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Re: [MOD 0.14/0.15] Inventory Sensor 1.4.3
Posted: Sun May 14, 2017 4:52 pm
by Optera
Last chance:

Image
Looks more like infinite loop than crafting progress to me. The progress bar is instantly recognizable, though my graphic skills made it look terrible.
Btw you can go further and improve it by adding check for "entity.get_output_inventory().is_empty()" like in Bottleneck to maintain sending 100% signal.
Also can be added signal for bonus progress "entity.bonus_progress".
A clogged output is a different state from 100% progress. Unless your goal is to clog the output
I don't see how bonus progress could be made into something useful for the circuit network.
Re: [MOD 0.14/0.15] Inventory Sensor 1.4.3
Posted: Sun May 14, 2017 4:59 pm
by ZlovreD
Optera wrote:A clogged output is a different state from 100% progress. Unless your goal is to clog the output
I don't see how bonus progress could be made into something useful for the circuit network.
As an extra cup holder in the trunk, but some auto manufacturers did it and add it as extra option.

Re: [MOD 0.14/0.15] Inventory Sensor 1.4.4
Posted: Tue May 23, 2017 8:46 am
by GenBOOM
loading error due to sprite being 32x32 instead of expected 64z64 for Inventory Sensor_1.4.4\graphics\icons\inventory-sensor.png
Re: [MOD 0.14/0.15] Inventory Sensor 1.4.4
Posted: Tue May 23, 2017 12:34 pm
by Optera
GenBOOM wrote:loading error due to sprite being 32x32 instead of expected 64z64 for Inventory Sensor_1.4.4\graphics\icons\inventory-sensor.png
Odd I never noticed this. Fixed in next release
Re: [MOD 0.14/0.15] Inventory Sensor 1.4.5
Posted: Sat May 27, 2017 3:21 pm
by afwilson
First and foremost, thank you for authoring this mod. I quite enjoy it.
I've got a very small bug to report. After going from 15.11 to 15.15, when loading a save-game I'm getting a dialog box with the error message below. This doesn't happen on every save. It seems to be a conflict with the "Combinator Graph Generator" mod as turning either mod off allows a normal load. Will post to the other mod author too.
So a very small bug with a very easy work-around.
Code: Select all
Notice
Error while running event inventory
Sensor::on_tick(ID 0)
LauInventory API call when LuaInventory was invalid
stack traceback:
__inventorySensor__/control.lua:266:in function 'updateSensor'
__inventorySensor__/control/lua:100:in function<__inventorySensor__/control.lua:91
(OK)
Re: [MOD 0.14/0.15] Inventory Sensor 1.4.6
Posted: Fri Jun 02, 2017 8:28 pm
by GATOCHOCOLATE
Hi. Can someone explains me that questions?
red: Why the output of the inventoy sensor are one solids wagon when he is reading a fluids wagon?
green: why the content of the fluid wagon is water ant the inventory sensor dont out put it?
Thanks.
Re: [MOD 0.14/0.15] Inventory Sensor 1.4.6
Posted: Fri Jun 02, 2017 9:54 pm
by Optera
afwilson wrote:First and foremost, thank you for authoring this mod. I quite enjoy it.
I've got a very small bug to report. After going from 15.11 to 15.15, when loading a save-game I'm getting a dialog box with the error message below. This doesn't happen on every save. It seems to be a conflict with the "Combinator Graph Generator" mod as turning either mod off allows a normal load. Will post to the other mod author too.
So a very small bug with a very easy work-around.
Code: Select all
Notice
Error while running event inventory
Sensor::on_tick(ID 0)
LauInventory API call when LuaInventory was invalid
stack traceback:
__inventorySensor__/control.lua:266:in function 'updateSensor'
__inventorySensor__/control/lua:100:in function<__inventorySensor__/control.lua:91
(OK)
Why would an inventory become invalid but not the entity?
GATOCHOCOLATE wrote:Hi. Can someone explains me that questions?
red: Why the output of the inventoy sensor are one solids wagon when he is reading a fluids wagon?
green: why the content of the fluid wagon is water ant the inventory sensor dont out put it?
Thanks.
It doesn't discern between cargo wagon and fluid wagon.
I currently round fluids mathematically correct. 0.4 is rounded down above 0.5 it's rounded up.
For unloading fluid wagons it would probably be better to always round up. I'll change that in the next release.
Re: [MOD 0.14/0.15] Inventory Sensor 1.4.6
Posted: Sun Jun 04, 2017 8:41 pm
by deeje
Optera wrote:
It doesn't discern between cargo wagon and fluid wagon.
I currently round fluids mathematically correct. 0.4 is rounded down above 0.5 it's rounded up.
For unloading fluid wagons it would probably be better to always round up. I'll change that in the next release.
Thanks for this tip. After modifying control.lua, my fluid wagon unloading is working great again!
Re: [MOD 0.14/0.15] Inventory Sensor 1.4.7
Posted: Mon Jun 05, 2017 4:41 am
by Optera
deeje wrote:
Thanks for this tip. After modifying control.lua, my fluid wagon unloading is working great again!
Sorry, I totally forgot to release the changed version.
Re: [MOD 0.14/0.15] Inventory Sensor 1.4.7
Posted: Thu Jun 08, 2017 3:55 pm
by Zarnoo
I have a weird issue, where if I have a horizontal train track, then it works fine, but if the track does vertically (North-South), and it doesn't read the train. I could provide screenshots, but not sure it would show anything other than I've said.
Z
Re: [MOD 0.14/0.15] Inventory Sensor 1.4.7
Posted: Thu Jun 08, 2017 7:28 pm
by Optera
Zarnoo wrote:I have a weird issue, where if I have a horizontal train track, then it works fine, but if the track does vertically (North-South), and it doesn't read the train. I could provide screenshots, but not sure it would show anything other than I've said.
Z
Vertical works just fine for me.
Re: [MOD 0.14/0.15] Inventory Sensor 1.4.7
Posted: Tue Jun 13, 2017 10:23 pm
by Zarnoo
Optera wrote:Zarnoo wrote:I have a weird issue, where if I have a horizontal train track, then it works fine, but if the track does vertically (North-South), and it doesn't read the train. I could provide screenshots, but not sure it would show anything other than I've said.
Z
Vertical works just fine for me.
I stripped it back to 100% vanilla, plus just this mod, and as you can see from the same train, it works horizontally, but not vertically.. for some reason

