Search found 283 matches: "can_insert"
Searched query: +"can insert"
- Fri Sep 26, 2025 9:49 am
- Forum: Modding interface requests
- Topic: Module slots for Agricultural Towers
- Replies: 7
- Views: 511
Re: Module slots for Agricultural Towers
Productivity would allow the agricultural tower to produce more plants per operation
Speed would allow the agricultural tower to produce plants faster
Quality would make the agricultural tower produce higher quality plants
Why wouldn't any of these work?
Because code-wise, none of those ...
- Sat Jun 21, 2025 9:36 pm
- Forum: Duplicates
- Topic: [2.0.57] Module effects on recipes, in furnaces, exposes weird 'bug'
- Replies: 2
- Views: 483
[2.0.57] Module effects on recipes, in furnaces, exposes weird 'bug'
Recreation:
Have a recipe which doesn't accept modules, but the furnace does. A simple example:
local steel_recipe = data.raw.recipe["steel-plate"]
steel_recipe.allow_productivity = false
Mod:
furnace_module_oddity_0.0.1.zip
Place modules in a furnace:
weird_modules-2.jpg
Save file ...
Have a recipe which doesn't accept modules, but the furnace does. A simple example:
local steel_recipe = data.raw.recipe["steel-plate"]
steel_recipe.allow_productivity = false
Mod:
furnace_module_oddity_0.0.1.zip
Place modules in a furnace:
weird_modules-2.jpg
Save file ...
- Fri Jun 06, 2025 7:30 am
- Forum: Gameplay Help
- Topic: Is this expected behavior?
- Replies: 2
- Views: 586
Re: Is this expected behavior?
It takes each combinator 1 tick to process input to output. If you want to make sure that you are comparing results from the train contents at the same instant, your two chains of combinators have to be the same length. If one is a step longer than the other you can insert a 'dummy' step before ...
- Wed Apr 09, 2025 12:07 pm
- Forum: Won't fix.
- Topic: [2.0.44] sort_and_merge breaks ammo inventories
- Replies: 3
- Views: 506
Re: [2.0.44] sort_and_merge breaks ammo inventories
... an orderly fashion.
if sort_and_merge is not the only function to ignore entity owner rules, what is with these functions:
LuaInventory::can_insert
LuaInventory::count_empty_stacks
LuaInventory::find_empty_stack
LuaInventory::get_insertable_count
LuaInventory::insert
LuaItemStack::import ...
if sort_and_merge is not the only function to ignore entity owner rules, what is with these functions:
LuaInventory::can_insert
LuaInventory::count_empty_stacks
LuaInventory::find_empty_stack
LuaInventory::get_insertable_count
LuaInventory::insert
LuaItemStack::import ...
- Thu Mar 06, 2025 8:51 pm
- Forum: Duplicates
- Topic: [2.0.32] Inserter picks up bioflux that spoils, never can insert
- Replies: 1
- Views: 213
- Thu Mar 06, 2025 8:25 pm
- Forum: Duplicates
- Topic: [2.0.32] Inserter picks up bioflux that spoils, never can insert
- Replies: 1
- Views: 213
[2.0.32] Inserter picks up bioflux that spoils, never can insert
Attached is a save file that when switching to Nauvis the camera should focus on a specific inserter that has a filter to only insert bioflux into a captive biter spawner. Within a few seconds of this save being loaded, the inserter will pick up a piece of bioflux that will turn into spoilage as the ...
- Wed Mar 05, 2025 5:38 pm
- Forum: Won't implement
- Topic: Add LuaEntity.drop_inventory [RW] and LuaEntity.pickup_inventory [RW]
- Replies: 2
- Views: 864
Add LuaEntity.drop_inventory [RW] and LuaEntity.pickup_inventory [RW]
With 2.0.38 we got the proxy-container with `proxy_target_entity` and `proxy_target_inventory`
Which allowed me to create this mod (WIP), where you can insert/outsert from custom inventories.
factorio_EhdAJYrusv.gif
I currently implemented this by adding some invisible proxy-containers at the ...
