Mod to enable filter on chest slots
Mod to enable filter on chest slots
The type of items can be locked in the storage box, just like the operation of a train carriage.
My English is not good. I translated it by computer. I don't know if I can express it clearly.
My English is not good. I translated it by computer. I don't know if I can express it clearly.
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Re: Can such module function be realized?
By storage box, I mean steel box, iron box and wooden box
Re: Can such module function be realized?
It does not work for entities with type="container".
But you can use type="car", and make it look like a box.
But you can use type="car", and make it look like a box.
Re: Can such module function be realized?
Was there a reason behind that? I think I remember some old thread where it was discussed, why the devs decided against filters in chests, but for filters in trains.
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Re: Can such module function be realized?
I'm only guessing here, but I wonder if there's a non-zero impact to the game in just having filters available to containers, and seems you can achieve the goal of keeping X amount of something in a container with a simple attached wire, but a train with more than 1 wagon requires a more complex setup, that this is what led to their decision.
My Mods: Classic Factorio Basic Oil Processing | Sulfur Production from Oils | Wood to Oil Processing | Infinite Resources - Normal Yield | Tree Saplings (Redux) | Alien Biomes Tweaked | Restrictions on Artificial Tiles
Re: Can such module function be realized?
Can't find it right now but i'm pretty sure there's a thread on the forums somewhere requesting filters be allowed on the container prototype and a dev saying it would add a performance penalty to every interaction (maybe just insertion) with a container, even ones that weren't using a filter. Since chests tend to be incredibly common it's too much of a performance hit, compared to cars/wagons/players which there tend to be much fewer of and much less interactions.
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Re: Can such module function be realized?
A bit late to the party, but what about a "filterable chest"? Shouldn't affect normal chests in the slightest. Or simpler, a flag that enables filtering for an individual chest. Would at least limit the filter check to one operation per chest at minimum.
Re: Can such module function be realized?
"one operation per chest" is precisely the performance penalty that is severe enough to avoid. It would have to be an entirely new class of entity to avoid the penalty. And in fact, I believe you can make a modded "car" entity that behaves exactly like a chest except for that it has filters and can't be wired.
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Maintainer of Vehicle Wagon 2, Cargo Ships, Honk
Maintainer of Vehicle Wagon 2, Cargo Ships, Honk
Re: Can such module function be realized?
My mods
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Re: Can such module function be realized?
It's the same reason they give for not filtering LuaInventory objects, and for not connecting certain things to the circuit network. It's always a cost-benefit equation, based on the number of chests in a typical game, versus the number of players who will actually use the filtering feature, versus the effect on gameplay progression and challenges.
Not to say it won't *ever* happen, as other features have been added when faster computers and more optimizations made it practical.
Not to say it won't *ever* happen, as other features have been added when faster computers and more optimizations made it practical.
My mods: Multiple Unit Train Control, Smart Artillery Wagons
Maintainer of Vehicle Wagon 2, Cargo Ships, Honk
Maintainer of Vehicle Wagon 2, Cargo Ships, Honk
Re: Can such module function be realized?
In fact, if this function is added, a lot of signal calculation can be saved. For example, I want to put the material of a machine into one box, so each box needs 2-4 signal lines and multiple arithmetic units. If there are many boxes, it will save more.robot256 wrote: ↑Mon Apr 11, 2022 5:26 pmIt's the same reason they give for not filtering LuaInventory objects, and for not connecting certain things to the circuit network. It's always a cost-benefit equation, based on the number of chests in a typical game, versus the number of players who will actually use the filtering feature, versus the effect on gameplay progression and challenges.
Not to say it won't *ever* happen, as other features have been added when faster computers and more optimizations made it practical.
I don't understand the game mechanism. I don't know whether the signal calculation will affect the game performance, but it must be lower than the cost of adding this new function. However, this is also a reason for me to request this function. The most important thing is that it can save a lot of work.
Re: Can such module function be realized?
I did end up making a car-type container mod if you want to experiment with it. I think I left filtering enabled. It would be possible to make a 1x1 grid-snapped version, I suppose.
https://mods.factorio.com/mod/shipping-containers
https://mods.factorio.com/mod/shipping-containers
My mods: Multiple Unit Train Control, Smart Artillery Wagons
Maintainer of Vehicle Wagon 2, Cargo Ships, Honk
Maintainer of Vehicle Wagon 2, Cargo Ships, Honk
Re: Can such module function be realized?
OK, I fully support yourobot256 wrote: ↑Thu May 19, 2022 12:24 amI did end up making a car-type container mod if you want to experiment with it. I think I left filtering enabled. It would be possible to make a 1x1 grid-snapped version, I suppose.
https://mods.factorio.com/mod/shipping-containers
Re: Can such module function be realized?
Can I give you a suggestion?robot256 wrote: ↑Thu May 19, 2022 12:24 amI did end up making a car-type container mod if you want to experiment with it. I think I left filtering enabled. It would be possible to make a 1x1 grid-snapped version, I suppose.
https://mods.factorio.com/mod/shipping-containers
Can the following information be hidden? Because it will look more perfect
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Re: Can such module function be realized?
No, that's the problem with (ab)using different entity types for unintended purposes. Such tooltips are hardcoded into the game.sdgmlj wrote: ↑Thu May 19, 2022 8:54 amCan I give you a suggestion?robot256 wrote: ↑Thu May 19, 2022 12:24 amI did end up making a car-type container mod if you want to experiment with it. I think I left filtering enabled. It would be possible to make a 1x1 grid-snapped version, I suppose.
https://mods.factorio.com/mod/shipping-containers
Can the following information be hidden? Because it will look more perfect
My mods
Content: Freight Forwarding | Spidertron Patrols | Spidertron Enhancements | Power Overload
QoL: Factory Search | Remote Configuration | Module Inserter Simplified | Wire Shortcuts X | Ghost Warnings
Content: Freight Forwarding | Spidertron Patrols | Spidertron Enhancements | Power Overload
QoL: Factory Search | Remote Configuration | Module Inserter Simplified | Wire Shortcuts X | Ghost Warnings
Re: Can such module function be realized?
Thank you. I don't know anything about this. Although this does not affect the use, it always feels imperfect.
However, I found that some mods can add some "false information" here. For example, an electric train mod (I forgot its name) made a new fuel named "power", so that "power consumption" can be displayed in the information bar. It feels more realistic