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inventory-sensor's Issues

non-recoverable error when placed next to a nuclear reactor from the Realistic Reactors mod

When the inventory sensor was placed next to a nuclear reactor with the Realistic Reactors mod installed, the game crashed with this error:

The mod Inventory Sensor (1.10.6) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event Inventory Sensor::on_tick (ID 0)
Value (470391973738637.000000) outside of range. The data type allows values from -2147483648 to 2147483647 in property tree at ROOT[2].count
stack traceback:
	[C]: in function '__newindex'
	__Inventory Sensor__/control.lua:446: in function 'UpdateSensor'
	__Inventory Sensor__/control.lua:176: in function <__Inventory Sensor__/control.lua:154>

"Not operable"

Perhaps I don't understand this mod but I can't get it to work. I place the Inventory Sensor next to chest or a reactor, but clicking on the sensor just displays "Not operable". Is this a bug or am I doing it wrong?

Could this be updated to read the filters on a wagon and supply an outstanding inventory ?

I was wondering if this mod could read the filters in the wagon its next to ?
If so my thought was it could get the stack size of the item requested in each filter slot and add that to a running total. Once it knows what is requested, it looks to see what is in the wagon and removes that from the running total. The running total is then returned by the inventory sensor as what is still outstanding to be loaded onto the wagon.

This way when you a long way off from your main base you could send a train to your "mall" with a set of filters applied for what you currently need. It then returns back to you with the required materials you requested.

(enhancement) Electric charge readout.

Add charge readout for machines(especially accumulators) and equipment grids(cars/tanks/locomotives) that show percentage(0-100).
An example of how this would be useful is when using electricity from grid to power trains(zelectricvehicles mod) in conjunction with something from the grid charging the battery equipment in said train, like inductive charging coils. Don't want my trains leaving until the batteries are full.

Error while running event Inventory Sensor::script_raised_revive

After upgrading to 1.10.1, I frequently get this error. It doesn't appear to be related to interacting with an inventory sensors. I had some in the world, but at the time I think nanobots were placing unrelated buildings and destroying cliffs with cliff explosives.

Error while running event Inventory Sensor::script_raised_revive (ID 79)
__Inventory Sensor__/control.lua:105: attempt to index field 'created_entity' (a nil value)
stack traceback:
	__Inventory Sensor__/control.lua:105: in function <__Inventory Sensor__/control.lua:104>
 510.056 Info AppManagerStates.cpp:1930: Saving finished

Event handler mismatch after rejoining the server the next day

Screenshot 2022-08-22 at 08 17 43

  65.497 Error ClientMultiplayerManager.cpp:1103: mod-Inventory Sensor had the following event filters when the map was saved: on_entity_died (ID 4) (checksum: 634587148), on_built_entity (ID 6) (checksum: 634587148), on_pre_player_mined_item (ID 11) (checksum: 634587148), on_robot_built_entity (ID 14) (checksum: 634587148), on_robot_pre_mined (ID 15) (checksum: 634587148) and on_entity_cloned (ID 122) (checksum: 634587148)
  65.497 Error ClientMultiplayerManager.cpp:1110: mod-Inventory Sensor registered the following event filters when the map was loaded: on_built_entity (ID 6) (checksum: 634587148), on_robot_built_entity (ID 14) (checksum: 634587148) and on_entity_cloned (ID 122) (checksum: 634587148)
  65.497 Error ClientMultiplayerManager.cpp:99: MultiplayerManager failed: "" + multiplayer.script-event-mismatch + "
" + "
mod-Inventory Sensor"

save-from-the-server.zip

Support for Helicopter mod

Hello.
I found, it can works on Helicopter Pad, if you filter some entities, heli-mod use multiple of them:
`local BlacklistEntityNames = {

["heli-pad-entity"] = true,
["heli-shadow-entity-_-"] = true,
["heli-flying-collision-entity-_-"] = true,
["heli-landed-collision-side-entity-_-"] = true,

}
`
Cargo entity named 'heli-entity-_-'.

It works for me and now it do wonderful job to feed my helicopter, when I send it to Pad with Remote control unit.

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