#Depends if the API has the command that

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dreamy granite
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it's a crash actually

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Error while running event RenaiTransportation::on_selected_entity_changed (ID 57)
RenaiTransportation/control.lua:487: attempt to index field '?' (a number value)
stack traceback:
RenaiTransportation/control.lua:487: in function <RenaiTransportation/control.lua:475>

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I can see it's related to zipline hovering..but I'm not even on zipline at that moment

dreamy granite
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tried to selectively disable zipline and got another crash(on startup):
2.530 Error ModManager.cpp:1741: failed to load "RenaiTransportation": RenaiTransportation/data-final-fixes.lua:940: attempt to index field 'RTZiplineRecipe4' (a nil value)
stack traceback:
RenaiTransportation/data-final-fixes.lua:940: in main chunk

but ruled it out by adding
if (settings.startup["RTZiplineSetting"].value == true) then
check in the data-final-fixes.lua. Strange enough, the previous runtime crash is still here..

rancid timber
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I think that first one has to do with moving the cursor over things, I have a note that only appears when mousing over an inserter that is frozen to avoid overflowing a belt

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I'll have to see when I get home why that's happening

dreamy granite
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in my last crash save it can be reliably triggered by putting 3 (empty) belt sections

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but I can just wait, doing nothing, and it will still happen, just a bit later

rancid timber
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That's weird, can you send me the save file for me to check out?

dreamy granite
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well..I'd have to send the whole modpack then - I'm not shy to patch other's mods(or even up some to 2.0)

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what's you timezone btw?

rancid timber
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You just have to send the save file, Factorio will download the mods I'm missing automatically

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I'm EST

dreamy granite
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like I said, some mods were updated to 2.0 by me (for personal use)

rancid timber
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Oh lol

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Are they related to the crash? Maybe it'll work without them

dreamy granite
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but there were no code, just recips and such

dreamy granite
rancid timber
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That's fine I just need to test the crash

rancid timber
dreamy granite
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don't laugh, but I DON'T know lua actually, just utilising some code reading skills from previous IT background

dreamy granite
rancid timber
dreamy granite
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the base itself doesn't work, but just put 3 belt sections and it will crash

rancid timber
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Fantastic thank you

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It'll be a while before I can check it out

dreamy granite
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I removed all "non-standard" mods from save

dreamy granite
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so, how it all goes?

rancid timber
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so the crash is because somehow im storing numbers instead of RenderObjects in the HoverGFX table. honestly the feature is pretty useless so I'm thinking I'll just remove it

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they're all supposed to be RenderObjects, im not sure how some of them are becoming numbers

dreamy granite
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omfg
so, how can it be fixed(and how fast) ?

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and, by the way
this debug view - where it's from?

rancid timber
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its a mod

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idk theres lots of weird stuff in your save lmao

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you should be able to click on these to toggle their dotted lines

dreamy granite
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well, it's an import from 1.1

rancid timber
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but only some of them work

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oh yknow what

dreamy granite
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others are hidden behind the trees

rancid timber
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from 1.1 to 2.0 I changed how I track things from using unit_number to registration_number

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becuase unit_number is less consistent

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if you have leftover things being tracked by unit_number then those wouldnt function normally anymore lmao

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also RenderObjects used to be numbers

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in 1.1

dreamy granite
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also there's a bug(at least it was in 1.1): pads don't retain blueprinted range if built manually(but do if built by bots)

rancid timber
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and the item defaults to the 10 range when placed by hand

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but bots used the item to "restore" the blueprint

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well actually maybe i could make the range some other property attached to teh bounce pad

dreamy granite
rancid timber
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yeah i figured most people would just start a new save with 2.0 so I revamped some stuff

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i didnt really think about if it would be backwards compatible

dreamy granite
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well, that explains everything

rancid timber
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do you work as a repair guy?

dreamy granite
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not exactly repair..kinda "the guy with NO right to say 'dunno' "

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so u have to deal with everything

rancid timber
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lol

dreamy granite
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making things work no matter how braindead they were made

rancid timber
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someone once told me to never tell me boss it can't be done, but to tell them what i need to make it happen

