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(Logistics Mod) Item Sender/Fluid Sender will not send fuel or water to Coal Generator

A few bugs with Item/Fluid Sender and Coal / Fuel Generators:

  1. Coal Generators - In addition to requiring water, Coal Generators can accept multiple solid fuel types (e.g. Coal, Compacted Coal, Petroleum Coke).

In my testing, Item Senders won't send Coal or Petroleum Coke to the fuel input of a Coal Generator.

Also, Fluid Sender does not provide water to a Coal Generator, even if fuel is successfully fed in via other means.

  1. Fuel Generators - These can also burn multiple types of fuel (e.g. Fuel, Liquid Biofuel, Turbofuel). Fluid Sender will not provide fuel to a Fuel Generator.

Workarounds are to use a standalone Item Receiver and Fluid Receiver and belt/pipe the goods to the generator.

TBH, I'm not sure how this would work with Item / Fluid Sender in its current incarnation, as there's no way to specify what item/fluid type you'd want to magically send to the generators...maybe it would require an enhancement of some sort.

Thanks!

[Logistics][Question] There are some speed limit in the items?

Hello!! I'm testing your mod Logistics together with the BAM mod, that have faster belts and more powerful machines and I noticed that the Fluid Receiver/Sender had a limitt of 607m³/min. This is a limitation or a bug?

The items tunnels and sender/receivers had a limit too? I'm testing in a scenario where I feed 5 tunnel input with 5200/min (4x 1200 + 1x 400) of coal, to feed 15 Coal generators eating 300/min, in a sum of 4500/min, and the inventory of all the 15 output are decreasing slowly and stopping after some time.

Thank you for your work, your mod are very useful!

Problems getting overflow mode to work

(most likely user error :) )
with only one receiver set up to overflow mode, and nothing else have the product in their recipies, the transmitter does not transmit anywhere

I have to set up a 2nd rx, or a machine that uses the product before the "overflow" rx starts working so I can ship stuff to one of my sinks

not sure if I want you to fix this, or to add a "sink" mode to the rx/tx instead where the last slot gets sunk if it is full ...

(Logistics Mod) Item Sender shouldn't fill buildings inside Blueprint Designer

This is might be a bug...if not, consider it an enhancement request.

The principles of the Blueprint Designer are that it shouldn't interact with the outside factory. For example, you can't attach power or belts from outside the BD into any buildings you have constructed inside the BD.

The Item Sender violates this principle, which causes some undesirable side effects. To illustrate:

  1. Feed iron ore into an Item Sender (e.g. hook up output of a miner on an iron deposit, straight into an item sender)

  2. Slap down a Blueprint Designer, and inside the BD, create eight smelters, each configured to produce Iron Ingots.

  3. (BUG?) Note how all eight smelters fill up with Iron Ore even when inside the Blueprint Designer.

  4. Name and save the blueprint (e.g. "8x Iron Smelter"). Note how the material required to build the blueprint includes 800 Iron Ore.

  5. Weep as your awesome 8x Iron Smelter blueprint now requires you to have eight stacks of Iron Ore in your inventory any time you want to deploy the blueprint

Desired behavior would be to have Item Sender ignore any buildings that are built inside Blueprint Designers.

Thanks!

Items duplicating

Hey man, I was playing around with the senders and I found that every time the sender sent stone to my two constructors it would duplicate the stone sending it to both constructors.

Setup:

Mk I miner ==> Item sender ==> 2 x Constructors

(Logistics Mod) Exception_access_violation

It seems the game tends to crash as new items are being sent to the hub for a new milestone when selected. When the game crashes the error Exception_access_violation takes place.

(Logistics Mod) Item Senders will not push materials to production buildings built via blueprints

There appears to be some kind of interaction bug between the Logistics mod for Satisfactory and the blueprint functionality introduced in Update 7.

In short, any production building built via blueprint will not receive any items transmitted from any Item Sender.

Curious if others can reproduce.

Simple steps to reproduce on my system:

  1. Feed iron ore into an Item Sender (e.g. hook up output of a miner on an iron deposit, straight into an item sender)

  2. Slap down a Blueprint Designer, and create a blueprint with a single smelter, configured to produce Iron Ingots. Note how this smelter does fill up properly with Iron Ore even when inside the Blueprint Designer.

  3. Name and save the blueprint (e.g. "Iron Smelter test")

  4. Deploy the Iron Smelter test blueprint somewhere

  5. (BUG) Note how the iron smelter placed via blueprint does not fill up with ore automatically

  6. By contrast, note that you can build another iron smelter by hand right next to it, and it will fill up with ore automatically.

The workaround is to build item receivers inside a blueprint and pipe belts from those into the inputs of machines, but who wants to do that? :-)

Sugestion to Fluid Sender

Sorry about my English.

So, my sugestion consists in non sendo fluid to a machine with a pipe conected.
For what?
For not stop a production, because fluid overflow on machine, such like water on refinary producign aluminum scrap, sending via pipe to a packager, but packager is receiving fron fluid sender to

Item Filtering does not appear to work

Mod Version: 1.1.1

Expected Behavior: Typing aluminum in to the filter should show storage containers that have aluminum parts in them.

Observed Behavior: Typing aluminum in to the filter shows no results, even when it can be observed that the items are in containers that match this filter criteria.

Example:
image

Container has alclad aluminum sheets in it, but when filtering for aluminum there are no results:
image

Additional Notes: This does not work with vanilla or modded storage containers. Searching by container name appears to work fine, just not contents as listed in the mod description.

too much stuff sent to hub, no way of stopping

While the Pod is delivering the items from the Hub for the previous milestone, you can select the next milestone you want.
Items then get sent to the hub automatically :)

But while the pod is away, the senders do not detect that they have sent enough, and just keep sending more stuff even though it is not needed.

The excess gets trapped inside the hub with no way of removing

Limit detection starts working again as soon as the Pod lands back on the Hub

(Statis)(Feature Req) Filter paused machines

Hey there. First, thanks for this amazing tool. It makes managing my ridiculously over-complicated factory so much easier. It has completely replaced remote factory for me. Literally the only thing it doesn't do that I wish for is the ability to filter out paused machines. Thanks again for this mod!

Feature Rquest: Tunneling only mode

Hi DeadMorOz,

maybe I just was not seeing the requested functionality. In this case I would like to know how to do it.

My intention for using this mod was to build "some" logistics but not all over long distances.
So item sender and Item reciver is what put my attention to this mod.
But this item sender deliver all the items direct into the factories and into the HUB.

My request:
I would like to have a switch button on the sender to disable the delivery into factories and HUB. "reciver only" or so..
So the items only will be deliverd to the item reciver that request this item.

Thank you!

bg Desian

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