#Depends if the API has the command that
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it's a crash actually
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>
I can see it's related to zipline hovering..but I'm not even on zipline at that moment
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..
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
I'll have to see when I get home why that's happening
in my last crash save it can be reliably triggered by putting 3 (empty) belt sections
but I can just wait, doing nothing, and it will still happen, just a bit later
That's weird, can you send me the save file for me to check out?
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)
what's you timezone btw?
You just have to send the save file, Factorio will download the mods I'm missing automatically
I'm EST
like I said, some mods were updated to 2.0 by me (for personal use)
but there were no code, just recips and such
the whole base won't
That's fine I just need to test the crash
Good find with that one ๐
don't laugh, but I DON'T know lua actually, just utilising some code reading skills from previous IT background
I'd say the mod needs more of such checks..no need to handle things that are disabled in settings
No worries I barely know lua myself lmao. My only coding experience is Matlab from college
the base itself doesn't work, but just put 3 belt sections and it will crash
I removed all "non-standard" mods from save
so, how it all goes?
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
they're all supposed to be RenderObjects, im not sure how some of them are becoming numbers
omfg
so, how can it be fixed(and how fast) ?
and, by the way
this debug view - where it's from?
its a mod
idk theres lots of weird stuff in your save lmao
you should be able to click on these to toggle their dotted lines
well, it's an import from 1.1
others are hidden behind the trees
from 1.1 to 2.0 I changed how I track things from using unit_number to registration_number
becuase unit_number is less consistent
if you have leftover things being tracked by unit_number then those wouldnt function normally anymore lmao
also RenderObjects used to be numbers
in 1.1
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)
i dont think that's avoidable because the same item is used to build all the range types
and the item defaults to the 10 range when placed by hand
but bots used the item to "restore" the blueprint
well actually maybe i could make the range some other property attached to teh bounce pad
you know..
when I first tried to load the 1.1 base to 2.0 with most mods non-functional..and most of the things were broken, so u have to run everywhere fixing it..at that was SO FUCKING SIMILAR TO MY JOB!
yeah i figured most people would just start a new save with 2.0 so I revamped some stuff
i didnt really think about if it would be backwards compatible
well, that explains everything
do you work as a repair guy?
not exactly repair..kinda "the guy with NO right to say 'dunno' "
so u have to deal with everything
lol
making things work no matter how braindead they were made
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
it was a guy form the navy though so thats probably their mentality
it's easy if you KNOW what do you need
yeah thats the catch lmao
and if you know what will you see there (because "everyone lies" ยฉ)
well anyway i think your issue is related to a lot of different things in upgrading from 1.1 to 2.0
I can try to come up with some conversion fixes but I don't think I can catch everything
by taking out the HoverGFX i can at least stop the crash youre getting but other incompatabilites will be lurking lol
is there a way to modify internal variables? or to reset it some way?
if there is I'd need some time to come up with it
nothing comes to mind immediately
because now you have a mix
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)
...factorio is a game about engineering..but who said it's just about virtual bases? xD
definitely the quickest fix lol
yeah i studied mechanical engineering so my coding skills are just enough to get by
data structure base is complicated 
well..but there's still a long list of things about rt
yea xD
well..
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)
I mean several smaller mods
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
and i was too lazy to figure it out and separate them
so I made them settings you can turn on or off
well, it seems they're not actually turned off (remember my previous patch?)
(this one)
yeah the settings basically just turns on/off the recipes
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
i use states like "jumping" "ziplining" etc to make sure a player cant do two things at one
cause some pepole had crashes from taht
another bug: try to build this and zipline from one side to another (spoiler: you'll be dropped at small poles no matter what)
as steering doesn't work properly at small angles
it's still possible for several mods to share things though
i never thought about htat but I guess it makes sense
what do you think the ideall contraoll would be for something like that?
