can00336 wrote:That is unfortunate.
Perhaps an alternative solution would be to create another chest item that would only contain items that are used as ingredients for other products. This way bluprinting them would work since the number of items would be small enough to fit in one item grouping.
Alternatively, maybe adding a configuration option for what items default into the creative chests.
Edit: maybe have a cheat option that automatically fulfills requester chest requests, since requests in requester chests blueprint. I like this option the best.
Thanks!
I will make a new requester chest with auto refill. But it will not be able to act as a provider chest.
Regarding the blueprint issue,
Anson gave me a hint by referring the
Text Plates mod. That's a very good mod that deserves more downloads.
To anyone who doesn't know why it is related to the blueprint problem: the mod introduces many text plates of different characters and materials, but it doesn't spam the crafting menu. It hides the items and only shows the regular plates. When you place the regular plate, you can select the desired character with its GUI. This is good for the crafting menu, but is tricky for blueprint. You can only access the default plates, how can you build the character plates when you place down the blueprint?
The solution is "circuit signal". The text plates are actually constant combinators. They can store signals internally and the signals can be blueprinted. Each character is mapped with a signal. So, the problem can be solved by this sequence of actions: when a ghost character plate is placed -> get its internal signal -> replace the ghost character plate by a ghost default plate -> assign the signal to the ghost default plate -> when the actual default plate is placed by robot -> replace the default plate by a character plate according to its signal. (Correct me if I am wrong, Earendel
)
But can this solution apply to our situation? Yes, but not so easy. Chests cannot store signals. We will have to use a hidden combinator entity. But then, 1 chest will involve 2 entities. This makes things complicated. We will have to synchronize the chest's settings with the combinator's signals. And when the chest is blueprinted and placed, we will have to do
LuaSurface::find_entity to find the associated combinator. It may lag the game if it is done frequently, e.g. many chests are blueprinted and placed.
I will mark this as a possible solution, but I can't guarantee when I will implement this.
Nexela wrote:Request #98798234
Clicking the CM button with a wand in your hand opens CM to the menu for that wand. If you are already on the wand menu page for that wand it closes CM.
Opening the magic wand menu has been implemented (but bugged, will be fixed).
Or do you mean switching to the menu even if another menu is opened? I can do it.
hansinator wrote:Hi,
first I need to say that I really, really enjoy this mod.
But since I've upgraded to 0.2.5 from 0.1.5 my main sandbox map will give this error on loading and quit immediately:
Code: Select all
Error while running event on_tick (ID 0)
__creative-mode__/scripts/item-providers-util.lua:871: attempt to index field 'last_working_static_container' (a nil value)
Looks like the error is more serious than I thought, I think I will delay the new mod and switch back to the patch for CM first.
Anson wrote:btw: since an item source can not only fill belts, but also can directly fill chests and wagons, i first had tried unloading a wagon too by directly placing an item sink (matter void) next to it. that didn't work.
It is already implemented. But I suppose the (intentional) inconsistent settings have confused you. Open a matter void -> to the top left, open its settings menu -> tick "Can remove from vehicles in front". This is disabled by default to avoid items being removed when your car passes through a matter void. And yes, matter void can remove items from chests and the output slots of assembling machines.
Nexela wrote:Request #98723e12
Fluid Box magic wand
Selects all fluid box and puts them in a window for easily editing them. ie. Fluid-type , temp, etc.
Alt-selection will clear all of the selected fluid boxes.
A good idea! But is it better if I group this functionalities into the modifier magic wand? Having too many magic wands may confuse users and produce many unnecessary steps (e.g. switch magic wands).