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it was a guy form the navy though so thats probably their mentality

dreamy granite
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it's easy if you KNOW what do you need

rancid timber
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yeah thats the catch lmao

dreamy granite
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and if you know what will you see there (because "everyone lies" ยฉ)

rancid timber
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well anyway i think your issue is related to a lot of different things in upgrading from 1.1 to 2.0

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I can try to come up with some conversion fixes but I don't think I can catch everything

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by taking out the HoverGFX i can at least stop the crash youre getting but other incompatabilites will be lurking lol

dreamy granite
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is there a way to modify internal variables? or to reset it some way?

rancid timber
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if there is I'd need some time to come up with it

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nothing comes to mind immediately

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because now you have a mix

dreamy granite
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if it wasn't intended to be backward compatible - maybe it's just time for me to start from scratch (at least they returned the sandbox now)

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...factorio is a game about engineering..but who said it's just about virtual bases? xD

rancid timber
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yeah i studied mechanical engineering so my coding skills are just enough to get by

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data structure base is complicated garlicdoggo

dreamy granite
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well..but there's still a long list of things about rt

rancid timber
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rt?

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oh the mod lol

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wahts up

dreamy granite
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yea xD

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well..

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first: have you considered splitting it to logical parts? one for zipline, one for throwers and so on. Smaller things are easier to maintain(and can be disabled independently if something)

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I mean several smaller mods

rancid timber
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when i made the zipline i considered it but keeping them in one mod made it easier to prevent two systems from interferring, like trying to use the zipline while bouncing on the bounce pads

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and i was too lazy to figure it out and separate them

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so I made them settings you can turn on or off

dreamy granite
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well, it seems they're not actually turned off (remember my previous patch?)

rancid timber
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yeah the settings basically just turns on/off the recipes

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im saying if one zipline mod tries to mode the player along the zipline and the other bounce pad mod tries to move the player aloing the bounce pads then they would naturally confict

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i use states like "jumping" "ziplining" etc to make sure a player cant do two things at one

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cause some pepole had crashes from taht

dreamy granite
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another bug: try to build this and zipline from one side to another (spoiler: you'll be dropped at small poles no matter what)

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as steering doesn't work properly at small angles

dreamy granite
rancid timber
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what do you think the ideall contraoll would be for something like that?

dreamy granite
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maybe u just haven't used it that much

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well..we can use 8 main directions from controls

rancid timber
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yeah i dont build power poles like that lol

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currently it does calcualte from the 8 directions

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im just not sure how you would get smaller resolution

dreamy granite
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(but those were modded ones so they're out)

dreamy granite
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the ploe can't have more than 5 connections anyway

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the same situation live

rancid timber
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i think thats how it works now is that it splits the connections into 8 slices around the pole based on angle, then depending on which of the 8 directions the player is "walking" in travles to the first wire clockwise in that slice

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i think

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its been a while lol

dreamy granite
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well, maybe just make sure there's no more than 1 wire per sector

rancid timber
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actually no its based on the order of the poles given by the .real_connections command

rancid timber
dreamy granite
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I'm not about placing poles

rancid timber
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or rather idk how I would enforce only having one wire per slice

dreamy granite
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moving excess to another sector?

rancid timber
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the slices im talking about are like this

dreamy granite
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yea, I understand

rancid timber
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so if the player is on the big pole and holding D, there are two wires in the D direction

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if its in that slice i cant move it to another slice

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cause thats just where it is

dreamy granite
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well, the right big pole is D and the right small pole is D but slightly S as well, so it should be moved to DS sector

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the same for left ones

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the most intuitive way

rancid timber
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true that would work if the DS slice is free

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if there were then you'd have 3 wires in the space of 2 slices

dreamy granite
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the "light" example is exagerrated, the "dark one" is more real

dreamy granite
rancid timber
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true, i get what you mean though about having the wires spaced dynamically relative to eaech other instead of by physical position

dreamy granite
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if we're speaking about control, the question is not about "where is it located" but "how to get there"

rancid timber
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yeah you mean like this right?

dreamy granite
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yea, something like that

rancid timber
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thats certainly more flexible, it seems difficult to program though

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would definitly need a lot of testing lol

dreamy granite
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feel free to ping me if needed

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I'm UTC+10 though

rancid timber
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lol thats okay, doesn't have to be live

dreamy granite
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well, there are other things thatmight be easier though

