[MOD 1.1] Inventory Sensor
[MOD 1.0] Inventory Sensor 1.8.3
Hi,
there is a (potential) bug, or not supported:
- blueprints
- copy/paste
does not work. If placed manually everything is fine, but if blueprinted or copy paste the sensor simply is broken and shows the value from the "copy" always without changing.
Best regards,
Sadawys
there is a (potential) bug, or not supported:
- blueprints
- copy/paste
does not work. If placed manually everything is fine, but if blueprinted or copy paste the sensor simply is broken and shows the value from the "copy" always without changing.
Best regards,
Sadawys
Re: [MOD 0.17 - 0.18] Inventory Sensor
Blueprinting works perfectly fine for me.
My Mods: mods.factorio.com
Re: [MOD 1.0] Inventory Sensor
I added you two attachments where you can see after blueprinting and placing the old value will shown and the sensor will not be updated anymore :/
- Attachments
-
- 427520_20200904220150_1.png (1.69 MiB) Viewed 6297 times
-
- 427520_20200904220151_1.png (1.69 MiB) Viewed 6297 times
Possible desync cause
My modded server is getting plagued by occasional, seemingly random desyncs. I've been comparing the scripts.dat files and the only thing that seems consistent are some sporadic differences just by a bit or two and they all seem to be around areas referring to scripts that Inventory sensor uses such as ScanArea and SkipEntityScanning.
Hex and plaintext images
I honestly can't say for sure that it's Inventory Sensor causing it and I'm not 100% sure how to understand these files but I'm shooting in the dark in case this is a known issue.Re: [MOD 1.0] Inventory Sensor
No idea how to parse desync report files either.
That's the first time I hear of IS producing desyncs in a very long time, so I'd assume it's a different mod.
That's the first time I hear of IS producing desyncs in a very long time, so I'd assume it's a different mod.
My Mods: mods.factorio.com
Re: [MOD 1.0] Inventory Sensor
I found a bug after the latest update. I have a train with opposing locomotives, and when I tried to decouple it, the game threw an error
There seems to be a conflict with Multiple Unit Train Control, but I'm not sure why
Code: Select all
Error while running event Inventory Sensor::script_raised_built (ID 77)
__Inventory Sensor__/control.lua:105: attempt to index field 'created_entity' (a nil value)
stack traceback:
__Inventory Sensor__/control.lua:105: in function <__Inventory Sensor__/control.lua:104>
stack traceback:
[C]: in function 'raise_event'
__Robot256Lib__/script/carriage_replacement.lua:223: in function 'replaceCarriage'
__MultipleUnitTrainControl__/control.lua:147: in function 'ProcessReplacement'
__MultipleUnitTrainControl__/control.lua:222: in function 'ProcessTrain'
__MultipleUnitTrainControl__/control.lua:324: in function 'ProcessTrainQueue'
__MultipleUnitTrainControl__/control.lua:352: in function <__MultipleUnitTrainControl__/control.lua:349>
Re: [MOD 1.0] Inventory Sensor
A bug/unsupported feature request. When using the inventory sensor on a chest in the Space Exploration mod when the sensor changes location on a spaceship (flys to orbit for example) the sensor stops working and has to be removed and re-added before it starts reading from the chest correctly again.
I am trying to use the sensor to read the contents from a requester chest that is also being used to set requests so I can't read from the chest using the normal method.
I am trying to use the sensor to read the contents from a requester chest that is also being used to set requests so I can't read from the chest using the normal method.
Re: [MOD 1.0] Inventory Sensor
Fixed in 1.10.2
I don't have time and will to play test Space Exploration.Xoro wrote: ↑Sun Dec 27, 2020 5:20 pm A bug/unsupported feature request. When using the inventory sensor on a chest in the Space Exploration mod when the sensor changes location on a spaceship (flys to orbit for example) the sensor stops working and has to be removed and re-added before it starts reading from the chest correctly again.
I am trying to use the sensor to read the contents from a requester chest that is also being used to set requests so I can't read from the chest using the normal method.
My Mods: mods.factorio.com
Re: [MOD 1.0] Inventory Sensor
I'm struggling to get this mod working. I've installed the mod, and researched it so Inventory Sensor appears in my inventory. I can place them on the map, but nothing works after that. I don't get an inventory, when I click on the sensor it says "not operable".
I checked my log file and I see the mod being loaded:
I don't see anything in the logs that looks like an error. What am I doing wrong?