Which allowed me to create this mod (WIP), where you can insert/outsert from custom inventories.
factorio_EhdAJYrusv.gif
I currently implemented this by adding some invisible proxy-containers at the ...
- Sun Feb 09, 2025 9:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.30] Inserter Deadlock when nutrients spoil in Inserter hand
- Replies: 19
- Views: 7850
Re: [2.0.30] Inserter Deadlock when nutrients spoil in Inserter hand
This can happen with a captive biter spawner, with a bioflux spoiling into spoilage. The inserter then waits for the biter eggs to be pulled out before it can insert the spoilage.
Different bug: https://forums.factorio.com/124219
"The solution is to remove the biter eggs so the spoilage can get ...
- Sun Feb 09, 2025 9:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.30] Inserter Deadlock when nutrients spoil in Inserter hand
- Replies: 19
- Views: 7850
Re: [2.0.30] Inserter Deadlock when nutrients spoil in Inserter hand
This can happen with a captive biter spawner, with a bioflux spoiling into spoilage. The inserter then waits for the biter eggs to be pulled out before it can insert the spoilage.
Since eggs don't spoil in the spawner, many players keep some amount of eggs in the spawner. In our case, it means no ...
Since eggs don't spoil in the spawner, many players keep some amount of eggs in the spawner. In our case, it means no ...
- Mon Feb 03, 2025 12:44 am
- Forum: Gameplay Help
- Topic: Why wont spidertron insert a robot into a chest?
- Replies: 2
- Views: 521
Why wont spidertron insert a robot into a chest?
Trying to insert a construction bot into a steel chest, no logi network or roboports nearby, just the single spidertron and a steel chest. It has 100 bots in it's inventor, only 25 capacity from personal roboport. The spidertron can insert any other item in the chest except construction bots.
The ...
The ...
- Sat Feb 01, 2025 10:47 pm
- Forum: Ideas and Suggestions
- Topic: put robots to roboport from spidertron
- Replies: 6
- Views: 1558
Re: put robots to roboport from spidertron
I was able to do this by creating a train station, putting a roboport next to it, and then inserting the robots from another station and dropping it off. You can insert the robots directly from the cargo train into the roboport to bootstrap things.
- Tue Jan 14, 2025 9:31 pm
- Forum: Ideas and Requests For Mods
- Topic: I am looking for a way/mod to allow loading buildings with an item cap to their maximum.
- Replies: 8
- Views: 1589
Re: I am looking for a way/mod to allow loading buildings with an item cap to their maximum.
You can see in the various modding descriptions - like the link you posted - that the information is there. It has a name! You can see the value in the game! But why can't I change it? Where does it get this information from? Why 5? Why 10? Why this complicated bs: "The number of science packs ...
- Sun Jan 05, 2025 4:59 pm
- Forum: Not a bug
- Topic: [2.0.28] inserter can insert unrelated items into cryoplant
- Replies: 1
- Views: 389
Re: [2.0.28] inserter can insert unrelated items into cryoplant
Welcome to the forum, and thank you for the report.
This is not a bug.
If the inserters are already holding something (or you put it into their hand) they will put it into machine's trash slot, so they are able to feed it what it wants.
They will not start putting random things into empty machines ...
This is not a bug.
If the inserters are already holding something (or you put it into their hand) they will put it into machine's trash slot, so they are able to feed it what it wants.
They will not start putting random things into empty machines ...
- Sun Jan 05, 2025 6:03 am
- Forum: Not a bug
- Topic: [2.0.28] inserter can insert unrelated items into cryoplant
- Replies: 1
- Views: 389
[2.0.28] inserter can insert unrelated items into cryoplant
Good day!
Faced an interesting bug when any item manually put into an inserter hand would be placed into cryoplant.
