pY Cranes


3x1 and 6x1 inserter cranes for pyanodons modpack that function like 3 or 6 inserters for UPS saving purposes

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a day ago
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g Nice mod

3 months ago

If only this was avaible when i played Py...

3 months ago

❤️

2 months ago

Hello one again, i tested both inserter crane mods (yours and that you mentioned in the description) and i have to admit that in you mod cranes are very speedy, and they have low stack size, It lоoks rather unnatural.
Low tier cranes are 1 tile deep and their image corresponds to their borders but tier 3 or 4 is 2 tile deep but their image is the same this looks wierd.
Can you look into this issues and try to correct heigh tiers of cranes and consider to do something with unnatural speed of the swings? Maybe increase their stack size?

2 months ago
(updated 2 months ago)

in you mod cranes are very speedy, and they have low stack size, It lоoks rather unnatural [...] Maybe increase their stack size?

Unfortunately this is the only way to make cranes comparable to a line of 3 or 6 inserters.

On paper there're two ways to make cranes as fast as 6 inserters: you can either give them x6 of speed or x6 of handsize. However if I were to x6 the handsize then when a player researches the tech that gives inserters +1 handsize bonus a line of 6 inserters would receive a +6 handsize bonus (cos they're 6 separate inserter entities receiving +1 bonus each) while a crane would only receive +1 which result in cranes massively underperforming. This could've been fixed by creating a new inserter bonus technology effect type (that gives cranes a unique +6 handsize bonus) but all the technology effect types are hardcoded and you can't create a new one.

I'm very much aware that increasing the speed is not ideal (it actually leads to a set of completely different problems) and increasing a handsize would've been indeed a better way but it's just not possible due to the aforementioned handsize issues. The other crane mod can have its relatively slow speed with a big hand size only because it doesn't care about the balancing aspect. This mod does.

Low tier cranes are 1 tile deep and their image corresponds to their borders but tier 3 or 4 is 2 tile deep but their image is the same this looks wierd.

Only tier 4 (based on pY's stack inserters) is 2 tiles high because pY's version of stack inserters is 2 tiles high. Once again, this mod follows the dimensions of original inserters - if pY devs decided that stack inserters should be 2 tiles high then the crane that's based on them is gonna be 2 tiles high too.

As for the visuals I don't see any issues with it. It looks a bit weird but pY's stack inserters look a bit weird too, it's the nature of 2 tiles high inserters with scaled up hands. I'm definitely not drawing an original sprite for them (that'd require to get a bunch of new props to fill the empty space on a 2-tile high platform). pY modpack is chuck full of entities with inconsistent sprite sizes: Auog's Paddock, Tailings Ponds, Filters, etc, all have sprites a bit smaller than their entity's collision boxes (not to mention gigantic overhangs on 95% of just all machinery), so a 1x6 sprite being reused for a 2x6 entity doesn't really stick out in a modpack where you already can't tell an entity's collision box from its sprite size.

2 months ago

Valid points.
Though for UPS reasons do they give an edge? If you exchange 6 inserters with one that moves 6 times faster is there a difference?

2 months ago

I think there is... or at least no one told me there isn't while I've been in constant contact with pY devs while making this mod lol, and it was originally pitched as for UPS saving first and foremost (with many people confirming that most of their mid-endgame UPS woes came from the amount of inserters).

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