6/29/2023 0 Comments Factorio infinite chest![]() (The filter settings are ignored as long as there is no filter item specified.) If connected to an assembler without a filter, it will provide anything needed for the recipe, including fluids. Since you didn't know that Matter Source/Void worked with inventories, I'll develop a bit on what makes it useful. I doubt that anyone would mind more items - if they are in their own tab, they won't bother anyone and are still easy to locate. ![]() I actually discussed that a bit with EnigmaticAussie after posting that thread and he told me that "matter sources are now infinity loaders" so I ended up thinking it was a design decision on your part and hesitated about editing my message. Thanks again for all of the feedback! It is much appreciated. Those mods are probably doing recipe re-organization in data-updates or data-final-fixes, so if I wanted to fix those I would have to go over every item twice when loading, once to create them, and once to put them where they should be. I'll also add pipe snapping logic, as that sounds like a great idea!įinally, the compatibility issues. I can add an infinity pump, that will probably only take five minutes. Either I'm going to have to add a whole new row of chests, or add a mod GUI button when a chest is open to fill it with every item. I thought they were only for belts! I'll think about how I could implement the functionality they had, but it'll probably require adding another item, since infinity loaders are specifically designed for belts.Īs for Creative Chests, I failed to find a good solution for a chest containing every item in the game. Hey, thanks for all of your feedback! Similar to the magic wands having capabilities I didn't know about, I was completely unaware of those capabilities of the matter source/voids. Here's my factorio-current.log if it is of any use to you: Īnd that will be all for the moment. Don't know if it's a mod interaction or not, but they appear in the Logistics tab instead of IM's. The second is of the same vein, but with Infinity Pipe and Infinity Chest (the non-logistic one). With Infinity Mode, that includes its Cargo and Fluid Wagons. If you happen to have used it, you know that it adds its own items tab, and said tab tries to move anything related to trains here. The first is with Train Construction Site. Nothing major, so far, only categorization-related ones: If I have to be perfectly honest here, and solely from a user point of view, I'm struggling to see those "additional features" compared to CM - instead, it feels more like a lite version of CM which is much more performance-friendly.Īnyway, those are my first impressions after switching to IM.Īs for the compatibility issues, there are two I noticed. And to void it, it's as simple as lowering the slider down to 0%, no matter which fluid is selected. Thinking back on CM's Matter Generator… Would it be feasible to have the Infinity Pipe output the same fluid as the connected pipeline when it's placed? The reason is that when you're placing down an infinity pipe along a normal pipeline, it's either to generate the same fluid or void it. I can't think of many situations where it would be useful, but I guess some people might want it? Maybe also an option to configure the Pipe's capacity on the fly. But for some specific cases where fluid mixing would be an issue, having the option of an Infinity Pump would be handy. Infinity Pipe is fine more than 90% of the time. Or simply to have everything at hand so you don't have to configure an Infinity Chest for every new item you need for your bots.Īlready missing in CM, I kind of hoped to find these options in IM: Bots speed bonus & cargo capacity. The Infinity Chests provided by IM are useful of course, but having the possibility of setting providers with every item in the game in a few seconds' time was incredibly useful - for instance when testing if a production line works alright. The duplicator was actually only useful because its output was slightly faster than the generator though. (Though output for the matter Generator/Duplicator was sometimes way too slow, especially for fluids.) The fact that they could input directly into an assembler or void its recipe's output in the same fashion was also extremely useful. At the same time, they remained flexible since you could set a filter for more specific tasks. They were extremely useful for a lot of reason, with the most important one being that by default you didn't have to set them up - they'd output/input what's needed. However… There are some important tools from CM that I immediatly found missing in IM. The thing was a bit too hungry for UPS.Īs a whole, IM's performance is an excellent motivation to switch from CM. Glad to see that someone decided to make an up to date version of Creative Mod.
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