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for example, zipline absolutely needs SEPARATE key to get on/off..countless times of accidentally screwing range of some thrower/bouncer while getting off zipline(and you're lucky if you notice this soon enough)

rancid timber
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lol that's fair

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youre adjusting throwers and stuff while you're on the zipline?

dreamy granite
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yea, it happens sometimes

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but more often you're just getting off the zipline with your cursor somewhere over a loose thrower

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or you're over the water trying to adjust those non-range-retaining bouncers. OOPS..

rancid timber
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oh right, in 2.0 its more normal to do more stuff from map view

dreamy granite
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speaking of water: if "cargo ships" is installed, those water poles should have auto-detach DISABLED. Or it will freeze for a while and drop you on the lone rock in the middle of the ocean

rancid timber
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yeah I think I can split it into "interact" "adjust" and "zipline" keys

dreamy granite
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yea, would be great

rancid timber
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I don't think that would be difficult

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I just have to check what the water pole name is

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in the code

dreamy granite
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and another things zipline surely needs are BRAKES and maybe gear switching as well

rancid timber
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make like a blacklist

dreamy granite
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actually, I never go over red zipliner, as no brakes and bad steering makes it close to unusable

rancid timber
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have you tried the auto driver?

dreamy granite
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honestly idk what is it for

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if there's just one way(like between outpost) - I'm not that lazy to hold a key, but there's a factory grid..

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also terminals don't support renaming and I hate those shitty auto-names xD

dreamy granite
rancid timber
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yeah i mean it would prevent you from getting off but you could still drive on it

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you should be able to rename the terminals

dreamy granite
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disable getting off automatically, NOT manually (there still can be some islands under the wire)

rancid timber
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and for any speed

dreamy granite
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I know that
I mean, I can have a need to travel between 2 random points of the grid, so terminals are not of much help

rancid timber
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ah i see

dreamy granite
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well, if not some "point and click" interface so u just press an "activate" key, click a random pole and it drives you there

rancid timber
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that wouldnt be too hard actually

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so you could get on anywhere and chose any pole to drive to

dreamy granite
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just an idea, not a requirement

rancid timber
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yeah

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so anyway what I could probably do quickly is more hotkeys and the dismount blacklist

dreamy granite
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requirements are brakes(to stop anywhere quickly) and maybe gears (to switch max speed and maybe power cons to a lower/higher tier)

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or maybe make it dependant on the pole type?

rancid timber
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brake should be easy, speed shifting would be tricky since there are different trolley tiers already

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steering will be tricky too but not impossiblt i dont thnk

dreamy granite
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great

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next thing: speed and power cons are not really related. Just one solar panel and you'll able to go full speed. Kinda cheat-y

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and especially unfair during brownouts

rancid timber
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lol really?

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I didn't know it worked like that

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That's definitely bugged

dreamy granite
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on the other hand: why crank controller is "crank" if it still requires power? would be good to make it provide some(small) thrust without power at all

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(common scenario - inter-island travel with bot-placed poles. During the night, ofc)

rancid timber
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That's a good idea

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I didn't put too much thought into the crank controller. I just thought the mental image of the engineering manually pedalling the Zipline was too funnytrianglepupper

dreamy granite
rancid timber
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lol definitely not

dreamy granite
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also controller being an "ammo" provides a minor meh as it won't fit a rocket

dreamy granite
dreamy granite
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so it's not "look at that pedalling guy!", but "how will I get to the power station island during an outage?"

dreamy granite
rancid timber
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Oh for the player to get on the rocket

dreamy granite
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yea

rancid timber
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Gotcha

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It's getting pretty late here so I gotta head to sleep soon but thank you for the recommendations

dreamy granite
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sure

rancid timber
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I appreciate the feedback, a lot should be double pretty quick

dreamy granite
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actually, the zipline list is over

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but there's a similar list for throwers xD

rancid timber
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You can always leave some more comments and I'll read them

rancid timber
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I don't call it jank for nothing

dreamy granite
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well, it's not junk, it's just..you seem to be not playing it much

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and maybe it's a bit too much for your coding skills

rancid timber
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Yeah not really, I sprinkle it in here and there but I know there are people who use it for everything it's got lol

dreamy granite
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well, see ya then..I guess it's better to catch you at (your)evenings?

rancid timber
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You can write any time, I'll answer whenever I'm free

