Hi, I hope this is the right place, because it is not an interface, its more an feature?
I would like to ask if it would be possible to let the inserts remove items from the burnt_result_inventory?
It would make life easier for my mod, or others that have a similar idea.
On trains, cars, this works, because it is the only output_inventory, so I bet the inserter only check on one inventory for performance reasons, so I know I ask for somthing thats can be counterproductive in this regard, but I have to
At the moment my solution is a runtime script:
https://gitlab.com/AmatorPhasma/apm_fac ... serter.lua
I know that anyone who has seen this, will jumping up from his chair, waving his hands in the air and starts screaming!
I have to implement many functions thats the game allready has: filter checks as an example, and all this eats someones cpu :> (on my end this runs with ~0.35ms sometimes a peak of ~0.75ms)
I don't know how inventories handled inside the code, but eventually is it possible to add the burnt_result_inventory as an instance of the output_inventory on entities?
Allow inserters to take from burnt_result_inventory
- AmatorPhasma
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Re: Allow inserters to take from burnt_result_inventory
They already can?
I added a burnt_result_inventory to a train, and it works just fine.
Nuclear reactors work as expected, I believe.
What I think doesn't work (well?) is having an output inventory and a burnt result inventory.
I added a burnt_result_inventory to a train, and it works just fine.
Nuclear reactors work as expected, I believe.
What I think doesn't work (well?) is having an output inventory and a burnt result inventory.
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Re: Allow inserters to take from burnt_result_inventory
I have the same problem: I made furnaces that use hydrogen bottles as fuel and the inserters just don't take the used bottles from the used fuel inventory I really would like to solve this problem without a runtime script