maybe u just haven't used it that much
well..we can use 8 main directions from controls
yeah i dont build power poles like that lol
currently it does calcualte from the 8 directions
im just not sure how you would get smaller resolution
it's just an example
actually, in my save there was a similar situation with 2 substations and a big powerpole
(but those were modded ones so they're out)
well..looking which wire directions are close to axis and snapping to it? in this example - left(right) and left-down(right-down)
the ploe can't have more than 5 connections anyway
the same situation live
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
i think
its been a while lol
well, maybe just make sure there's no more than 1 wire per sector
actually no its based on the order of the poles given by the .real_connections command
i dont think i should stop players from placing poles where they want
I'm not about placing poles
or rather idk how I would enforce only having one wire per slice
moving excess to another sector?
yea, I understand
so if the player is on the big pole and holding D, there are two wires in the D direction
if its in that slice i cant move it to another slice
cause thats just where it is
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
the same for left ones
the most intuitive way
true that would work if the DS slice is free
if there were then you'd have 3 wires in the space of 2 slices
the "light" example is exagerrated, the "dark one" is more real
..then just move one to the next available sector
true, i get what you mean though about having the wires spaced dynamically relative to eaech other instead of by physical position
if we're speaking about control, the question is not about "where is it located" but "how to get there"
yeah you mean like this right?
yea, something like that
thats certainly more flexible, it seems difficult to program though
would definitly need a lot of testing lol
lol thats okay, doesn't have to be live
well, there are other things thatmight be easier though
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)
yea, it happens sometimes
but more often you're just getting off the zipline with your cursor somewhere over a loose thrower
or you're over the water trying to adjust those non-range-retaining bouncers. OOPS..
oh right, in 2.0 its more normal to do more stuff from map view
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
yeah I think I can split it into "interact" "adjust" and "zipline" keys
yea, would be great
lmao
I don't think that would be difficult
I just have to check what the water pole name is
in the code
and another things zipline surely needs are BRAKES and maybe gear switching as well
make like a blacklist
actually, I never go over red zipliner, as no brakes and bad steering makes it close to unusable
have you tried the auto driver?
honestly idk what is it for
if there's just one way(like between outpost) - I'm not that lazy to hold a key, but there's a factory grid..
also terminals don't support renaming and I hate those shitty auto-names xD
but only for auto-detach! Water powerlines provide a good way to reach faraway islands(and a range of 48 as well)
yeah i mean it would prevent you from getting off but you could still drive on it
you should be able to rename the terminals
disable getting off automatically, NOT manually (there still can be some islands under the wire)
the terminal will drive the zipline for you between any two terminals no matter how complicated the power grid
and for any speed
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
ah i see
well, if not some "point and click" interface so u just press an "activate" key, click a random pole and it drives you there
that wouldnt be too hard actually
so you could get on anywhere and chose any pole to drive to
just an idea, not a requirement
yeah
so anyway what I could probably do quickly is more hotkeys and the dismount blacklist
requirements are brakes(to stop anywhere quickly) and maybe gears (to switch max speed and maybe power cons to a lower/higher tier)
or maybe make it dependant on the pole type?
brake should be easy, speed shifting would be tricky since there are different trolley tiers already
steering will be tricky too but not impossiblt i dont thnk
great
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
and especially unfair during brownouts
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
(common scenario - inter-island travel with bot-placed poles. During the night, ofc)
That's a good idea
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 funny
you're not a "repair guy" xD
lol definitely not
also controller being an "ammo" provides a minor meh as it won't fit a rocket
the "what will I do if it's broken?" way of thinking is something
It doesn't?
so it's not "look at that pedalling guy!", but "how will I get to the power station island during an outage?"
no, you have to remove it to get to the orbit
Oh for the player to get on the rocket
yea
Gotcha
It's getting pretty late here so I gotta head to sleep soon but thank you for the recommendations
sure
I appreciate the feedback, a lot should be double pretty quick
You can always leave some more comments and I'll read them
I'm sure 
I don't call it jank for nothing
well, it's not junk, it's just..you seem to be not playing it much
and maybe it's a bit too much for your coding skills
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
well, see ya then..I guess it's better to catch you at (your)evenings?
You can write any time, I'll answer whenever I'm free
But yeah that's usually in the evening
yea, but some things need discussion so it's better to have both online
speaking of cargo ships: can you imagine jumping TANKER? ๐
lol I tried that once, of course it didn't go fast enough to make the jump 
so, how it's going?
yo sorry i missed your message, i only get notifications for pings
but yeah its going good lol
working on my final assignment for class, and some of the stuff we went over
hbu?
