Did they change anything about this? Because in 0.12.x it wasn't the case, you can put items in inserter hands.Items currently held by side inserters will be lost - inserter hand contents are read-only
Search found 66 matches
- Mon Jul 18, 2016 1:30 am
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Side Inserters
- Replies: 130
- Views: 116764
Re: [MOD 0.12.x, 0.13.x] Side Inserters
- Sun Jul 17, 2016 11:26 pm
- Forum: Mods
- Topic: [MOD 0.12.x] K&L Inserters
- Replies: 83
- Views: 68959
Re: [MOD 0.12.x] K&L Inserters
I've put out a new version (2nd post) but I haven't written a migration script, or tested it properly (especially in multiplayer). Till I do these, I won't be updating the main post.
- Thu Jul 07, 2016 9:21 pm
- Forum: Modding help
- Topic: [0.13.6] "drop_position" for Inserter ghosts?
- Replies: 0
- Views: 833
[0.13.6] "drop_position" for Inserter ghosts?
"drop_position" for Inserter ghosts is nil. The doc states this: "Meaningful only for entities that put stuff somewhere, such as mining drills or inserters.". However, since we can see the drop positions of ghosts, it must be stored somewhere, no?
Edit: The question is, how to access this property ...
Edit: The question is, how to access this property ...
- Wed Jul 06, 2016 11:38 pm
- Forum: Mods
- Topic: [MOD 0.12.x] K&L Inserters
- Replies: 83
- Views: 68959
Re: [MOD 0.12.x] K&L Inserters
Yep, that's the idea. So far this is what I've done:
-Cut down the total entity number that the mod adds down to 6 (stack inserters aren't in yet, so total should be 8-9 I think)
-Got the interface working again, you can configure the candle inserters, and reconfigure them
-Use global table which ...
-Cut down the total entity number that the mod adds down to 6 (stack inserters aren't in yet, so total should be 8-9 I think)
-Got the interface working again, you can configure the candle inserters, and reconfigure them
-Use global table which ...
- Wed Jul 06, 2016 4:25 pm
- Forum: Mods
- Topic: [MOD 0.12.x] K&L Inserters
- Replies: 83
- Views: 68959
Re: [MOD 0.12.x] K&L Inserters
What feature you have been waiting for?
Also you can take a look at Side Inserters mod for sneak peek at what nice things are added for inserters in 0.13. New dynamic pickup/drop location would be perfect for you - no need for many new entities for inserters.
Huh, I was looking for that exact ...
Also you can take a look at Side Inserters mod for sneak peek at what nice things are added for inserters in 0.13. New dynamic pickup/drop location would be perfect for you - no need for many new entities for inserters.
Huh, I was looking for that exact ...
- Fri Jul 01, 2016 4:42 pm
- Forum: Mods
- Topic: [MOD 0.12.x] K&L Inserters
- Replies: 83
- Views: 68959
Re: [MOD 0.12.x] K&L Inserters
I have been waiting for the 0.13, delayed all the bugfixes and stuff and was looking for a feature in 0.13 but it didn't arrive. Nevertheless, now that I don't have any excuses, I'll start working on a new version.
- Mon Apr 18, 2016 11:49 am
- Forum: Mods
- Topic: [MOD 0.12.x] K&L Inserters
- Replies: 83
- Views: 68959
Re: [MOD 0.12.x] K&L Inserters
I'd like to apologize for the lack of updates recently people. My computer is kinda "dead" right now, I cannot work on anything till I can fix it.
As for the bugs, I appreciate them and I'll take a look as soon as I get a chance to. I am still having trouble properly identifying the multiplayer ...
As for the bugs, I appreciate them and I'll take a look as soon as I get a chance to. I am still having trouble properly identifying the multiplayer ...
- Mon Apr 11, 2016 3:18 pm
- Forum: Mods
- Topic: [MOD 0.12.x] K&L Inserters
- Replies: 83
- Views: 68959
Re: [MOD 0.12.x] K&L Inserters
I'll take a look at it.
- Tue Apr 05, 2016 8:46 pm
- Forum: Mods
- Topic: [MOD 0.12.x] K&L Inserters
- Replies: 83
- Views: 68959
Re: [MOD 0.12.x] K&L Inserters
Thanks Qon. That's weird a bit, I mean I also have i5 3570k, 16GB of RAM, etc... dunno, maybe I should check the other mod that you've mentioned, and see if anything affects each other perhaps. Don't know how the game handles multiple mods. But yeah, hope I'll see you again (if the thing that I am ...
- Tue Apr 05, 2016 5:25 pm
- Forum: Mods
- Topic: [MOD 0.12.x] K&L Inserters
- Replies: 83
- Views: 68959
Re: [MOD 0.12.x] K&L Inserters
Hmm yeah, it is very possible Qon. On launch a lot of new inserter prototypes are created and then added to the game. Could be taxing on older hardware especially.
0.13 of Factorio may bring something that I may make use of. If what I expect comes to pass, then it won't be an issue anymore
0.13 of Factorio may bring something that I may make use of. If what I expect comes to pass, then it won't be an issue anymore

