Right now when navsat picks up an item we detect it in on_player_cursor_stack_changed and then try to drop it back in RemoteView.drop_stack.
RemoteView.drop_stack uses entity.insert(stack), which can only put things down in input inventories.
Maybe there's a way to hard-set the hard-set the "output" inventory of entities instead. We can't tell which slot of the building the item came from, but usually those are filtered to a single item type only so it should be accurate for all but loop recipes.
Right now when navsat picks up an item we detect it in
on_player_cursor_stack_changed
and then try to drop it back inRemoteView.drop_stack
.RemoteView.drop_stack
usesentity.insert(stack)
, which can only put things down in input inventories.Maybe there's a way to hard-set the hard-set the "output" inventory of entities instead. We can't tell which slot of the building the item came from, but usually those are filtered to a single item type only so it should be accurate for all but loop recipes.