mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-12 10:04:40 +02:00
26e1c28dc0
* Init Factorio 2.0 update * add credits * fix test module * I know luackeck, I know * Fixes * Fix bad event.player_index handling * Hotfixes * Remove all filter inserters * Migrate removed items * Deprecating spidertron control and landfill features
660 lines
22 KiB
Lua
660 lines
22 KiB
Lua
-- This adds a button that stashes/sorts your inventory into nearby chests in some kind of intelligent way
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-- made by mewmew
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-- modified by gerkiz & RedRafe
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-- source: https://github.com/ComfyFactory/ComfyFactorio/blob/develop/modules/autostash.lua
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-- ======================================================= --
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local Color = require 'resources.color_presets'
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local Event = require 'utils.event'
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local Game = require 'utils.game'
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local Global = require 'utils.global'
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local LP = require 'utils.logistic_point'
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local floor = math.floor
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local this = {
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floating_text_y_offsets = {},
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whitelist = {},
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insert_to_neutral_chests = false,
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insert_into_furnace = false,
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insert_into_wagon = false,
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bottom_button = false,
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small_radius = 2,
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limit_containers = 50,
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init_whitelist = false,
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}
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local Public = {}
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Global.register(this, function(tbl) this = tbl end)
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local bps_blacklist = { ['blueprint-book'] = true, ['blueprint'] = true }
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local function container_has_requests(chest)
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local requests = 0
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if chest.type == 'logistic-container' then
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local lp = chest.get_logistic_point(defines.logistic_member_index.logistic_container)
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local filters = LP.get_filters(lp)
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requests = #filters
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end
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return requests > 0
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end
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local function create_floaty_text(surface, position, name, count)
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if this.floating_text_y_offsets[position.x .. '_' .. position.y] then
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this.floating_text_y_offsets[position.x .. '_' .. position.y] =
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this.floating_text_y_offsets[position.x .. '_' .. position.y] - 0.5
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else
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this.floating_text_y_offsets[position.x .. '_' .. position.y] = 0
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end
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Game.create_local_flying_text({
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surface = surface,
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position = { position.x, position.y + this.floating_text_y_offsets[position.x .. '_' .. position.y] },
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text = { '', '-', count, ' ', prototypes.item[name].localised_name },
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color = { r = 255, g = 255, b = 255 },
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})
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end
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local function prepare_floaty_text(list, surface, position, name, count)
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local str = surface.index .. ',' .. position.x .. ',' .. position.y
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if not list[str] then
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list[str] = {}
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end
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if not list[str][name] then
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list[str][name] = { surface = surface, position = position, count = 0 }
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end
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list[str][name].count = list[str][name].count + count
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end
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local function chest_is_valid(chest)
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for _, e in pairs(chest.surface.find_entities_filtered({
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type = { 'inserter', 'loader' },
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area = { { chest.position.x - 1, chest.position.y - 1 }, { chest.position.x + 1, chest.position.y + 1 } },
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})) do
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if e.name ~= 'long-handed-inserter' then
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if e.position.x == chest.position.x then
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if e.direction == 0 or e.direction == 4 then
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return false
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end
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end
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if e.position.y == chest.position.y then
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if e.direction == 2 or e.direction == 6 then
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return false
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end
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end
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end
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end
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local i1 = chest.surface.find_entity('long-handed-inserter', { chest.position.x - 2, chest.position.y })
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if i1 then
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if i1.direction == 2 or i1.direction == 6 then
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return false
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end
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end
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local i2 = chest.surface.find_entity('long-handed-inserter', { chest.position.x + 2, chest.position.y })
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if i2 then
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if i2.direction == 2 or i2.direction == 6 then
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return false
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end
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end
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local i3 = chest.surface.find_entity('long-handed-inserter', { chest.position.x, chest.position.y - 2 })
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if i3 then
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if i3.direction == 0 or i3.direction == 4 then
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return false
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end
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end
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local i4 = chest.surface.find_entity('long-handed-inserter', { chest.position.x, chest.position.y + 2 })
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if i4 then
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if i4.direction == 0 or i4.direction == 4 then
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return false
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end
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end
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return true
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end
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local function sort_entities_by_distance(position, entities)
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local t = {}
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local distance
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local index
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local size_of_entities = #entities
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if size_of_entities < 2 then
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return entities
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end
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for _, entity in pairs(entities) do
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distance = (entity.position.x - position.x) ^ 2 + (entity.position.y - position.y) ^ 2
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index = floor(distance) + 1
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if not t[index] then
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t[index] = {}
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end
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table.insert(t[index], entity)
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end
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local i = 0
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local containers = {}
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for _, range in pairs(t) do
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for _, entity in pairs(range) do