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But yeah that's usually in the evening

dreamy granite
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yea, but some things need discussion so it's better to have both online

dreamy granite
rancid timber
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lol I tried that once, of course it didn't go fast enough to make the jump trianglepupper

dreamy granite
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so, how it's going?

rancid timber
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but yeah its going good lol

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working on my final assignment for class, and some of the stuff we went over

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hbu?

dreamy granite
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"hbu" ? u know, living in a different hemisphere, I'm not familiar with all the abbreviations xD

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it's just..there's another list of things about throwers as well

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but I realise I can't even test it properly as I have no working 2.0 base that's advanced enough

dreamy granite
rancid timber
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Factorio Mod Portal

Based on the old Creative Mode mod created by Y.Petremann, then patched by Pac0master, and also the Test Mode mod created by rk84. By enabling Creative Mode in the game, you can access objects that can generate unlimited items, fluid or energy, or nullify them. Perfect for testing purpose or making initial setup for games.

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and then build anything you want in a new world

dreamy granite
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some bugs are only appear if u play long enough

rancid timber
dreamy granite
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..or at least put a warning "1.1 -> 2.0 migration wasn't really planned, so expect it to be buggy and all"

rancid timber
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I tried it on your save and it seemed pretty solid ๐Ÿ‘Œ

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made mount/dismount zipline its own key so now you can set it to whatever you'd like. It's still F by default for people who don't want the function switched on them randomly when updating lol

dreamy granite
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well, speaking of conversion - it worked for some hours, but then..

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the crash I sent to you wasn't the 1st one, but there were ways to bypass it somehow (kind of floating error)

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until I hit the wall finally at that stone outpost

rancid timber
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yeah i think when I switched from unit_number to destory_id their counters were probably pretty far apart, but the more you played the higher new destroy_ids got and eventually started overlapping with the old recorded unit_numbers

dreamy granite
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also I almost managed to convert that air filtering mod..but there are still some shit happening xD

rancid timber
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lol you probably have better luck asking the original author

dreamy granite
dreamy granite
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actually I had to patch it to make it work even in 1.1

rancid timber
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damn

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well good for him lol shoob

dreamy granite
rancid timber
rancid timber
dreamy granite
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well, the only remaining thing about that mod is to deal with it's recipes NOT crafted by anything (seems to be something with crafting categories)

dreamy granite
rancid timber
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i dont think crafting categories changed much in 2.0

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to get on yes, to get off no

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but now to get off it needs a valid spot to land

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so you cant accidentally dismount in the middle of the ocean trianglepupper

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and cause a huge lag spike

dreamy granite
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the best thing would be using the same key for mounting anything, be it pole, car or whatever. But I remember having issues with that when I tried

dreamy granite
rancid timber
dreamy granite
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there were problems if there are several mountable things nearby

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well, needs further testing I guess

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and speaking of throwers - there are other things about it

rancid timber
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even if its the same key

dreamy granite
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so for throwers

  1. Basic yellow inserter is not available at the start of the game now, but the basic yellow thrower is. Look strange.
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  1. throughput depends on direction - throwing things up is several times faster than throwing down, left/right are in between
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  1. Throwing things in the water on nauvis discards them, what about other planets?
rancid timber
rancid timber
rancid timber
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so vulanus lava, aquilo amonia, and fulgora deep oil it will also be discarded

dreamy granite
rancid timber
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but the fulgora normal oil that the player cann walk on, the items can also fall on and not get deleted

dreamy granite
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also would be good to have a "mirror" bouncer for bi-directional thrower-lines (rotateable, ofc)

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and range switching for all bouncers (like those sorters)

rancid timber
rancid timber
dreamy granite
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directional one has a fixed range of 10

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also, re-check thrower's range adjusting at placement (also it's impossible to do it on blueprints)

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and sometimes it's messing up and places a thtrower when you try to place a ghost of it
I know that range adjustment is done via hidden blueprints, but there seems to be some shit happening with it

rancid timber
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the directional ones you can adjust to 5, 10, or 15

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the filtering one yes its only 10

dreamy granite
rancid timber
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true makes sense it should be adjustable too

rancid timber
dreamy granite
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I mean if you adjust the range but want to place a ghost instead of the actual thrower(to set filters, for example)

