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public test EU, ore from drill, not automatic storage to cockpit
Solved
name is E Ship in game public test EU, or MiniDrill A&H2 Ship in public blueprint.
drill is connected to fighter cockpit,
fighter cockpit is connected to medium container,
sorter is connected to medium container,
connector is connected to sorter,
When I mine ore, and all is full except fighter cockpit,
cockpit is not filling when I continue mine ore.
Manual move ore between container and cockpit, works.
I have the same problem, but with a standard cockpit. Also, the connector will not fill up as well.
I have the same problem, but with a standard cockpit. Also, the connector will not fill up as well.
The inventories could use priorities, so that the cockpit fills up last. It would feel natural as cars can also often flip the back seats to more cargo volume as a last resort. A great benefit would be that pressing "I" always shows the cockpit at the top and we could tell at a glance if the regular cargo is full and we can return to base.
The inventories could use priorities, so that the cockpit fills up last. It would feel natural as cars can also often flip the back seats to more cargo volume as a last resort. A great benefit would be that pressing "I" always shows the cockpit at the top and we could tell at a glance if the regular cargo is full and we can return to base.
Hi,
Thanks for the report.
Hi,
Thanks for the report.
Hi, could you please provide additional information?
Was the blueprint saved in modded world? (mainly any inventory manipulating or inventory changing mod)
Have you eddited your blueprint in any way (I mean in any text edditor or other program outside SE)
In what version was the blueprint created? (Is it new blueprint or was it on some older version?)
The problem in inside the blueprint itself. The cockpit's inventory component has incorrect tags. In file bp.sbc there is line inside cockpit section:
<InventoryFlags>CanSend</InventoryFlags>
yet every new cockpit, that is placed in game has flags
<InventoryFlags>CanReceive CanSend</InventoryFlags>
Missing CanReceive flag causes, that the inventory cannot receive items from push requests (so you can deposite items only manualy).
There is no way for us to fix your problem, as the problem is inside your blueprint (you can edit the file yourself, or easier way is to delete the cockpit and put there a new one, best in unmodded world). Currently searching for a way how the flag could disappear, so it would not happen again in future, but for now I do not see any way, it could disappear in vanilla SE.
Hi, could you please provide additional information?
Was the blueprint saved in modded world? (mainly any inventory manipulating or inventory changing mod)
Have you eddited your blueprint in any way (I mean in any text edditor or other program outside SE)
In what version was the blueprint created? (Is it new blueprint or was it on some older version?)
The problem in inside the blueprint itself. The cockpit's inventory component has incorrect tags. In file bp.sbc there is line inside cockpit section:
<InventoryFlags>CanSend</InventoryFlags>
yet every new cockpit, that is placed in game has flags
<InventoryFlags>CanReceive CanSend</InventoryFlags>
Missing CanReceive flag causes, that the inventory cannot receive items from push requests (so you can deposite items only manualy).
There is no way for us to fix your problem, as the problem is inside your blueprint (you can edit the file yourself, or easier way is to delete the cockpit and put there a new one, best in unmodded world). Currently searching for a way how the flag could disappear, so it would not happen again in future, but for now I do not see any way, it could disappear in vanilla SE.
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