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i = i + 1
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if i >= (this.limit_containers or 50) then
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return containers
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end
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containers[i] = entity
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end
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end
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return containers
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end
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local function get_nearby_chests(player, a, furnace, wagon)
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local r = player.force.character_reach_distance_bonus + 10
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local r_square = r * r
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local chests, inventories = {}, {}
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local size_of_chests = 0
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local area = { { player.physical_position.x - r, player.physical_position.y - r }, { player.physical_position.x + r, player.physical_position.y + r } }
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area = a or area
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local container_type = { 'container', 'logistic-container', 'linked-container' }
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local inventory_type = defines.inventory.chest
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local containers = {}
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local i = 0
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if furnace then
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container_type = { 'furnace' }
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inventory_type = defines.inventory.furnace_source
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end
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if wagon then
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container_type = { 'cargo-wagon', 'logistic-container' }
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inventory_type = defines.inventory.cargo_wagon
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end
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local forces = player.force
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if this.insert_to_neutral_chests then
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forces = { player.force, 'neutral' }
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end
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for _, e in pairs(player.physical_surface.find_entities_filtered({ type = container_type, area = area, force = forces })) do
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if ((player.physical_position.x - e.position.x) ^ 2 + (player.physical_position.y - e.position.y) ^ 2) <= r_square then
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i = i + 1
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containers[i] = e
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end
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end
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containers = sort_entities_by_distance(player.physical_position, containers)
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for _, entity in pairs(containers) do
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size_of_chests = size_of_chests + 1
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chests[size_of_chests] = entity
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inventories[size_of_chests] = entity.get_inventory(inventory_type)
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end
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return { chest = chests, inventory = inventories }
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end
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local function insert_to_furnace(player_inventory, chests, name, count, floaty_text_list)
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local try = 0
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local to_insert = floor(count / #chests.chest)
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if to_insert <= 0 then
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if count > 0 then
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to_insert = count
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else
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return
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end
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end
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local variate = count % #chests.chest
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local chests_available = #chests.chest
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local tries = #chests.chest
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::retry::
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-- Attempt to store into furnaces.
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for chestnr, chest in pairs(chests.chest) do
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local chest_inventory = chests.inventory[chestnr]
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local amount = to_insert
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if variate > 0 then
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amount = amount + 1
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variate = variate - 1
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end
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if amount <= 0 then
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return
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end
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if chest_inventory then
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if (chest.type == 'furnace' or chest.type == 'assembling-machine') then
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if name == 'stone' then
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local valid_to_insert = (amount % 2 == 0)
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if valid_to_insert then
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if chest_inventory.can_insert({ name = name, count = amount }) then
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local inserted_count = chest_inventory.insert({ name = name, count = amount })
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if inserted_count < 0 then
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return
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end
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player_inventory.remove({ name = name, count = inserted_count })
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prepare_floaty_text(floaty_text_list, chest.surface, chest.position, name, inserted_count)
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count = count - inserted_count
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if count <= 0 then
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return
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end
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end
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else
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try = try + 1
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if try <= tries then
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chests_available = chests_available - 1
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to_insert = floor(count / chests_available)
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variate = count % chests_available
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goto retry
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end
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end
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else
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if chest_inventory.can_insert({ name = name, count = amount }) then
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local inserted_count = chest_inventory.insert({ name = name, count = amount })
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if inserted_count < 0 then
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return
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end
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player_inventory.remove({ name = name, count = inserted_count })
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prepare_floaty_text(floaty_text_list, chest.surface, chest.position, name, inserted_count)
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count = count - inserted_count
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if count <= 0 then
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return
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end
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end
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end
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end
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end
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end
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to_insert = floor(count / #chests.chest)
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variate = count % #chests.chest
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for _, chest in pairs(chests.chest) do -- fuel
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if chest.type == 'furnace' or chest.type == 'assembling-machine' then
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local amount = to_insert
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if variate > 0 then
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amount = amount + 1
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variate = variate - 1
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end
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if amount <= 0 then
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return
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end
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local chest_inventory = chest.get_inventory(defines.inventory.chest)
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if chest_inventory and chest_inventory.can_insert({ name = name, count = amount }) then
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local inserted_count = chest_inventory.insert({ name = name, count = amount })