Video is here: https://www.youtube.com/watch?v=opgc1D9UHZc
I placed the inserter under cryoplant which was making lithium from lithium brine.
Cryoplant was full of crafted lithium ...
Faced an interesting bug when any item manually put into an inserter hand would be placed into cryoplant.
Video is here: https://www.youtube.com/watch?v=opgc1D9UHZc
I placed the inserter under cryoplant which was making lithium from lithium brine.
Cryoplant was full of crafted lithium ...
- Thu Jan 02, 2025 10:09 pm
- Forum: Not a bug
- Topic: [2.0.14] Inserter not inserting into recycler that processed red chips
- Replies: 8
- Views: 2028
Re: [2.0.14] Inserter not inserting into recycler that processed red chips
As far as my tests go: Recycling products are always placed into the recycler's output slots in a specific order. Recycling Low-Density Structure (LDS) will always produce steel in the first slot, copper plate in the second slot and plastic in the third slot.
If you empty out a recycler and recycle ...
If you empty out a recycler and recycle ...
- Fri Dec 27, 2024 5:54 pm
- Forum: Ideas and Suggestions
- Topic: ETA?
- Replies: 1
- Views: 475
Re: ETA?
You can make this already using circuit networks :)
You can read which planets your ship is moving between and the current speed of your ship. The distances between planets are absolute values you can insert. From this can calculate your ETA. Although i just realized when tiping that you wanted ...
You can read which planets your ship is moving between and the current speed of your ship. The distances between planets are absolute values you can insert. From this can calculate your ETA. Although i just realized when tiping that you wanted ...
- Mon Dec 23, 2024 1:36 am
- Forum: Combinator Creations
- Topic: Compact and lag friendly GIF display v2
- Replies: 1
- Views: 2219
Re: Compact and lag friendly GIF display
After a few months of developement, im finally able to release
Version 2 of the GIF display. Its now fully updated to 2.0 and has gone through a complete redesign.
Video:
https://www.youtube.com/watch?v=2r8U2By9xxU
-RGB color indexing
-Vanilla
-Running at 60 UPS
-Supports any length of GIF ...
Version 2 of the GIF display. Its now fully updated to 2.0 and has gone through a complete redesign.
Video:
https://www.youtube.com/watch?v=2r8U2By9xxU
-RGB color indexing
-Vanilla
-Running at 60 UPS
-Supports any length of GIF ...
- Mon Dec 16, 2024 3:44 pm
- Forum: Gameplay Help
- Topic: Insert a Processing Unit in the Rocket silo
- Replies: 15
- Views: 9618
Re: Insert a Processing Unit in the Rocket silo
You actually can insert, but you have to disable automatic logistic requests. The rockets will still launch once filled with requested items. This is how we deal with things like calcite on Volcanus.
This thread is about Processing Units, not items that are not part of the rocket part recipe ...
- Mon Dec 16, 2024 4:06 am
- Forum: Gameplay Help
- Topic: Insert a Processing Unit in the Rocket silo
- Replies: 15
- Views: 9618
Re: Insert a Processing Unit in the Rocket silo
This thread is about Processing Units, not items that are not part of the rocket part recipewaterBear wrote: Sun Dec 15, 2024 11:08 pm You actually can insert, but you have to disable automatic logistic requests. The rockets will still launch once filled with requested items. This is how we deal with things like calcite on Volcanus.

- Sun Dec 15, 2024 11:46 pm
- Forum: Gameplay Help
- Topic: Insert a Processing Unit in the Rocket silo
- Replies: 15
- Views: 9618
Re: Insert a Processing Unit in the Rocket silo
That works for everything, which is not part of the rocket part recipe, but only for that.waterBear wrote: Sun Dec 15, 2024 11:08 pm You actually can insert, but you have to disable automatic logistic requests. The rockets will still launch once filled with requested items. This is how we deal with things like calcite on Volcanus.