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but it still places a thrower that starts throwing everything

rancid timber
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yeah you couldn't edit ghosts before 2.0 so that was never a problem before

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ill have to think about how to do that

dreamy granite
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you should just play more, so you'll find most such things by yourself xD

rancid timber
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well i wanted to beat 2.0 normally first

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you right though

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I probably would find it myself if I did shoob

dreamy granite
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also there's a rare bug I've seen in 1.1 (not sure about 2.0 yet) - during the range adjusting before placing it sometimes(after a long play usually) creates a huge blueprint with a thrower in question in one corner and some tiles(landfill, water, etc - no actual buildings or other things) in the opposite corner

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but you can get rid of it by reloading a save

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it looks as if you're trying to adjust it - and it suddenly disappears

dreamy granite
rancid timber
dreamy granite
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I won't spoil it for you xD

rancid timber
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lol well that's what I coded them to do so hopefully that's the case trianglepupper

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that's what I did for the space exploration mod anyway

rancid timber
dreamy granite
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it's prolly a "big uptime" problem

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some loose end that start affecting things after some time of playing

dreamy granite
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actually I've seen that already, when a thrower "lose" its target condition and start throwing stuff indefinitely, just wasn't sure how to trigger that reliably

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not 100% sure, but that seems to happen only if a target is behind a bouncer

rancid timber
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Yeah the overflow prevention is really complex, I'm probably not calculating for everything

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The alternative is to let them rip all the time and let the player handle their enable/disable with circuits

dreamy granite
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is there any limit for a number of bouncers between a thrower and its destination?

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or any other reason why some throwers are "disabled by script" despite the fact its destination is valid and free?

rancid timber
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no there can be any number of bounce pads in the path

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throwers are disabled either when the destination is full or if it has less than full power

dreamy granite
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both reasons are not valid
I can remove one bouncer - they start working immediately, then I return it - all items go where they should, but throwers are disabled again. Is there something I can look at for debugging?

rancid timber
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there isn't really an easy way to see it. If you use that gvv mod I linked before you can look at the global variables and in ThrowerPaths table you'll see a bunch of subtables indexed by bounce pad destroy_id, then in those tables are subtables indexed by thrower destroy_id which have a list of items that the thrower ends up throwing along a path that involves the bounce pad. But for any of that to be useful you'd have to be able to see the bounce pad destroy_ids which as far as I know is only by script

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what happens is that just before a thrower throws something, it sends a simulated version of the item to see where it ends up and records any bounce pads along the path. So then with those recorded I can detect the events for those bounce pads being removed or rotated, which would cause the path of the thrown items to change. That way I know when to tell the thrower it has to recalculate the path of the item next time it tries to throw it

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rotating or replacing a thrower also triggers a recalculatino of the paths

dreamy granite
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looks like that pre-recorded route breaks sometimes

rancid timber
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yeah in 1.1 i never had it break and I never got any report of it breaking but im sure in 2.0 there's new ways player can move stuff I dont have detection for

dreamy granite
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that's kind of a big supply chain with a bunch of bouncers and throwers that ends at a spaceship, used as mall (with item filters inside)
and now some branches od that supply chain are working and some are not

dreamy granite
dreamy granite
dreamy granite
dreamy granite
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I do understand it's not your fault, but idk if it's possible to convince devs to change the base game behaviour

dreamy granite
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I mean, same bouncer at the same place blocks everything

rancid timber
dreamy granite
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as if that place is cursed somehow xD

rancid timber
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try this one, you'll have to load it from a save that hasn't gone through the migration so that my new updated migration applies

dreamy granite
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yea, I understand that

rancid timber
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I also added Left Shift as a brake button for the zipline

dreamy granite
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yea, I noticed the brake key in settings, but it did nothing at the time

rancid timber
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from my testing you should stop in place when you press it

dreamy granite
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it was in the previous testing build

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haven't tried recent one yet

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well, the supply chain is operational now, thanks

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and that thrower that was spilling shells over an already full box is fixed as well

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as for brakes - it works, but on RELEASING the key (that feels strange)

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ah, and replacing violets with blues works as well

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good job ๐Ÿ™‚

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maybe it would be better for brakes to apply a deceleration than just nailing it in place? that would feel more natural

rancid timber
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I had it on Left Control originally and I had that same thing

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I rebound it to Left Shift then it worked on press insread

