Enegry requierement and info layer
Enegry requierement and info layer
Hi i have question about info layer (i hope thats name for ALT layer where are arrows for inserters etc.)
Is posible change this layer for entity?
Two examples i wanna achieve.
1. I wanna add arrow (like inserter one) to my entity (one way pipe), is there any option of doing that besides creating item that is inserter type with invisible textures that creates my entity
2. If not can i disable Energy requierement notification for that inserter? Like that he is not connected to electric network or have no fuel.
Thanks for answer i am new to modding, i tried to search it but without mayor succes.
Is posible change this layer for entity?
Two examples i wanna achieve.
1. I wanna add arrow (like inserter one) to my entity (one way pipe), is there any option of doing that besides creating item that is inserter type with invisible textures that creates my entity
2. If not can i disable Energy requierement notification for that inserter? Like that he is not connected to electric network or have no fuel.
Thanks for answer i am new to modding, i tried to search it but without mayor succes.
Re: Enegry requierement and info layer
Just a guess, but have you tried the burner inserter instead? I never use them, but they don't require power so they probably shouldn't make the power catchment areas appear.
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Re: Enegry requierement and info layer
but they require fuel
Re: Enegry requierement and info layer
Not the point - they're asking about something that won't cause the power grid overlay to appear when placing the item (AFAICT), while retaining the direction arrow thingy you get when placing inserters. I'm about to do something similar for my mod.
Re: Enegry requierement and info layer
I will try them but they have power requirement icon too, but maybe i would be able to add them one wood at create. Thanks
Re: Enegry requierement and info layer
So burning type working with this energy_source i dont get no fuel icon THX very much
EDIT: Its not without any more modifications i had left some code that set inserter variable active to false after creation without it factorio will crash!
Code: Select all
energy_source =
{
type = "burner",
effectivity = 100,
fuel_inventory_size = 0,
},
Re: Enegry requierement and info layer
If your entity manipule fluids you need a pipe, can see here. If manipule items is like a sppliter, see here (I only know he use sppliters with arrows)Kexík wrote:1. I wanna add arrow (like inserter one) to my entity (one way pipe), is there any option of doing that besides creating item that is inserter type with invisible textures that creates my entity
I think no. If you know a way, please tell meKexík wrote:2. If not can i disable Energy requierement notification for that inserter? Like that he is not connected to electric network or have no fuel.
Re: Enegry requierement and info layer
I wanna use inserter arrow because pump arrow is visible only with mouse over, i dont wanna use pump as pipe because it would 1] need energy 2] pump liquid so i am using underground pipes and arrows are different entityL0771 wrote:If your entity manipule fluids you need a pipe, can see here. If manipule items is like a sppliter, see here (I only know he use sppliters with arrows)Kexík wrote:1. I wanna add arrow (like inserter one) to my entity (one way pipe), is there any option of doing that besides creating item that is inserter type with invisible textures that creates my entity
I think no. If you know a way, please tell meKexík wrote:2. If not can i disable Energy requierement notification for that inserter? Like that he is not connected to electric network or have no fuel.
If you wanna use entity that need energy source as dummy entity (for example like me, inserter only for arrows) and suppres energy/fuel requirement icon you can do this:
When creating entity you will set energy source as this:
Code: Select all
energy_source =
{
type = "burner",
effectivity = 100,
fuel_inventory_size = 0,
},
Code: Select all
game.onevent(defines.events.onbuiltentity, function(event)
if (event ~= nil) and (event.createdentity ~= nil) and (event.createdentity.name == "your-dummy-inserter") then
event.createdentity.active = false
end
end)
Re: Enegry requierement and info layer
I think if for some reason, this entity is clicked, the game will crash.Kexík wrote:Code: Select all
energy_source = { type = "burner", effectivity = 100, fuel_inventory_size = 0, },
Try with "electric" and active = "false".
but this item don't work I want this for a mine without energy (work with pollution )
Re: Enegry requierement and info layer
As i said it work only if you dont wanna entity do anything, i tried electric, but there is problem that electric have icon when its not connected to grid that doesnt disapear, i will more tests and soon release my io-pipe to the mod if it will not crash in any situation i try, maybe i missed something that i should tell you, you will see
Re: Enegry requierement and info layer
if you have any problem, post here, if have a code is easier helps youKexík wrote:As i said it work only if you dont wanna entity do anything, i tried electric, but there is problem that electric have icon when its not connected to grid that doesnt disapear, i will more tests and soon release my io-pipe to the mod if it will not crash in any situation i try, maybe i missed something that i should tell you, you will see