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if inserted_count < 0 then
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return
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end
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player_inventory.remove({ name = name, count = inserted_count })
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prepare_floaty_text(floaty_text_list, chest.surface, chest.position, name, inserted_count)
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count = count - inserted_count
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if count <= 0 then
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return
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end
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end
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end
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end
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end
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local function insert_into_wagon(stack, chests, name, floaty_text_list)
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-- Attempt to load filtered cargo wagon
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for chestnr, chest in pairs(chests.chest) do
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if chest.type == 'cargo-wagon' then
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local chest_inventory = chests.inventory[chestnr]
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if chest_inventory.can_insert(stack) then
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local inserted_count = chest_inventory.insert(stack)
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stack.count = stack.count - inserted_count
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prepare_floaty_text(floaty_text_list, chest.surface, chest.position, name, inserted_count)
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if stack.count <= 0 then
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return chestnr
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end
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end
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end
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end
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end
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local function insert_into_wagon_filtered(stack, chests, name, floaty_text_list)
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-- Attempt to load filtered cargo wagon
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for chestnr, chest in pairs(chests.chest) do
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if chest.type == 'cargo-wagon' then
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local chest_inventory = chests.inventory[chestnr]
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for index = 1, 40 do
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if chest_inventory.can_insert(stack) then
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if chest_inventory.get_filter(index) ~= nil then
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local n = chest_inventory.get_filter(index)
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if n == name then
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local inserted_count = chest_inventory.insert(stack)
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stack.count = stack.count - inserted_count
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prepare_floaty_text(floaty_text_list, chest.surface, chest.position, name, inserted_count)
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if stack.count <= 0 then
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return chestnr
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end
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end
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end
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end
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end
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end
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end
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-- Attempt to load filtered slots
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for chestnr, chest in pairs(chests.chest) do
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if chest.type == 'logistic-container' then
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local chest_inventory = chests.inventory[chestnr]
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local lp = chest.get_logistic_point(defines.logistic_member_index.logistic_container)
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local filters = LP.get_filters(lp)
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for _, filter in pairs(filters) do
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if filter.value.name == name then
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local inserted_count = chest_inventory.insert(stack)
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stack.count = stack.count - inserted_count
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prepare_floaty_text(floaty_text_list, chest.surface, chest.position, name, inserted_count)
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if stack.count <= 0 then
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return chestnr
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end
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end
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end
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end
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end
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end
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local function insert_item_into_chest(stack, chests, filtered_chests, name, floaty_text_list, previous_insert)
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local container = { ['container'] = true, ['logistic-container'] = true, ['linked-container'] = true }
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-- Attemp to store in chest that stored last same item
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if previous_insert.name == name and previous_insert.full ~= nil then
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local chest_inventory = chests.inventory[previous_insert.full]
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if chest_inventory and chest_inventory.can_insert(stack) then
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local inserted_count = chest_inventory.insert(stack)
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stack.count = stack.count - inserted_count
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prepare_floaty_text(floaty_text_list, chests.chest[previous_insert.full].surface,
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chests.chest[previous_insert.full].position, name, inserted_count)
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if stack.count <= 0 then
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return previous_insert.full
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end
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end
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end
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--- Attempt to store in req slots that are filtered
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for chestnr, chest in pairs(chests.chest) do
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if chest.type == 'logistic-container' then
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local chest_inventory = chests.inventory[chestnr]
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local lp = chest.get_logistic_point(defines.logistic_member_index.logistic_container)
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local filters = LP.get_filters(lp)
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for _, filter in pairs(filters) do
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if filter.value.name == name then
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local inserted_count = chest_inventory.insert(stack)
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stack.count = stack.count - inserted_count
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prepare_floaty_text(floaty_text_list, chest.surface, chest.position, name, inserted_count)
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if stack.count <= 0 then
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return chestnr
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end
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end
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end
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end
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end
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-- Attempt to store in chests that already have the same item.
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for chestnr, chest in pairs(chests.chest) do
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if container[chest.type] then
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if container_has_requests(chest) then
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goto continue
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end
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local chest_inventory = chests.inventory[chestnr]
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if chest_inventory and chest_inventory.find_item_stack(stack.name) then
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if chest_inventory.can_insert(stack) then
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local inserted_count = chest_inventory.insert(stack)
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stack.count = stack.count - inserted_count
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prepare_floaty_text(floaty_text_list, chest.surface, chest.position, name, inserted_count)
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if stack.count <= 0 then
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return chestnr
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end
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end
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end
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::continue::
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end
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end
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-- Attempt to store in empty chests.