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so maybe it depends on keyboard

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try rebinding to K or something

rancid timber
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for normal zipline driving I can read off what direction the player is walking in so it can happen continuously while the buttons are pressed

dreamy granite
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so there's no distinct OnKeyPress and OnKeyRelease events?

rancid timber
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no unfortunately not

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only on pressing

dreamy granite
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lol, it works instantly with letters, but only upon release with keys like control or shift

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well, maybe the game expects it to be a part of some key combination

rancid timber
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Yeah that makes sense

dreamy granite
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also you should know that your mod saves LOTS of fish from rotting
it was collected upon landfilling the ocean for solar fields, and was doomed to rot in the box in 2.0, but throwers made it possible to release all the fish back to the ocean

rancid timber
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Haha excellent ๐Ÿ‘Œ

dreamy granite
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but now I realise I'll need to deal wih biter eggs later..

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also I wonder what will happen if a biter egg spoils into a biter mid-flight?

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you'd better think of it now

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on the other hand, if items won't spoil mid-flight - then it's possible to make a ring of bouncers to store such things

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also, is there a limit of items flying in the ring of bouncers?

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or maybe it's limited by ups only?

rancid timber
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Well the items don't actually exist when they're thrown, it's just a picture of the item moving through the air so it literally can't spoil lol. Only when it lands it recreates the item

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Throwers won't throw into a loop of bouncers by themselves

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Unless you turn off the overflow prevention

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In which case there's no limit to how many can loop around together

dreamy granite
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but the overflow prevention is a scripted thing? controlled by settings, not signals?

rancid timber
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Yeah

dreamy granite
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huh

rancid timber
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It's something you can turn off in the settings

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Then throwers will just run all the time

dreamy granite
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or after getting into some chest only?

rancid timber
dreamy granite
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ah..

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so we need a bouncer ring, a thrower with overflow protection disabled(signal-controlled?) and a signal-controlled sorter-bouncer with adjustable range

rancid timber
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I guess so trianglepupper

dreamy granite
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so the sorter can redirect part of items out of the storage ring

rancid timber
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The hard part would be withdrawing just one

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Or however many you wanted

dreamy granite
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not much, actually, most of them should have protection enabled as it would cause a huge mess

dreamy granite
rancid timber
#

Yeah

dreamy granite
# rancid timber Yeah

auto-drop on water poles still happens. This time, though, it leads to a crash. But manual dismount over the water is blocked and that's good

dreamy granite
#

another bug: go towards the end of a powerline, stop in the middle of it's last segment and go back - and you'll be dropped at the second pole as if it was the edge one. Direction seems to be irrelevant.

rancid timber
rancid timber
#

Actually if I add the check for a valid place to stand to the auto dismount that should work too

rancid timber
dreamy granite
dreamy granite
#

btw there's a mod that's a derivative of yours https://mods.factorio.com/mod/lob (though you already know about it probably)
he claims he made an ups improvement, so maybe you can use it yourself? it seems to be forgotten anyway

Factorio Mod Portal

Adds 2x1 thrower inserters that can launch items through the air. A UPS-optimized fork of Renai Transportation.

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also you said items don't exist while circling a ring of bouncers, only their pictures do. Does that mean it won't consume ups as long as nobody's looking at it?

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another thing: overflow protection prevents throwers from throwing things into a ring of bouncers only. BUT: if there's an adjustable thing that makes it seem to have a valid target, that switches range/direction/etc after filling the ring..

rancid timber
rancid timber
rancid timber
rancid timber
#

I've never actually tried it but everything in the description makes sense that it would improve performance, but it loses some "cool" factor garlicdoggo

dreamy granite
#

zipline feels even more useful on fulgora, I must say

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also bouncers don't toggle their arrows if you click in remote view, idk if that's a bug or not

rancid timber
dreamy granite
#

ah, ok

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so, have you tried the space part of 2.0 yet?

rancid timber
#

Yeah I've beaten the expansion without mods

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Except the shattered planet

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Couldn't be bothered lol

dreamy granite
#

so have you tried throwers on spaceships?

rancid timber
#

I tried it in the creative mode mod, looks like they work the same way they did in space exploration

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Which is good lol

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I think I want to make throwing items backwards off a space platform generate a small amount of thrust trianglepupper

dreamy granite
#

well, physical accuracy all the way xD

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but what about them being SO DAMN SLOW?

