Rocket Silo Automatic Requests
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Rocket Silo Automatic Requests
What I have tried/considered:
-Disable Logistic Point: I can disable the requester logistic point from the silo to get the desired behavior, but that leaves a checkbox that will confuse the player into thinking the functionality works like normal.
-Setting RocketSiloPrototype logistic trash slots to 0 removes the GUI and logi bot requests, but that also causes the silo to be unable to automatically export ANY items (even in non-automatic mode). All launches in this scenario must be done 100% manually. If this is a bug, then fixing it would work.
-Relative GUI: The best I can do is leave a message that tells the player that the checkbox must be off.
-Localization string change: That changes it for all silos (not just my custom silo), and still leaves a checkbox that does nothing.
Any of these additions would work for me:
From best to worst:
-RocketSiloPrototype.logistic_trash_slots = 0 still lets silo automatically send a rocket that is manually filled with cargo.
-LuaEntity gets silo_automatic_requests as a bool with read/write access.
-RocketSiloPrototype gets a bool to lock its automatic logistic capabilities to one value. Or to disable its ability to interface with logibots.
-(workaround for conveyance) RocketSiloPrototype gets an optional Sprite field for its own “out of network” icon triggered by “render_out_of_logistic_network”.
Re: Rocket Silo Automatic Requests
A nicely written interface request! The easiest thing is to add the read/write access, which is what I did for 2.0.48 - LuaEntity::use_transitional_requests. It's not ideal for your use case, but I was worried about breaking something else if I tried to make the automatic delivery logic not rely on the requester logistic point. Maybe another time.
Last edited by Genhis on Wed May 07, 2025 3:05 pm, edited 1 time in total.
Reason: removed inaccurate information
Reason: removed inaccurate information
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Re: Rocket Silo Automatic Requests
Thanks! I appreciate it.
Even if it isn’t exactly what I wanted for my use case, I can at least now detect it on_gui_close and on_gui_checked_state_changed, change it back, play error SFX, and print an error telling the player that they can’t do that. This should be more than enough for me to do my thing.
Even if it isn’t exactly what I wanted for my use case, I can at least now detect it on_gui_close and on_gui_checked_state_changed, change it back, play error SFX, and print an error telling the player that they can’t do that. This should be more than enough for me to do my thing.