Here's my factorio-current.log if it is of any use to you: Īnd that will be all for the moment. Don't know if it's a mod interaction or not, but they appear in the Logistics tab instead of IM's. The second is of the same vein, but with Infinity Pipe and Infinity Chest (the non-logistic one). ![]() With Infinity Mode, that includes its Cargo and Fluid Wagons. If you happen to have used it, you know that it adds its own items tab, and said tab tries to move anything related to trains here. The first is with Train Construction Site. Nothing major, so far, only categorization-related ones: If I have to be perfectly honest here, and solely from a user point of view, I'm struggling to see those "additional features" compared to CM - instead, it feels more like a lite version of CM which is much more performance-friendly.Īnyway, those are my first impressions after switching to IM.Īs for the compatibility issues, there are two I noticed. And to void it, it's as simple as lowering the slider down to 0%, no matter which fluid is selected. Thinking back on CM's Matter Generator… Would it be feasible to have the Infinity Pipe output the same fluid as the connected pipeline when it's placed? The reason is that when you're placing down an infinity pipe along a normal pipeline, it's either to generate the same fluid or void it. I can't think of many situations where it would be useful, but I guess some people might want it? Maybe also an option to configure the Pipe's capacity on the fly. But for some specific cases where fluid mixing would be an issue, having the option of an Infinity Pump would be handy. Infinity Pipe is fine more than 90% of the time. Or simply to have everything at hand so you don't have to configure an Infinity Chest for every new item you need for your bots.Īlready missing in CM, I kind of hoped to find these options in IM: Bots speed bonus & cargo capacity. The Infinity Chests provided by IM are useful of course, but having the possibility of setting providers with every item in the game in a few seconds' time was incredibly useful - for instance when testing if a production line works alright. The duplicator was actually only useful because its output was slightly faster than the generator though. (Though output for the matter Generator/Duplicator was sometimes way too slow, especially for fluids.) The fact that they could input directly into an assembler or void its recipe's output in the same fashion was also extremely useful. At the same time, they remained flexible since you could set a filter for more specific tasks. They were extremely useful for a lot of reason, with the most important one being that by default you didn't have to set them up - they'd output/input what's needed. However… There are some important tools from CM that I immediatly found missing in IM. The thing was a bit too hungry for UPS.Īs a whole, IM's performance is an excellent motivation to switch from CM. Glad to see that someone decided to make an up to date version of Creative Mod. I'm also not 100% sure it's possible for me to retrieve the list of requested items from a chest, but I haven't even gotten that far yet at least it seems easy to add/remove things from a chest.Hey. Also, if I do do this, I'll need some way to serialize that list on shutdown, and I'm having trouble untangling how the save/load systems work. It seems like the expected way to do this is to store a list of all entities of this type when they're placed, and clean them up when they're removed (is that true?) but I can't figure out how to do that, nor what exactly I should be storing in a list (positions? actual entity handles?). The latter seems reasonable to me, but I can't find any way to list all entities of a given type (is there one?) ![]() However, this means I'll either need to track every time an item is removed from one of my chests (is that possible? I don't think so) or update all of my chests every once in a while. ![]() ![]() As near as I can tell it's not possible to add the Request chest UI easily to an existing chest (is that true?), so I was planning to just make another chest with the logistics settings of a Requester chest and let the game code take care of that. I basically want a Requester chest that, at all times, contains exactly the requested items. I'm looking to create a chest that automatically spawns/despawns items inside it for the purpose of testing layouts. So here's a pile of questions! Note that I'm happy to read existing mods in order to find answers, so if your answer is "Mod X does that" then I can probably untangle it from there. I'm working on my first Factorio mod but I'm having trouble figuring out the not-quite-basics of the modding system.
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