Spawn Belt


Create spawn & void belts to test throughput

Content
20 hours ago
0.13.1 - 2.0
3.30K
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g 2.0

28 days ago

Any chance for 2.0 update?

28 days ago

Just tried bumping the version but that gives errors. I'll have to investigate what in the API changed.

28 days ago

Figured it out and published a new version :) Have fun! I did not test all cases yet by the way. Using signals might be broken, if you encounter any errors please post them!

27 days ago
(updated 27 days ago)

Only works if the belt is above the chest.
They changed belt.entity.direction from 0,2,4,8 to 0,4,8,12

26 days ago

Thanks for the tip! I fixed that, signals were also broken, and the counter chest after a void-belt was also broken. Fixed all of that. Let me know if you encounter any other issue

26 days ago

Your script create items with only name. As quality is not defined it's always will be a normal item.
I found that can read the original item quality: inventory[1].quality and create the clone item: {name = belt.item; quality = belt.quality}

26 days ago

Thanks @Rkaaya! I've implemented the quality as well. Have not messed with it in my playthrough yet haha! I should get to that.

26 days ago

With this solution there is a bug, if you pick out the item from the chest, getting an exception that can't get the name. Somehow the chest item is 0x with name and quality is null. First I tried it in the same way but my lua knowledge not strong enough to understand why is behaves like that.
I gave up and made a workaround, keep your method to give back the item name, and cloned it for quality.
belt.item = get_chest_item(chest); //for name
belt.quality = get_chest_item_quality(chest); //for quality

26 days ago

Ah, so sorry I missed that. Fixed it :)
FYI this is what I went with instead of duplicating the method:

chest_item = get_chest_item(chest);
if chest_item ~= nil then
  belt.item = chest_item.name;
  belt.quality = chest_item.quality;
else
  belt.item = nil;
  belt.quality = nil;
end

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