- vertical.jpg (118.56 KiB) Viewed 8560 times

- horizontal.jpg (106.88 KiB) Viewed 8560 times
Re: [MOD 0.14/0.15] Inventory Sensor 1.4.7
Posted: Tue Jun 13, 2017 10:48 pm
by Zarnoo
Zarnoo wrote:Optera wrote:Zarnoo wrote:I have a weird issue, where if I have a horizontal train track, then it works fine, but if the track does vertically (North-South), and it doesn't read the train. I could provide screenshots, but not sure it would show anything other than I've said.
Z
Vertical works just fine for me.
I stripped it back to 100% vanilla, plus just this mod, and as you can see from the same train, it works horizontally, but not vertically.. for some reason
vertical.jpg
horizontal.jpg
Did a little debugging. If I change the BBox_offset = 1.5, then it works, but not in the bottom-most corner of the train carriage (so if I put the sensor 1 block up, or near the middle of the carriage). I think it's got something to do with the fact that tracks occupy more than 1 square, but not 100% sure and looking at your math for calculating the scan area, that all looks right. So.. it's weird.
Z
Re: [MOD 0.14/0.15] Inventory Sensor 1.4.7
Posted: Wed Jun 14, 2017 6:05 am
by Optera
Zarnoo wrote:Optera wrote:Zarnoo wrote:I have a weird issue, where if I have a horizontal train track, then it works fine, but if the track does vertically (North-South), and it doesn't read the train. I could provide screenshots, but not sure it would show anything other than I've said.
Z
Vertical works just fine for me.
I stripped it back to 100% vanilla, plus just this mod, and as you can see from the same train, it works horizontally, but not vertically.. for some reason
vertical.jpg
horizontal.jpg
Rotate the sensor to face the entity. In your vertical screenshot they are facing south.
PS: Scan area is determined during sensor creation and stored internally for the lifetime of a sensor. Changing rotation of sensors either through script or mods like Nexela's Picker Extended will not update the scan area.
Re: [MOD 0.14/0.15] Inventory Sensor 1.4.7
Posted: Wed Jun 14, 2017 7:02 pm
by Zarnoo
Optera wrote:Zarnoo wrote:Optera wrote:Zarnoo wrote:I have a weird issue, where if I have a horizontal train track, then it works fine, but if the track does vertically (North-South), and it doesn't read the train. I could provide screenshots, but not sure it would show anything other than I've said.
Z
Vertical works just fine for me.
I stripped it back to 100% vanilla, plus just this mod, and as you can see from the same train, it works horizontally, but not vertically.. for some reason
vertical.jpg
horizontal.jpg
Rotate the sensor to face the entity. In your vertical screenshot they are facing south.
PS: Scan area is determined during sensor creation and stored internally for the lifetime of a sensor. Changing rotation of sensors either through script or mods like Nexela's Picker Extended will not update the scan area.
Aha... there you go.. didn't realise it needed rotating
Re: [MOD 0.14/0.15] Inventory Sensor 1.4.11
Posted: Fri Jul 07, 2017 10:43 pm
by abordoli
Does it (or could it) sense the amount of fuel in a vehicle?
Regards,
~B
Re: [MOD 0.14/0.15] Inventory Sensor 1.4.11
Posted: Sat Jul 08, 2017 4:26 am
by Optera
abordoli wrote:Does it (or could it) sense the amount of fuel in a vehicle?
Regards,
~B
All inventories including fuel input and burned result (spend fuel cells at reactors) are scanned.
It does not generate a fuel value in MJ like Smarter Trains.
Re: [MOD 0.14/0.15] Inventory Sensor 1.4.11
Posted: Sat Jul 08, 2017 8:46 pm
by abordoli
Optera wrote:abordoli wrote:Does it (or could it) sense the amount of fuel in a vehicle?
Regards,
~B
All inventories including fuel input and burned result (spend fuel cells at reactors) are scanned.
It does not generate a fuel value in MJ like Smarter Trains.
Nice. I'll use it then to solve a problem I'm having.
~B
Re: [MOD 0.14/0.15] Inventory Sensor 1.4.11
Posted: Wed Jul 26, 2017 8:58 am
by Jürgen Erhard
Whee! Could you add reading the vehicle grid? I just found out I'm also using your vehicle grid mod, so that could be possible? Please?
OTOH, I don't even know if you can use inserters to equip locomotives... if that's not possible (and I suspect it isn't), then of course this wish is moot.
Re: [MOD 0.14/0.15] Inventory Sensor 1.4.11
Posted: Wed Jul 26, 2017 10:04 am
by Optera
Jürgen Erhard wrote:Whee! Could you add reading the vehicle grid? I just found out I'm also using your vehicle grid mod, so that could be possible? Please?
OTOH, I don't even know if you can use inserters to equip locomotives... if that's not possible (and I suspect it isn't), then of course this wish is moot.
I thought about that before.
Sadly grids can only be accessed manually or through script. It's very annoying writing an script to play grid tetris to properly utilize the whole space.
Maybe Train Constructor could add that as feature as it's using another train as blueprint.