"hbu" ? u know, living in a different hemisphere, I'm not familiar with all the abbreviations xD
it's just..there's another list of things about throwers as well
but I realise I can't even test it properly as I have no working 2.0 base that's advanced enough
just that one blocked by crash (unless there's a way to fix it somehow..reset all tables maybe?)
hbu = how 'bout you
you can use the creative mode mod, thats what I use to test
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.
and then build anything you want in a new world
some bugs are only appear if u play long enough
I was thinking I could probably clear all the tables and then scan all surfaces to repopulate them, it would probably take a while though
..or at least put a warning "1.1 -> 2.0 migration wasn't really planned, so expect it to be buggy and all"
I tried my hand at making a migration file that should theoretically up convert 1.1 saves to work without so many crashes in 2.0. I also added some other things you can see listed in the changelogs. Give it a try if you'd like
I tried it on your save and it seemed pretty solid ๐
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
well, speaking of conversion - it worked for some hours, but then..
the crash I sent to you wasn't the 1st one, but there were ways to bypass it somehow (kind of floating error)
until I hit the wall finally at that stone outpost
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
also I almost managed to convert that air filtering mod..but there are still some shit happening xD
lol you probably have better luck asking the original author
and speaking of migrations - base game replaces violet inserters with blue ones upon conversion, would be good to include this as well
he's long gone (last thing in the changelog was about him getting married and such. Almost 4y ago)
actually I had to patch it to make it work even in 1.1
damn
well good for him lol 
is it not this one?
https://mods.factorio.com/mod/air-filtering
that's a good point, should be easy enough to replace it
lol yeah looks like an obscure one
there were traces of that system in my saves (loose pipes everywhere and half-disassembled thing at the right, below the stations block)
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)
does the zipline (dis)mount require the cursor to point at the pole you need?
i dont think crafting categories changed much in 2.0
to get on yes, to get off no
but now to get off it needs a valid spot to land
so you cant accidentally dismount in the middle of the ocean 
and cause a huge lag spike
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
yea, I know (it was that auto-dismount on water poles)
you could set it to be the same key in the controls, now that they're separate hopefully the issues will be gone
there were problems if there are several mountable things nearby
well, needs further testing I guess
and speaking of throwers - there are other things about it
oh true, thats why pointing at the pole you want to mount on is good
even if its the same key
I mean, it's more about making base game using the same logic(pointing at the thing you'd like to enter)
so for throwers
- Basic yellow inserter is not available at the start of the game now, but the basic yellow thrower is. Look strange.
- throughput depends on direction - throwing things up is several times faster than throwing down, left/right are in between
- Throwing things in the water on nauvis discards them, what about other planets?
that's fair, im sure I can add it to the same tech as the normal inserter
someone pointed this out to me a long time ago, it has to do with the angled perspective of the game and how inserters rotate. As far as I know this can't be fixed without lots of tracking for every inserter that would cause a bunch of lag
any tile you can walk on the item will land on
so vulanus lava, aquilo amonia, and fulgora deep oil it will also be discarded
that's actually the worst thing about ejector hatches - you can't feed a complex enough recipe with an ejector pointing downwards, would be too slow
but the fulgora normal oil that the player cann walk on, the items can also fall on and not get deleted
also would be good to have a "mirror" bouncer for bi-directional thrower-lines (rotateable, ofc)
and range switching for all bouncers (like those sorters)
yeah that's just how inserters are unfortunately. The ejector is literally just an invisible thrower inserter with no collision
what do you mean by range switching for bouncers?
directional one has a fixed range of 10
also, re-check thrower's range adjusting at placement (also it's impossible to do it on blueprints)
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
do you mean the filtering bounce pad?
the directional ones you can adjust to 5, 10, or 15
the filtering one yes its only 10
yea, just idk how it called in your locale
true makes sense it should be adjustable too
ive never had a problem setting the thrower range before placing it, do you have an example I can try?
