0ptera / inventory-sensor Goto Github PK
View Code? Open in Web Editor NEWFactorio mod adding a combinator that reads inventories of wagons, cars, furnaces and more
License: Other
Factorio mod adding a combinator that reads inventories of wagons, cars, furnaces and more
License: Other
Content of Centrifuge is not read out.
https://prnt.sc/xtp8qb
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>
I have a weird situation where in this one save files, item-sensors do not output any signals at all. It does not seem to depend on what other mods I have installed, and I can't recreate it in a new save file with any combination of mods. Any idea what's special about this one?
https://www.dropbox.com/s/e2a58sv0tu56kp8/rail%201k_Dispatcher_v66_alternate.zip?dl=0
when sensor was placed from a blueprint, it's behaving like a filter of some kind.
https://mods.factorio.com/mod/SchallCircuitGroup
Thanks anyway.
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?
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.
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.
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
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"
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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