- Mon Apr 04, 2016 7:36 pm
- Forum: Mods
- Topic: [MOD 0.12.x] K&L Inserters
- Replies: 83
- Views: 68959
Re: [MOD 0.12.x] K&L Inserters
not loaded on the version 0.12.29
Hmm, the file name is K&L-Inserters_0.2.5, I don't know what caused you to download it as K%26L-Inserters_0.2.5. Which browser are you using? But yeah to answer your question:
Rename the zip file from K%26L-Inserters_0.2.5.zip to K&L-Inserters_0.2.5.zip
Either ...
Hmm, the file name is K&L-Inserters_0.2.5, I don't know what caused you to download it as K%26L-Inserters_0.2.5. Which browser are you using? But yeah to answer your question:
Rename the zip file from K%26L-Inserters_0.2.5.zip to K&L-Inserters_0.2.5.zip
Either ...
- Sun Apr 03, 2016 9:54 pm
- Forum: Mods
- Topic: [MOD 0.12.x] K&L Inserters
- Replies: 83
- Views: 68959
Re: [MOD 0.12.x] K&L Inserters
Alright 0.2.5 out. Mostly includes multiplayer fixes, may have desync issues but it should be much more stable. Work isn't finished yet though, as I've learned a few stuff related to the API, but haven't implemented them yet. Anyway, have fun!
- Sun Apr 03, 2016 2:15 am
- Forum: Already exists
- Topic: on_put_item Event
- Replies: 17
- Views: 6857
Re: on_put_item Event
I use this event, because I need to check for some stuff before the on_built_entity event.
- Sat Apr 02, 2016 5:53 pm
- Forum: Mods
- Topic: [MOD 0.12.x] K&L Inserters
- Replies: 83
- Views: 68959
Re: [MOD 0.12.x] K&L Inserters
I'll make another branch on github and link you there later on 

- Sat Apr 02, 2016 3:33 pm
- Forum: Mods
- Topic: [MOD 0.12.x] K&L Inserters
- Replies: 83
- Views: 68959
Re: [MOD 0.12.x] K&L Inserters
Thanks!
Burner inserters, nah. I ignored them on purpose, since they're more of a starter tech and after placing 3-5 you probably won't place another ever again. I can always add them in, but they are more of a vanity after first few minutes of the game
Burner inserters, nah. I ignored them on purpose, since they're more of a starter tech and after placing 3-5 you probably won't place another ever again. I can always add them in, but they are more of a vanity after first few minutes of the game

- Sat Apr 02, 2016 2:50 pm
- Forum: Modding help
- Topic: Local player information on multiplayer
- Replies: 8
- Views: 4501
Re: Local player information on multiplayer
Hmm, I see. I should move it to global then. I didn't know global was saved with the save. Thanks!
- Sat Apr 02, 2016 1:24 pm
- Forum: Modding help
- Topic: Local player information on multiplayer
- Replies: 8
- Views: 4501
Re: Local player information on multiplayer
I had a brain fart the other day. To simply put it, I needed such a thing to filter events based on a player.
In short, in my mod, some variables are held in a table. However on multiplayer, this table will get overwritten when other players do stuff that fires the events that my mod listens to as ...
In short, in my mod, some variables are held in a table. However on multiplayer, this table will get overwritten when other players do stuff that fires the events that my mod listens to as ...
- Sat Apr 02, 2016 1:06 pm
- Forum: Mods
- Topic: [MOD 0.12.x] K&L Inserters
- Replies: 83
- Views: 68959
Re: [MOD 0.12.x] K&L Inserters
Me and Kordy managed to track down and eliminate 4-5 different bugs successfully. Still testing for further bugs, but it seems the wip-0.2.5 build is as stable as 0.2.1 now. So far everything looks in order.
- Fri Apr 01, 2016 3:07 pm
- Forum: Won't implement
- Topic: Storage Restrictions
- Replies: 1
- Views: 1346
Re: Storage Restrictions
Hmm, interesting idea. I'm not sure if something like this exists. Check ammo out, maybe it'll show you at least a workaround.
- Fri Apr 01, 2016 3:03 pm
- Forum: Modding interface requests
- Topic: requests regarding transport lines and belts
- Replies: 4
- Views: 2533
Re: requests regarding transport lines and belts
e) Not sure about this, even though you explained your motivation, it didn't click on my head. Probably because I'm more of an inserter guy :)
this feature is, as the speed property feature not that closely related to the handling of items on a TL. i am just thinking it can be very handy for ...
this feature is, as the speed property feature not that closely related to the handling of items on a TL. i am just thinking it can be very handy for ...