Burner Agricultural Tower fuel/seed prioritization #9

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opened 2025-08-28 01:55:28 +02:00 by VaniGori · 1 comment

Stumbled across this issue with the mod unfortunately. Took notice that a forum post was made months ago regarding this issue here: https://forums.factorio.com/viewtopic.php?t=127149

With limited modding knowledge, I noticed that the mod is simply copying the blueprint for the Agricultural Tower (Line 7) and making it "burner compatible" (Line 16 - Line 22)

One thing I see from the moddings docs is that possibly the Agricultural Tower is driven by the LuaAgriculturalTowerControlBehavior class. Is it perhaps possible to change this to, for example, the LuaFurnaceControlBehavior class? This might "fix" the problem where tree seeds are inserted to the max stack size and can result in a deadlock.

Stumbled across this issue with the mod unfortunately. Took notice that a forum post was made months ago regarding this issue here: https://forums.factorio.com/viewtopic.php?t=127149 With limited modding knowledge, I noticed that the mod is simply copying the blueprint for the Agricultural Tower ([Line 7](https://git.cacklingfiend.info/cacklingfiend/lignumis/src/branch/master/lignumis/prototypes/content/burner-agricultural-tower.lua#L7)) and making it "burner compatible" ([Line 16 - Line 22](https://git.cacklingfiend.info/cacklingfiend/lignumis/src/branch/master/lignumis/prototypes/content/burner-agricultural-tower.lua#L16-L22)) One thing I see from the moddings docs is that possibly the Agricultural Tower is driven by the [LuaAgriculturalTowerControlBehavior](https://lua-api.factorio.com/latest/classes/LuaAgriculturalTowerControlBehavior.html) class. Is it perhaps possible to change this to, for example, the [LuaFurnaceControlBehavior](https://lua-api.factorio.com/latest/classes/LuaFurnaceControlBehavior.html) class? This might "fix" the problem where tree seeds are inserted to the max stack size and can result in a deadlock.

Then it wouldn't be a tower that places plants anymore. Maybe it would be possible to script something with a compound entity but honestly that would be quite some amount of effort for a really small problem. I'm not willing to investigate into that. Changing the order of the lanes or using two separate inserters is good enough.

Then it wouldn't be a tower that places plants anymore. Maybe it would be possible to script something with a compound entity but honestly that would be quite some amount of effort for a really small problem. I'm not willing to investigate into that. Changing the order of the lanes or using two separate inserters is good enough.
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Reference: cacklingfiend/lignumis#9
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