Search found 294 matches: "can_insert"
Searched query: +"can insert"
- Mon Jul 06, 2026 11:17 pm
- Forum: Modding interface requests
- Topic: Allow modded Landing Pad Unloading Bay to unload from Space Platform Hub
- Replies: 3
- Views: 160
Re: Allow modded Landing Pad Unloading Bay to unload from Space Platform Hub
Given you can insert into the hub and extract with the unloading bay - this is functionally item teleportation. Mods can already do that with a linked container or proxy container if they want to allow teleporting items.
That is true, though it could still be a useful feature for things like ...
- Mon Jul 06, 2026 10:33 pm
- Forum: Modding interface requests
- Topic: Allow modded Landing Pad Unloading Bay to unload from Space Platform Hub
- Replies: 3
- Views: 160
Re: Allow modded Landing Pad Unloading Bay to unload from Space Platform Hub
Given you can insert into the hub and extract with the unloading bay - this is functionally item teleportation. Mods can already do that with a linked container or proxy container if they want to allow teleporting items.
That is true, though it could still be a useful feature for things like ...
- Mon Jul 06, 2026 6:29 pm
- Forum: Modding interface requests
- Topic: Allow modded Landing Pad Unloading Bay to unload from Space Platform Hub
- Replies: 3
- Views: 160
Re: Allow modded Landing Pad Unloading Bay to unload from Space Platform Hub
Given you can insert into the hub and extract with the unloading bay - this is functionally item teleportation. Mods can already do that with a linked container or proxy container if they want to allow teleporting items.
- Tue Jun 30, 2026 7:28 pm
- Forum: Ideas and Suggestions
- Topic: Separating Red / Green Circuits, Particularly in Crafting Machines
- Replies: 6
- Views: 493
Re: Separating Red / Green Circuits, Particularly in Crafting Machines
^THIS^
I have found myself frustrated by the inability to differentiate specific outputs myself. in my case, when making 'smart' assemblers, with dynamic recipe switching.
I want to be able to 'read ingredients' and send them to a combinator to manipulate quantities, and then to a buffer or ...
I have found myself frustrated by the inability to differentiate specific outputs myself. in my case, when making 'smart' assemblers, with dynamic recipe switching.
I want to be able to 'read ingredients' and send them to a combinator to manipulate quantities, and then to a buffer or ...
- Thu Jun 25, 2026 10:54 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.77] Blueprint title doesn't allow inserting all icons via ghost cursor
- Replies: 1
- Views: 495
[2.0.77] Blueprint title doesn't allow inserting all icons via ghost cursor
Context: In the Blueprint editor, I can insert ghost items from my cursor into the blueprint title. E.g. I can use the Q pipette tool to pick up a ghost chem plant, then click the title to insert the chem plant icon into the title.
Bug: I can place a ghost chem plant into the blueprint title, but ...
Bug: I can place a ghost chem plant into the blueprint title, but ...
- Tue May 12, 2026 5:31 pm
- Forum: Not a bug
- Topic: get_max_inventory_index on a transport belt returns 8 even though all eight inventories return nil
- Replies: 8
- Views: 762
Re: get_max_inventory_index on a transport belt returns 8 even though all eight inventories return nil
so I can insert, check for and remove items on a belt, but it just isn't possible to modify for example the spoil percent of an existing item?
or can i just remove one item and insert it again with a changed parameter? this would probably not preserve item order and lane side
or can i just remove one item and insert it again with a changed parameter? this would probably not preserve item order and lane side
- Fri Mar 06, 2026 11:37 am
- Forum: Ideas and Suggestions
- Topic: Roboport Contents
- Replies: 7
- Views: 3420
Re: Roboport Contents
In my opinion, this request can be closed, because it is obsolete.
About the inventory: It's now possible to request bots into the roboport. You can read the bot statistics. So to balance bot amounts in the network, you request a small amount of bots into one roboport and read bot statistics. You ...
- Fri Mar 06, 2026 10:46 am
- Forum: Ideas and Suggestions
- Topic: Roboport Contents
- Replies: 7
- Views: 3420
Re: Roboport Contents
In my opinion, this request can be closed, because it is obsolete.
About the inventory: It's now possible to request bots into the roboport. You can read the bot statistics. So to balance bot amounts in the network, you request a small amount of bots into one roboport and read bot statistics. You ...
About the inventory: It's now possible to request bots into the roboport. You can read the bot statistics. So to balance bot amounts in the network, you request a small amount of bots into one roboport and read bot statistics. You ...
- Thu Feb 19, 2026 9:38 am
- Forum: Energy Production
- Topic: Redundant solar system to restart the reactor.
- Replies: 16
- Views: 3263
Re: Redundant solar system to restart the reactor.
I would then assume that [...] therefore you cannot 'save fuel' by only adding uranium right before it loses the necessary temperature to power the turbines?
If you can insert at the last possible moment, you can indeed save fuel. Timing that moment is not trivial, though it is easier than it ...
- Fri Jan 30, 2026 4:35 pm
- Forum: Gameplay Help
- Topic: How to make quality rocket parts
- Replies: 7
- Views: 2261
Re: How to make quality rocket parts
Waow, that's a nice one x) it was often requested by players ways to deal entirely without robots or ship the components of the rocket parts with inserters and belt only, and it was there all along ! Quite convoluted but making a lot of sense when thinking of it :)
and launching rocket ...
and launching rocket ...
- Tue Jan 27, 2026 6:05 pm
- Forum: Ideas and Suggestions
- Topic: Concept Deconstruction Mask
- Replies: 0
- Views: 393
Concept Deconstruction Mask
The Concept
I am proposing a new tool (or a new mode for the Deconstruction Planner) that allows us to use an existing Blueprint as a Deconstruction Mask.
The Problem
Currently, refactoring large structures (like City Blocks) is tedious.
Shift + Click only deconstructs entities that have a hard ...
I am proposing a new tool (or a new mode for the Deconstruction Planner) that allows us to use an existing Blueprint as a Deconstruction Mask.
The Problem
Currently, refactoring large structures (like City Blocks) is tedious.
Shift + Click only deconstructs entities that have a hard ...
- Fri Sep 26, 2025 9:49 am
- Forum: Implemented mod requests
- Topic: Module slots for Agricultural Towers
- Replies: 9
- Views: 2135
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: 977
[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: 1155
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: 1224
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: 585
- 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: 585
[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: 1612
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: 11352
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: 11352
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 ...