The Filter Inserter's Filter mechanic should be supported by the Belt and Splitter entity type.
If set, you can set it's filter. Any item not matching will stop on reaching said belt, and not be teleported by the splitter.
Allow filter_count on belts and Splitters
- Ranakastrasz
- Smart Inserter
- Posts: 2125
- Joined: Thu Jun 12, 2014 3:05 am
- Contact:
Allow filter_count on belts and Splitters
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Re: Allow filter_count on belts and Splitters
Adding that kind of logic to belts and splitters would increase the RAM usage, save file size, and reduce game performance even when they aren't used by the belts or splitters.
So, that's almost guaranteed to never happen.
So, that's almost guaranteed to never happen.
If you want to get ahold of me I'm almost always on Discord.
- Ranakastrasz
- Smart Inserter
- Posts: 2125
- Joined: Thu Jun 12, 2014 3:05 am
- Contact:
Re: Allow filter_count on belts and Splitters
In that case
Add a new entity prototype - Custom Belt. Allows input/output mapping, and filters. Has to be added by mod, only effects this one entity type.
Add a new entity prototype - Custom Belt. Allows input/output mapping, and filters. Has to be added by mod, only effects this one entity type.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16