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for chestnr, chest in pairs(filtered_chests.chest) do
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if container[chest.type] then
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if container_has_requests(chest) then
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goto continue
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end
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local chest_inventory = filtered_chests.inventory[chestnr]
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if not chest_inventory then
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break
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end
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local count = chest_inventory.get_item_count() == 0
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if count then
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local inserted_count = chest_inventory.insert(stack)
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stack.count = stack.count - inserted_count
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prepare_floaty_text(floaty_text_list, chest.surface, chest.position, name, inserted_count)
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if stack.count <= 0 then
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return chestnr
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end
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end
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::continue::
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end
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end
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local item_prototypes = prototypes.item
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-- Attempt to store in chests with same item subgroup.
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local item_subgroup = prototypes.item[name].subgroup.name
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if item_subgroup then
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for chestnr, chest in pairs(filtered_chests.chest) do
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if container_has_requests(chest) then
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goto continue
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end
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if container[chest.type] then
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local chest_inventory = filtered_chests.inventory[chestnr]
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if not chest_inventory then
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break
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end
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local content = chest_inventory.get_contents()
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if chest_inventory.can_insert(stack) then
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for item_stack, _ in pairs(content) do
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local t = item_prototypes[item_stack.name]
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if t and t.subgroup.name == item_subgroup then
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local inserted_count = chest_inventory.insert(stack)
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stack.count = stack.count - inserted_count
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prepare_floaty_text(floaty_text_list, chest.surface, chest.position, name, inserted_count)
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if stack.count <= 0 then
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return chestnr
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end
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end
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end
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end
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end
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::continue::
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end
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end
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-- Attempt to store in mixed chests.
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for chestnr, chest in pairs(filtered_chests.chest) do
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if container[chest.type] then
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if container_has_requests(chest) then
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goto continue
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end
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local chest_inventory = filtered_chests.inventory[chestnr]
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if not chest_inventory then
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break
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end
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if chest_inventory.can_insert(stack) then
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local inserted_count = chest_inventory.insert(stack)
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stack.count = stack.count - inserted_count
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prepare_floaty_text(floaty_text_list, chest.surface, chest.position, name, inserted_count)
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if stack.count <= 0 then
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return chestnr
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end
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end
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::continue::
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end
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end
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end
