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?



 
   
  
 

 
   I'm still new to git. It was my first time to fork a repo and make a pull request. Please check.
  I'm still new to git. It was my first time to fork a repo and make a pull request. Please check.
 
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