 months ago
(updated 1 year, 4 months ago)

I agree. I might make my own fork of this mod w/ this issue corrected, alongside other recipe tweaks.

1 year, 4 months ago

Hey, this is definitely a bug! Sorry I haven't fixed it yet; I haven't had time to work on Factorio mods recently. I'll review and merge pull requests if @Braxbro or anyone else in the community wants to submit them though!

1 year, 4 months ago
(updated 1 year, 4 months ago)

Hey, this is definitely a bug! Sorry I haven't fixed it yet; I haven't had time to work on Factorio mods recently. I'll review and merge pull requests if @Braxbro or anyone else in the community wants to submit them though!

Aight. I was gonna do this and a general recipe tweak in my own fork to be more in line with Bob's Logistics recipes, but I can submit my changes as a pull request if you want.

1 year, 4 months ago

Yeah I'd be happy to accept improvements in recipes. That was planned, but life got in the way.

1 year, 4 months ago

Yeah I'd be happy to accept improvements in recipes. That was planned, but life got in the way.

Would you happen to have a Discord where we can discuss this more efficiently?

1 year, 4 months ago
(updated 1 year, 4 months ago)

yes: <removed>

1 year, 4 months ago
(updated 1 year, 4 months ago)

Hi,

Thanks for the compatibility, I was looking for 1 cell loader !

I think the research cost of Fast loader is too expensive, let me explain :
- Logistics 2 - Yellow/Red Science - 30 sec / 70 packs
- Fast Loader - Yellow/Red/Blue Science - 30 sec / 250 packs
- Logistics 3 - Yellow/Red/Blue Science - 15 sec / 150 packs
- Express Loader - Yellow/Red/Blue Science - 22.5 sec / 225 packs

So Fast Loader is more expensive than Express Loader.And when you search loader inside the tech window, you have the express one before the fast one, it's super weird.

And the cost feels off when you compare the other tech cost at the same level.
For example, Logistics 2 unlocks :
- Fast inserters - Yellow/Red Science - 15 sec / 30 packs
- Railway - Yellow/Red Science - 30 sec / 75 packs
- Automobilism - Yellow/Red Science - 30 sec / 100 packs

I would recommand something like :
- Fast Loader - Yellow/Red - 30 sec / 150 packs

It feels balance to me.
The others researchs seems more balanced, but I'm at the beginning of my game so :)

Fixed in the v1.0.0 rewrite. Loader techs require 1.5x the research cost of their parent Logistics tech now.

New response