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Powerless inserter
Posted: Sat Sep 10, 2016 5:36 am
by AntiElitz
I try to mod the inserter in a way that they work without energy or fuel. The idea is to make them work on outposts without power, so I tried
Code: Select all
data-updates.lua
for index, inserter in pairs(data.raw.inserter) do
inserter.energy_per_movement = 000
inserter.energy_per_rotation = 000
inserter.energy_usage = "0kW"
inserter.energy_source.drain = "0kW"
end
The inserter has still to be connected to the network and shows the red flash icon after being connected. I seem not to have the right idea. Can you help me?
Re: Powerless inserter
Posted: Sat Sep 10, 2016 5:39 am
by DaveMcW
Try a burner inserter with very large starting power.
Re: Powerless inserter
Posted: Sat Sep 10, 2016 6:49 am
by LuziferSenpai
AntiElite wrote:I try to mod the inserter in a way that they work without energy or fuel. The idea is to make them work on outposts without power, so I tried
Code: Select all
data-updates.lua
for index, inserter in pairs(data.raw.inserter) do
inserter.energy_per_movement = 000
inserter.energy_per_rotation = 000
inserter.energy_usage = "0kW"
inserter.energy_source.drain = "0kW"
end
The inserter has still to be connected to the network and shows the red flash icon after being connected. I seem not to have the right idea. Can you help me?
You can fill the energybar every second than you dont need to make it empty

Re: Powerless inserter
Posted: Sat Sep 10, 2016 7:18 am
by Mooncat
LuziferSenpai wrote:AntiElite wrote:I try to mod the inserter in a way that they work without energy or fuel. The idea is to make them work on outposts without power, so I tried
Code: Select all
data-updates.lua
for index, inserter in pairs(data.raw.inserter) do
inserter.energy_per_movement = 000
inserter.energy_per_rotation = 000
inserter.energy_usage = "0kW"
inserter.energy_source.drain = "0kW"
end
The inserter has still to be connected to the network and shows the red flash icon after being connected. I seem not to have the right idea. Can you help me?
You can fill the energybar every second than you dont need to make it empty

Fuel energy + Script gives energy in every tick = entities in my
Creative Mode
One drawback is that you will see the fuel bar when you open the entity's GUI.
Re: Powerless inserter
Posted: Sat Sep 10, 2016 7:21 am
by LuziferSenpai
Mooncat wrote:LuziferSenpai wrote:AntiElite wrote:I try to mod the inserter in a way that they work without energy or fuel. The idea is to make them work on outposts without power, so I tried
Code: Select all
data-updates.lua
for index, inserter in pairs(data.raw.inserter) do
inserter.energy_per_movement = 000
inserter.energy_per_rotation = 000
inserter.energy_usage = "0kW"
inserter.energy_source.drain = "0kW"
end
The inserter has still to be connected to the network and shows the red flash icon after being connected. I seem not to have the right idea. Can you help me?
You can fill the energybar every second than you dont need to make it empty

Fuel energy + Script gives energy in every tick = entities in my
Creative Mode
One drawback is that you will see the fuel bar when you open the entity's GUI.
There was a MOD with a Combat Inserter that didnt use Power, do you know how? ^^
Re: Powerless inserter
Posted: Sat Sep 10, 2016 8:59 am
by Mooncat
LuziferSenpai wrote:There was a MOD with a Combat Inserter that didnt use Power, do you know how? ^^
Which mod is it? If you have the mod, you can check it yourself by reading its prototype and script.

Re: Powerless inserter
Posted: Sat Sep 10, 2016 9:26 am
by LuziferSenpai
Mooncat wrote:LuziferSenpai wrote:There was a MOD with a Combat Inserter that didnt use Power, do you know how? ^^
Which mod is it? If you have the mod, you can check it yourself by reading its prototype and script.

I know, but i dont know which MOD ^^ But you can read my question in a other Thread and help me there

Re: Powerless inserter
Posted: Sat Sep 10, 2016 1:07 pm
by aubergine18
Re: Powerless inserter
Posted: Sat Sep 10, 2016 4:31 pm
by AntiElitz
These are all workarounds im not really looking for, isn't there a possibility do make it like - energy_source.type = "none" - ?
Re: Powerless inserter
Posted: Sat Sep 10, 2016 4:44 pm
by LuziferSenpai
AntiElite wrote:These are all workarounds im not really looking for, isn't there a possibility do make it like - energy_source.type = "none" - ?
Nop, because if you nil it than i think the game will say you need it.
Only workarounds works.
Re: Powerless inserter
Posted: Sat Sep 10, 2016 7:44 pm
by aubergine18
The game avoids most settings being set to 0 to prevent "divide by zero" errors (or the checks that would be needed to prevent them).