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local function whitelist()
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local resources = prototypes.entity
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local items = prototypes.item
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this.whitelist = {}
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for k, _ in pairs(resources) do
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if resources[k] and resources[k].type == 'resource' and resources[k].mineable_properties then
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if resources[k].mineable_properties.products and resources[k].mineable_properties.products[1] then
|
|
local r = resources[k].mineable_properties.products[1].name
|
|
this.whitelist[r] = true
|
|
elseif resources[k].mineable_properties.products and resources[k].mineable_properties.products[2] then
|
|
local r = resources[k].mineable_properties.products[2].name
|
|
this.whitelist[r] = true
|
|
end
|
|
end
|
|
end
|
|
|
|
for k, _ in pairs(items) do
|
|
if items[k] and items[k].group.name == 'resource-refining' then
|
|
local r = items[k].name
|
|
this.whitelist[r] = true
|
|
end
|
|
end
|
|
|
|
this.init_whitelist = true
|
|
end
|
|
|
|
function Public.auto_stash(player, event)
|
|
if not this.init_whitelist then
|
|
whitelist()
|
|
end
|
|
|
|
local button = event.button
|
|
local ctrl = event.control
|
|
local shift = event.shift
|
|
if not (player and player.valid) then
|
|
return
|
|
end
|
|
if not (player.character and player.character.valid) then
|
|
player.print({'auto_stash.err_no_character'}, {color = Color.warning})
|
|
return
|
|
end
|
|
local inventory = player.get_main_inventory()
|
|
if inventory.is_empty() then
|
|
player.print({'auto_stash.err_no_inventory'}, {color = Color.warning})
|
|
return
|
|
end
|
|
|
|
local floaty_text_list = {}
|
|
local chests = { chest = {}, inventory = {} }
|
|
local r = this.small_radius
|
|
local area = { { player.physical_position.x - r, player.physical_position.y - r }, { player.physical_position.x + r, player.physical_position.y + r } }
|
|
if ctrl then
|
|
if button == defines.mouse_button_type.right and this.insert_into_furnace then
|
|
chests = get_nearby_chests(player, nil, true, false)
|
|
end
|
|
elseif shift then
|
|
if button == defines.mouse_button_type.right and this.insert_into_wagon or button == defines.mouse_button_type.left and
|
|
this.insert_into_wagon then
|
|
chests = get_nearby_chests(player, area, false, true)
|
|
end
|
|
else
|
|
chests = get_nearby_chests(player)
|
|
end
|
|
|
|
if not chests.chest or not chests.chest[1] then
|
|
player.print({'auto_stash.err_no_container'}, {color = Color.warning})
|
|
return
|
|
end
|
|
|
|
local filtered_chests = { chest = {}, inventory = {} }
|
|
for index, e in pairs(chests.chest) do
|
|
if chest_is_valid(e) then
|
|
filtered_chests.chest[index] = e
|
|
filtered_chests.inventory[index] = chests.inventory[index]
|
|
end
|
|
end
|
|
|
|
this.floating_text_y_offsets = {}
|
|
|
|
local hotbar_items = {}
|
|
for i = 1, 100, 1 do
|
|
local prototype = player.get_quick_bar_slot(i)
|
|
if prototype then
|
|
hotbar_items[prototype.name] = true
|
|
end
|
|
end
|
|
|
|
local furnaceList = { ['coal'] = 0, ['iron-ore'] = 0, ['copper-ore'] = 0, ['stone'] = 0 }
|
|
|
|
local full_insert = { full = nil, name = nil }
|
|
for i = #inventory, 1, -1 do
|
|
if not inventory[i].valid_for_read then
|
|
goto continue
|
|
end
|
|
local name = inventory[i].name
|
|
local is_resource = this.whitelist[name]
|
|
if not hotbar_items[name] and not bps_blacklist[name] then
|
|
if ctrl and this.insert_into_furnace then
|
|
if button == defines.mouse_button_type.right then
|
|
if is_resource then
|
|
furnaceList[name] = (furnaceList[name] or 0) + inventory[i].count
|
|
end
|
|
end
|
|
elseif shift and this.insert_into_wagon then -- insert into wagon
|
|
if button == defines.mouse_button_type.right then -- insert all ores into wagon
|
|
if is_resource then
|
|
full_insert = { full = insert_into_wagon(inventory[i], chests, name, floaty_text_list), name = name }
|
|
end
|
|
end
|
|
if button == defines.mouse_button_type.left then -- insert all filtered into wagon
|
|
full_insert = { full = insert_into_wagon_filtered(inventory[i], chests, name, floaty_text_list), name = name }
|
|
end
|
|
elseif button == defines.mouse_button_type.right then -- only ores to nearby chests
|
|
if is_resource then
|
|
full_insert = {
|
|
full = insert_item_into_chest(inventory[i], chests, filtered_chests, name, floaty_text_list, full_insert),
|
|
name = name,
|
|
}
|
|
end
|
|
elseif button == defines.mouse_button_type.left then -- all items to nearby chests
|
|
full_insert = {
|
|
full = insert_item_into_chest(inventory[i], chests, filtered_chests, name, floaty_text_list, full_insert),
|
|
name = name,
|
|
}
|
|
end
|
|
if not full_insert.success then
|
|
hotbar_items[#hotbar_items + 1] = name
|
|
end
|
|
end
|
|
::continue::
|
|
end
|
|
for furnaceName, furnaceCount in pairs(furnaceList) do
|
|
insert_to_furnace(inventory, chests, furnaceName, furnaceCount, floaty_text_list)
|
|
end
|
|
|
|
for _, texts in pairs(floaty_text_list) do
|
|
for name, text in pairs(texts) do
|
|
create_floaty_text(text.surface, text.position, name, text.count)
|
|
end
|
|
end
|
|
|
|
local c = this.floating_text_y_offsets
|
|
for k, _ in pairs(c) do
|
|
this.floating_text_y_offsets[k] = nil
|
|
end
|
|
end
|
|
|
|
function Public.insert_into_furnace(value)
|
|
this.insert_into_furnace = value or false
|
|
end
|
|
|
|
function Public.insert_into_wagon(value)
|
|
this.insert_into_wagon = value or false
|
|
end
|
|
|
|
function Public.limit_containers(value)
|
|
this.limit_containers = value or 50
|
|
end
|
|
|
|
function Public.insert_to_neutral_chests(value)
|
|
this.insert_to_neutral_chests = value or false
|
|
end
|
|
|
|
Event.on_configuration_changed(whitelist)
|
|
Event.on_init(whitelist)
|
|
|
|
return Public
|