I checked my log file and I see the mod being loaded:
Code: Select all
0.718 Loading mod settings Inventory Sensor 1.8.3 (settings.lua)
0.719 Loading mod settings VehicleSnap 1.18.3 (settings.lua)
0.724 Loading mod core 0.0.0 (data.lua)
0.907 Loading mod base 1.0.0 (data.lua)
1.829 Loading mod Inventory Sensor 1.8.3 (data.lua)
1.983 Loading mod VehicleSnap 1.18.3 (data.lua)
2.135 Loading mod base 1.0.0 (data-updates.lua)
2.308 Checksum for core: 2630831588
2.308 Checksum of base: 3509992273
2.308 Checksum of Inventory Sensor: 230805478
2.308 Checksum of VehicleSnap: 726116391
- adamwong246
- Fast Inserter
- Posts: 148
- Joined: Tue Dec 01, 2020 5:01 am
- Contact:
Re: [MOD 1.0] Inventory Sensor
I'm getting the same "Not Operable" error. https://github.com/Yousei9/Inventory-Sensor/issues/19
Re: [MOD 1.0] Inventory Sensor
Honestly this mod worked for years now without needing to spell out the obvious.
Look at the pictures. Place next to a valid target with the flat side facing towards it and hook it up to the circuit network.
PS: I replaced the ancient beta screenshot of a furnace in case that was confusing you guys.
Look at the pictures. Place next to a valid target with the flat side facing towards it and hook it up to the circuit network.
PS: I replaced the ancient beta screenshot of a furnace in case that was confusing you guys.
My Mods: mods.factorio.com
-
- Burner Inserter
- Posts: 5
- Joined: Sat Feb 20, 2021 4:20 pm
- Contact:
Re: [MOD 1.1] Inventory Sensor
Hi, I seem to be having trouble with the mod, inventory sensors sense wagons belonging to the same trains at different times and are generally unreliable in terms of time needed to sense a stopped wagon and it's inventory, sometimes taking a few ticks and sometimes more, it's not too big of a problem but I want to ask, is there anything that can be done about this?
Re: [MOD 1.1] Inventory Sensor
You can change the mod settings (on the map tab) to increase the update frequency, but this will also reduce performance.
-
- Burner Inserter
- Posts: 5
- Joined: Sat Feb 20, 2021 4:20 pm
- Contact:
Re: [MOD 1.1] Inventory Sensor
Hi, thanks for all the help, I'd like to ask another question, how can I diferentiate between an empty cargo wagon and an empty fluid wagon? The signals seem to be the same and I can't think of anything else.
Re: [MOD 1.0] Inventory Sensor
Sorry for my english... This mod looks like a solution to all my problems. But if I click on this device I see message "does not work"Optera wrote: ↑Sun Feb 14, 2021 6:02 pm Honestly this mod worked for years now without needing to spell out the obvious.
Look at the pictures. Place next to a valid target with the flat side facing towards it and hook it up to the circuit network.
PS: I replaced the ancient beta screenshot of a furnace in case that was confusing you guys.
What can be raeason? is it work o 1.1.36??
Re: [MOD 1.1] Inventory Sensor
Hi optera
Is it possible to make item wagon and fluid wagon detection separately?
Can you add rotation of sensor with button like normal combinator?
Is it possible to make item wagon and fluid wagon detection separately?
Can you add rotation of sensor with button like normal combinator?
Nickname on ModPortal - Naron79
Re: [MOD 1.1] Inventory Sensor
is possible to read the temperature of a storage tank for liquids? (liquid temps?)
Re: [MOD 1.1] Inventory Sensor
a fix can be by copypaste the temp function inside the fluid part, the only problem should be that in this way if u have multiple fluids (no idea why) the temps get sum, but i don't think in that case u care about temps
easiest way can be to check only if you have 1 fluid only
ORIGINAL
EDITED
easiest way can be to check only if you have 1 fluid only
ORIGINAL
Code: Select all
--get temperature
local temp = connectedEntity.temperature
if temp then
signals[signalIndex] = {index = signalIndex, signal = signal_temperature ,count = floor(temp+0.5)}
signalIndex = signalIndex+1
end
-- get all fluids
for i=1, #connectedEntity.fluidbox, 1 do
local fluid = connectedEntity.fluidbox[i]
if fluid then
signals[signalIndex] = { index = signalIndex, signal = {type = "fluid",name = fluid.name}, count = ceil(fluid.amount) }
signalIndex = signalIndex+1
end
end
Code: Select all
--get temperature
local temp = connectedEntity.temperature
if temp then
signals[signalIndex] = {index = signalIndex, signal = signal_temperature ,count = floor(temp+0.5)}
signalIndex = signalIndex+1
end
-- get all fluids
for i=1, #connectedEntity.fluidbox, 1 do
local fluid = connectedEntity.fluidbox[i]
if fluid then
signals[signalIndex] = { index = signalIndex, signal = {type = "fluid",name = fluid.name}, count = ceil(fluid.amount) }
signalIndex = signalIndex+1
--get temperature
local temp = connectedEntity.fluidbox[i].temperature
if temp then
signals[signalIndex] = {index = signalIndex, signal = signal_temperature ,count = floor(temp+0.5)}
signalIndex = signalIndex+1
end
end
end