I have a linked chest, link-id has top checkbox selected, contents is copper plates
A second linked chest has checkbox two selected, contents is rocket fuel.
Then I create a third linked chest, which as link_id should get both top and second checkbox selected.
When setting the link_id for the third (need to tick two), it first gets the first link_id and content.
It is also fully operational -> inserters take items out of the chest.
Only after the second click it has the correct link_id.
In the intermediate situation, the wrong content is transferred.
- How can I update the link_id in "one go"
- If that is not possible, can I "remove" the middle part of the gui and create gui in a mod to facilitate that ?
Linked chest : Changing link_id in GUI is also changing in intermediate steps.
Re: Linked chest : Changing link_id in GUI is also changing in intermediate steps.
Code: Select all
/c game.player.selected.link_id = tonumber("00000000000000000000000000000011", 2)
Re: Linked chest : Changing link_id in GUI is also changing in intermediate steps.
Yes, I know the lua way to do it.
BTW there is no need to use binary : entity.link_id = value; value being between 0 and 255 inclusive.
Made a small mod with gui to change the values and visualize the linked chests.
BTW there is no need to use binary : entity.link_id = value; value being between 0 and 255 inclusive.
Made a small mod with gui to change the values and visualize the linked chests.
Re: Linked chest : Changing link_id in GUI is also changing in intermediate steps.
Create a linked chest somewhere out of the way, configure it and then copy&paste the config or blueprint the chest?
Maybe factorio could borrow an idea from Minecraft: Locked chests. When you open a locked chest then things can't be added or removed from the chest by automation until you close it again.
Maybe factorio could borrow an idea from Minecraft: Locked chests. When you open a locked chest then things can't be added or removed from the chest by automation until you close it again.