I mean if you adjust the range but want to place a ghost instead of the actual thrower(to set filters, for example)
but it still places a thrower that starts throwing everything
I see
yeah you couldn't edit ghosts before 2.0 so that was never a problem before
ill have to think about how to do that
you should just play more, so you'll find most such things by yourself xD
well i wanted to beat 2.0 normally first
you right though
I probably would find it myself if I did 
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
but you can get rid of it by reloading a save
it looks as if you're trying to adjust it - and it suddenly disappears
also try to place some throwers on a space platform
I think it just throws items into space right?
I won't spoil it for you xD
lol well that's what I coded them to do so hopefully that's the case 
that's what I did for the space exploration mod anyway
I've never seen that and no one has reported anything like that either, sounds pretty wild
it's prolly a "big uptime" problem
some loose end that start affecting things after some time of playing
the first thing I see is a loose thrower, sending artillery shells to an already full box
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
not 100% sure, but that seems to happen only if a target is behind a bouncer
Yeah the overflow prevention is really complex, I'm probably not calculating for everything
The alternative is to let them rip all the time and let the player handle their enable/disable with circuits
is there any limit for a number of bouncers between a thrower and its destination?
or any other reason why some throwers are "disabled by script" despite the fact its destination is valid and free?
no there can be any number of bounce pads in the path
throwers are disabled either when the destination is full or if it has less than full power
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?
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
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
rotating or replacing a thrower also triggers a recalculatino of the paths
looks like that pre-recorded route breaks sometimes
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
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
all this chain is imported from 1.1 as is
btw, one obvious way is "picker dollies" mod
also previous import version has no problem with it
unfortunately it's not true for a base game itself..tried to use shared "mount anything" key on a pole between 2 trains - got a strange situation where the char itself enters a train, but the zipline carriage appears and can be moved arouns xD
I do understand it's not your fault, but idk if it's possible to convince devs to change the base game behaviour
tried to rebuild that whole chain from scratch. Same result at the same place
I mean, same bouncer at the same place blocks everything
i think i figured out why, I didn't accound for some ways the old system worked with bounce pads and stuff when I made the 2.0 migration
as if that place is cursed somehow xD
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
yea, I understand that
I also added Left Shift as a brake button for the zipline
yea, I noticed the brake key in settings, but it did nothing at the time
from my testing you should stop in place when you press it
it was in the previous testing build
haven't tried recent one yet
well, the supply chain is operational now, thanks
and that thrower that was spilling shells over an already full box is fixed as well
as for brakes - it works, but on RELEASING the key (that feels strange)
ah, and replacing violets with blues works as well
good job ๐
maybe it would be better for brakes to apply a deceleration than just nailing it in place? that would feel more natural
lol really? that's weird
I had it on Left Control originally and I had that same thing
I rebound it to Left Shift then it worked on press insread
so maybe it depends on keyboard
try rebinding to K or something
as far I can tell for mods, keys only send their input for a single tick. I can't detect a player holding down the brake key so I have to stop all at once
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
so there's no distinct OnKeyPress and OnKeyRelease events?
lol, it works instantly with letters, but only upon release with keys like control or shift
well, maybe the game expects it to be a part of some key combination
Yeah that makes sense
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
Haha excellent ๐
but now I realise I'll need to deal wih biter eggs later..
also I wonder what will happen if a biter egg spoils into a biter mid-flight?
you'd better think of it now
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
also, is there a limit of items flying in the ring of bouncers?
or maybe it's limited by ups only?
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
Throwers won't throw into a loop of bouncers by themselves
Unless you turn off the overflow prevention
In which case there's no limit to how many can loop around together
but the overflow prevention is a scripted thing? controlled by settings, not signals?
Yeah
huh
It's something you can turn off in the settings
Then throwers will just run all the time
ah, so biter still can hatch out on bouncer?
or after getting into some chest only?
The bouncer doesn't count, only when it lands on the ground or in a chest/machine
ah..
so we need a bouncer ring, a thrower with overflow protection disabled(signal-controlled?) and a signal-controlled sorter-bouncer with adjustable range
I guess so 
so the sorter can redirect part of items out of the storage ring
not much, actually, most of them should have protection enabled as it would cause a huge mess
so that's why items were losing quality earlier?
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
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.
Yeah I didn't put the auto dismount blacklist in yet. What mod adds those water poles?
