when i had that crash in the old version, it was because i had not only one but 6 voids at a wagon and then rotated one of them. is this problem fixed too ("pointing a void at a void") ?Nexela wrote:I think I have had this error crop on pointing a void at a cargo wagon also.Mooncat wrote:That's why error occurred when I placed a matter void pointing a matter source.
just put a few item sources to a lab and they will quickly fill it. if you need this for several labs, make a blueprint.can00336 wrote:Yes, but it does not allow you to test research timings compared to lab numbers.Optera wrote:Using instant research does that without the need of placing an entity.
but when i tested something related to labs, i found that the biggest problem with timing was the throughput of belts that feed the labs. most visible on some research that requires 3 or 4 science packs of each color and even a blue belt couldn't supply a long line of labs. to test such aspects, you can't use autofilling labs or similar anyway, but need a real setup with belts, inserters, labs, and item sources which fill the belts.
why don't you just make normal blueprints, and store them in a book. then use some existing mod like foreman and save those blueprints or books. that would even allow you to import them back to any other testmap later.hansinator wrote:BTW: The reason I've got so many test setups and creative mode entities is that each time I make some changes to a design I copy it and place it next to the old version to have something like a version history ...
I imagine it would be simpler if I could just place a special flooring and make an entity or menu that allows me to blueprint what's inside such a special flooring area ...
didn't i say recently that all the options of CM are an adventure by themselves ? :-)Mooncat wrote:It is already implemented. But I suppose the (intentional) inconsistent settings have confused you.Anson wrote:btw: since an item source can not only fill belts, but also can directly fill chests and wagons, i first had tried unloading a wagon too by directly placing an item sink (matter void) next to it. that didn't work.
Open a matter void -> to the top left, open its settings menu -> tick "Can remove from vehicles in front".
i simply had not seen that (after selecting an item source or a void) there is an additional menu button at the top left that serves to set lots of options for those items.
btw: i also discovered only recently that item sources offer the settings of filter inserters (eg "set filters") when connected with some wire. now i have used this in a setup to replace a creative provider chest and a requester chest (and roboport and bots, etc): just tell the item source whether and which items are needed :-)
when i deselected the item, the button and the options disappeared, and when i opened another item, the button appeared together with the options window. it's nice since i only need to open that window once and will always be presented with the additional options. is this intended? does this work for all other CM items too?