rancid timber
#

The items or the inserters?

dreamy granite
#

well, it looks like a usual inserter with very long arms, but one swing takes like 30 seconds

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and ejector hatches throw like 1 item per minute

dreamy granite
#

and there's another thing that needs to be fixed: if you try to remove hatch from some building, there' s a great chance you'll remove the building as well (time between those is really short). Dunno who's to blame though

dreamy granite
#

or maybe it's time to ask are those hatches needed at all? why don't just make it like in LOB mod, where thrower operates directly with any entity that can accept items

rancid timber
#

I'm not sure if there's a way to prevent removing things under the hatch since they're right on top of the other lol. I have had that problem too but I just put the machine back and deal with it

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There might be something I can set to "cancel remove mode" maybe

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If it exists in the API

rancid timber
dreamy granite
#

just tried the new version. You seem to forgot another conditional operator(to NOT try to load disabled things)

dreamy granite
dreamy granite
rancid timber
#

Ah fuck

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Yeah I think I added something just for testing something new and used that as placeholder

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I'll check it out, thanks for letting me know ๐Ÿ‘

rancid timber
#

okay I think the crash should be fixed on 2.0.11

dreamy granite
#

yea, the crash is fixed now, but you forgot one debugging print xD

dreamy granite
#

if (ThingLandedOn.type == "transport-belt") then
game.print(3)
in FlyingItems.lua

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so it keeps spamming threes in console

rancid timber
#

Why is programming so hard ChibiYelling

dreamy granite
#

it's not "hard", it just requires a special mindset - a constant attention to such small things

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also that's what testers are for

rancid timber
#

that's true

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I removed it on v2.0.12

dreamy granite
rancid timber
rancid timber
dreamy granite
rancid timber
#

lol I guess that makes sense ๐Ÿคฃ

rancid timber
#

so now I know why it wasn't working for you, I will have it fixed next version. You'll have to break and replace them to fix it though

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Also I made an adjustment to the zipline driving so that it if multiple connections are close together, it will always choose the longest connection

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not perfect but I feel that's what players want to do 90% of the time

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will also be in the next version

dreamy granite
#

..but it could be difficult as as I'm using modded poles as well

dreamy granite
#

but adgusting the range of blueprinted throwers(or trying anything in remote view mode) still doesn't work

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so the "thrower ruler", made to adjust range before the relevant tech is open, is still in use xD

dreamy granite
#

also another minor bug: it's impossible to switch to another planet in remote view while hovering on zipline

rancid timber
#

Bigger poles are usually further away so I think it works out

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If it doesn't work well I can change it back

rancid timber
#

Thank you for letting me know ๐Ÿ‘Œ

dreamy granite
#

(yea, programming consists of trade-offs mostly)

dreamy granite
#

also just noticed another bug: there's not enough copper cable to build a thrower, but it doesn't notice that(unlike the missing inserter). Dunno if that's about the mod itself, but I haven't seen that with other items

rancid timber
#

if i put 3 iron sticks in my inventory with some iron plates, the medium pole shows up the same way

rancid timber
#

easy enough to add a check to stop that though

dreamy granite
#

also just found another funny bug: if you try to copy settings(ctrl/shift-click) from long thrower to a basic one, it starts working as a long thrower itself(with a range longer than it's own max)

dreamy granite
dreamy granite
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and this is frozen sulphuric acid, thrown by an ejector hatch

rancid timber
#

The double zero means I'm requesting 0 and that I want the logistic bots to remove until I have 0. On vulcanus and gleba I randomly accumulate a lot of those ores and stones so getting the bots to remove them is convenient

rancid timber
dreamy granite
dreamy granite
#

it's just the ejector itself and the receiving box are using the right icon, so I thought smth could be wrong

rancid timber
#

I don't really mind that interaction enough to add that kind of limitation, unless a lot of people think it should work that way

rancid timber
#

@dreamy granite hey man, you've been fantastic with all the feedback and I appreciate your suggestions and comments. Would you be interested in testing the next version of the mod? It has some new stuff and also the bug fixes and changes to hopefully make the Zipline/remote view work better

dreamy granite
#

oh..was busy with my work and such for a while, so no time for discord. Sure I'll take a look