Actually if I add the check for a valid place to stand to the auto dismount that should work too
That's a weird one, I'll have to check that out
https://mods.factorio.com/mod/cargo-ships/
but yea, maybe just add a place check to autodismount too (someone may have an over-water powerline with vanilla poles on small landfill patches - still nowhere to jump to)
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
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?
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..
I'm not sure what you mean. Are you asking if there's something that will temporarily turn off the overflow prevention?
I don't know, I think it still uses some UPS even if no player is looking at it
Yeah I've seen that one, most of the ups improvements he added are at the cost of some function. Like when it throws the item it instantly transfers to the inventory and the projectile is just aesthetic. It also checks throwers less often so it's not as good with fast inserters
I've never actually tried it but everything in the description makes sense that it would improve performance, but it loses some "cool" factor 
zipline feels even more useful on fulgora, I must say
also bouncers don't toggle their arrows if you click in remote view, idk if that's a bug or not
as far as I know its a bug specifically with clicking on map view
I have a custom input { type = "custom-input", name = "RTClick", key_sequence = "", linked_game_control = "open-gui",โฆ
Yeah I've beaten the expansion without mods
Except the shattered planet
Couldn't be bothered lol
so have you tried throwers on spaceships?
I tried it in the creative mode mod, looks like they work the same way they did in space exploration
Which is good lol
I think I want to make throwing items backwards off a space platform generate a small amount of thrust 
The items or the inserters?
well, it looks like a usual inserter with very long arms, but one swing takes like 30 seconds
and ejector hatches throw like 1 item per minute
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
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
That's odd, it moved normal speed when I tried it. It sounds like they don't have enough power
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
There might be something I can set to "cancel remove mode" maybe
If it exists in the API
The Hatches are definitely not needed but I feel like it makes the visuals look better 
As opposed to the item just passing through the walls into the machine/chest
just tried the new version. You seem to forgot another conditional operator(to NOT try to load disabled things)
so I was unable to check that
actually encountered this thing in 2.0 as well, but it's a rare thing and not easily reproducible
Ah fuck
Yeah I think I added something just for testing something new and used that as placeholder
I'll check it out, thanks for letting me know ๐
okay I think the crash should be fixed on 2.0.11
yea, the crash is fixed now, but you forgot one debugging print xD
if (ThingLandedOn.type == "transport-belt") then
game.print(3)
in FlyingItems.lua
so it keeps spamming threes in console
lmfao
Why is programming so hard 
it's not "hard", it just requires a special mindset - a constant attention to such small things
also that's what testers are for
well, there's still a problem with throwers on space platforms: they're not just slow, but filling only the near side of the belt (on the planet surface it fills both)
to me it looks okay
do you have a save file or recording of what you're seeing cause it doesnt sound right
it turns out it recreates all the item's properties, including freshness timer. So: I sent some fish bouncing in that "cyclotron" for several hours, everything was fine..just it becomes rotten immediately on exiting the ring
lol I guess that makes sense ๐คฃ
btw someone reported the same thing happening on their save. They found that placing the thrower in the editor (which I did) lets it function, but letting the platform place the thrower like normal does not
When I place down a thrower inserter on a space platform, something weird happens. Instead of throwing it into the void of space, the inserter hand stretches out like mr fantastic and deposits the item 15 tiles away. That wouldn't normally be much of...
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
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
not perfect but I feel that's what players want to do 90% of the time
will also be in the next version
actually I was thinking like "make it prefer bigger poles over the smaller"
..but it could be difficult as as I'm using modded poles as well
don't remember about range adjusting, though - I did the "thrower ruler" bp some time ago and just use it to copypaste the one with the range I need
but adgusting the range of blueprinted throwers(or trying anything in remote view mode) still doesn't work
so the "thrower ruler", made to adjust range before the relevant tech is open, is still in use xD
also another minor bug: it's impossible to switch to another planet in remote view while hovering on zipline
Bigger poles are usually further away so I think it works out
If it doesn't work well I can change it back
That's a wired one, I'll have to see why that happens
Thank you for letting me know ๐
well, that's better for handling all modded poles without any additional effort, but range calculation is probably more ups-consuming than looking at the pole parameters
(yea, programming consists of trade-offs mostly)
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
I think that's just because copper wire is made in sets of 2
if i put 3 iron sticks in my inventory with some iron plates, the medium pole shows up the same way
also I figured out why the remote view doesnt work on zipline, I had some code to teleport the player back to the starting surface if they teleported away while ziplining because if they were ziplining past the door of a factorissimo building they would get sent inside and cause a crash
easy enough to add a check to stop that though
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)
what are those double zeroes in the req window btw?
and this is frozen sulphuric acid, thrown by an ejector hatch
In the API inserters can either be adjustable or not adjustable so there's really nothing stopping you from copy&pasting the long inserter setting like that 
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
Is frozen sulphuric acid a modded item? Any items that are added or procedurally generated after my mod won't be caught by my code, so that question mark icon is used as a place holder to prevent crashes. It should still work though
is there any event generated on copypasting settings? so you can intercept that and check for validity
actually yes, just discovered that..frozen fluids were there from the start, but turns out they moved from 1.1 with a mod (reverse factory)
it's just the ejector itself and the receiving box are using the right icon, so I thought smth could be wrong
There probably is, but then I would have to store every inserter's previous settings so that I can revert to it if it's beyond the normal reach
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
@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
If you are, you can download the .zip file here. It's also on my GitHub on a separate branch if that doesn't work
https://drive.google.com/file/d/19kL-HCvTTopAxGbPCNb3Xd1Qa_Nag09p/view?usp=sharing
oh..was busy with my work and such for a while, so no time for discord. Sure I'll take a look
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
also using typo-like identifiers(such as "irection") is usually not recommended
same shit with PrimerBouncePlate
(like I said earlier, if you give an ability to disable something, you should check that everywhere)
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? ๐
also adjusting their range is impossible as well
throwers on space platforms seem to work like before(slow and strange)
thrower stack inserter is available to build even if usual stack inserter is not
belt ramps looks slightly cheaty with their 0 power req, but definitely and interesting thing
and a possibility to use them instead of regular bouncers makes the latter a bit questionable
also would be good to have destination arrows for belt ramps and vacuum hatches(like throwers have)
longest wire selection for zipline seems to be working at the 1st glance
you seem to be totally unbothered by quality for all your items?
EM cannon looks interesting, but not very clear how to use it. Also all unused empty shells disappear upon mining it
well, that's it for now, I guess
but I probably take a closer look soon (you still have something to do ๐ )
Ah right I forgot about checking for what is/isnt enabled, good catch ๐
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
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
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
Thank you again for your feedback on the bugs and functions, I appreciate your time ๐
could you upload your save file somewhere I can try with? I have the last one you sent and fixed up the migration testing with that one, but I don't see the bugs with the bounce pad signals, throwers on space platforms, and unlocked stack thrower inserter
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
no, there's nothing debug about it, it's drawn in altmode layer(and disappear with altmode off)
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)
just throwing ammo into space instead of a turret
yea, that "settings matrix" between different people is an important thing about debugging
here is a slightly updated version with a few fixes for the migration and bounce pads
The item cannon doesn't work in that version, its going through some changes with someone else
yea, migrations and bounce pads are fixed now
well, wagons work just fine without hatches
and maybe all bot chests(requesters, providers and so on) could do as well
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
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)
but at least you won't get a bunch of pentapods around ๐
That's interesting, I've never tried that but I guess it makes sense that would happen lol. I'll have to see if the API let's me modify that
actually I've never ran into this yet, it's just a "tester's mindset" - I guessed that, then tried it - and reported the result
have you actually tried throwers on space platforms?
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)
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?
two of them: one trying to load turret and one trying to unload some ore on the belt
That's how its supposed to work, basically the only purpose throwers have at the moment on space platforms is voiding items
The momentum is only by the number of items thrown, not weight
huh? so they're not meant to work like on planet surface?
Nope. I mean there's no gravity up there so I feel like that makes sense
well, ok then
(though it will actually make them useless and forces me to redesign all the ships)
makes sense then to remove arrows and range adjustments as they're useless anyway
(actually I'd prefer leaving them as before then ๐ )