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aaand right from the start:
35.696 Error AppManagerStates.cpp:1648: Error while applying migration: Renai Transportation: RT-2.1.0.lua

Unknown entity name: RTTrainRamp
stack traceback:
[C]: in function 'find_entities_filtered'
RenaiTransportation/migrations/RT-2.1.0.lua:54: in main chunk

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also using typo-like identifiers(such as "irection") is usually not recommended

dreamy granite
#

(like I said earlier, if you give an ability to disable something, you should check that everywhere)

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all bouncers now look like R signal, so you can't even tell which one is that. Also it has its range as a signal, but connecting wires to it is impossible. So wtf is that at all? ๐Ÿ˜
also adjusting their range is impossible as well

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throwers on space platforms seem to work like before(slow and strange)

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thrower stack inserter is available to build even if usual stack inserter is not

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belt ramps looks slightly cheaty with their 0 power req, but definitely and interesting thing

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and a possibility to use them instead of regular bouncers makes the latter a bit questionable

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also would be good to have destination arrows for belt ramps and vacuum hatches(like throwers have)

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longest wire selection for zipline seems to be working at the 1st glance

dreamy granite
#

you seem to be totally unbothered by quality for all your items?

dreamy granite
#

EM cannon looks interesting, but not very clear how to use it. Also all unused empty shells disappear upon mining it

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well, that's it for now, I guess

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but I probably take a closer look soon (you still have something to do ๐Ÿ˜ )

rancid timber
#

The R signal is just how I keep track of the range when copy/pasting, it shouldn't be visible normally and the player isn't meant to connect wires to it. Do you have some debug settings on? I'll have to see how I can hide it so you can actually see the bounce pads lol

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The belt ramps don't use power because normal belts don't use power and it's a bit computationally expensive to set it up for that in the API. There are certain downsides to it always running though so I think it balances out, will have to see

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Yes different qualities don't do anything right now, quality only supports a few properties innately so I would have to script it manually and so far I don't have any ideas for it

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Thank you again for your feedback on the bugs and functions, I appreciate your time ๐Ÿ‘

rancid timber
#

also the reason why the range adjusting for bounce pads doesn't work is because I checked for the wrong setting to be enabled for that, one you have disabled

dreamy granite
rancid timber
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oh it must be because I have combinator set to off for alt-view

dreamy granite
#

also tried to remove one thrower on the space platform and reinstall it. The reinstalled one throws stuff fast, as intended, just ignores range settings(but the pointer arrow is still there)

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just throwing ammo into space instead of a turret

dreamy granite
rancid timber
#

here is a slightly updated version with a few fixes for the migration and bounce pads

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The item cannon doesn't work in that version, its going through some changes with someone else

dreamy granite
dreamy granite
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and maybe all bot chests(requesters, providers and so on) could do as well

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also there's one more thing to handle: on Gleba you can order to make a bunch of items like biochambers, that require short-living ingredients like nutrients and pentapod eggs. But that actually prevents you from using zipline, because current system of recipe "passthrough" (through recreation) will be canceled by timers running out

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so you won't drop items like it was on other planets(yea, it still could happen if you build something like a bunch of nuclear reactors), but you just lose all ingredients silently(just get several stacks of spoilage in return)

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but at least you won't get a bunch of pentapods around ๐Ÿ˜

rancid timber
dreamy granite
dreamy granite
#

just tried the new version, and they're still broken, but different way - just sending items into space, but having a destination-pointing arrow and actually honoring it(like, thrower loading the turret will only get ammo amongst other items..but still just throwing it away, as if lack of gravity makes it impossible for thrown items to hit their destination)

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also, just to mention: all items have their weight(considered upon loading them into the rocket, for example). Is it used when calculating the momentum upon throwing them away on space platforms?

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two of them: one trying to load turret and one trying to unload some ore on the belt

rancid timber
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That's how its supposed to work, basically the only purpose throwers have at the moment on space platforms is voiding items

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The momentum is only by the number of items thrown, not weight

dreamy granite
rancid timber
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Nope. I mean there's no gravity up there so I feel like that makes sense

dreamy granite
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well, ok then

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(though it will actually make them useless and forces me to redesign all the ships)

dreamy granite
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(actually I'd prefer leaving them as before then ๐Ÿ˜ )