#who else has stared themselves blind at
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thx, i do encourage you to check out codegreen's version as well once he publishes his, apparently we've independently been making the same thing, his one works through luagui and luarendering whilst mine works through a blueprint book, both mods have upsides ๐
Amazing!
Very nice!
But wasn't @azure venture also working on something like this? 
#mod-dev-discussion message Oh nvm, you already knew
in between the last time i checked raiguard's general channel and writing and finishing the mod it got mentioned, first time i heard about it even though a few others apparently have read about it before, i wasn't aware at all something like this already existed 
it just annoyed me each time i had to do circuit connectors with any of my mods, and when in the k2 discord there was a cry for help about every entity needing it i decided to finally work on it
Ha
Well you're first to deliver and publish. The implementation seems really smooth so kudos to you!
Yeah, exactly
you can find his version on raiguard's discord, not sure how old it is but i'd have to guess weeks or months, his gui version works really well too
yeah I have a gui version that I meant to publish a month ago and never got around to it lol
where did you even showcase that one? deep in raiguard's server? :D
and please don't let my mod deter you from uploading yours, there's enough slices of pie for us both since people can pick which style suits them 
it isnt letting me copy the coords (i already did it with other ones so idk why this doesnt work)
aint lettin me here either
lemme try on other buildings
when you try to open it it looks for colliding hitboxes in a range of 3
enable the collision box debug render
which was the key to open the debug menu?
f 345 or something
muscle memory can be a funny thing, totally forgetting what something is but just knowing the pattern ๐
and it doesn't let you open the gui?
drop me your save and I'll have a peek
as long as it's a save i can take a peek
how the hell is it interacting with the super inserter and infinity chest
since the blueprint book isn't tied to any entity it just checks for entities within 3 range and show them what the offset would be for any of them, in case of compound entity shenanigans
then why didnt it check for the smeltery
HERE IS FINE OFC
idk if its an issue with the mod or with my boxes
eh i don't understand scenarios, popped your blueprint.zip over the blueprint.zip of an empty scenario and the world is just empty, please just give me a save file i can sync with
so yeah if you could just create a world with that scenario and send me that save so i can sync with it, that'd be nice
hold on
oh btw u can safely use the current version of aop and not the new one its asking you as its not released yet
no new stuff is added yet other than me trying to change the circuit connectors (which went well for everything except the smeltery)
ok i managed to make it connect in the right place
u can still check that out but my work here is done
I'll still be taking a peek to see what went wrong
ah i see what's going on, the center of the circuit connector is placed outside the hitbox of the smeltery so it doesn't find it by collision, so it defaults to trying the range check which merely checks the center position of the entity, when i wrote the mod i couldn't really spot a function that does "return all entities within this range who's hitboxes colide", guess i'll need to do an area check which might spot it
having other issues right now anyway
requiring base?
wdym
the mod does require base yes
it requires space age too so
strange that it fails on this then, furnace_circuit_wire_max_distance is not a local variable
it never crashed for that
also
arc-furnace.lua is the second machine prototype to load
therefore the first one did go through
which is odd
why did one go and not the other
specifically one of the two that use a furnace prototype and not an assembling machine one
what could be the cause of this?
does it work if you disable all other non-wube mods?
lemme try
nope still doesnt work
fixed in 1.0.1
hmm, weird
what could it be then
was the code tested on furnace prototypes too? maybe when they implemented circuits for furnaces they used a slightly different system idk
turned the connector line into a comment for testing
yup
its an issue with furnace prototypes
both my furnace (arc furnace) and recycler (salvager) are crashing when that is in
turned the other into a comment too
oh ok
nevermind
nothing works
it just loaded furnaces first
@tame plank you did test this before realising right
my mod provides you the arguments to use in the circuit connector builder function
it cannot be assigned to prototypes directly
search base for occurences of make_single_circuit_connector_definition and make_multiple_circuit_connector_definitions
or circuit_connector_definitions.create_
you'll see that basicacally every base thing that has circuits will call those methods
only thing that came up is the circuit-connector-sprites.lua file
peek in circuit-connector-generated-definitions.lua
you'll have to tweak the shadow offset yourself, but honestly its hardly noticable
the entity supports 4 directions
yes
doesnt the mod make it automatically
i could not sense any meaningful pattern so im not mimicing one
be glad my mod helps you with positioning
it does yeah
so all buildings with pipes need a 4 way definition right
if it doesnt have any i can skip it?
iirc it checks by prototype, even if it never will rotate it might still demand all of them, not sure
you wont believe this but i forgot to put the new connectors to the hydraulic plant
odd
some buildings didnt get correct connectors even if the code is literally the same for every of them
or is it...
idk
oddly its all the ones that start with a and b
ok what the fuck
why do specifically the first five connectors not work
these two are literally coded in the same way but the top one doesnt work and the bottom one does
@tame plank help please
are you assigning the content of the table back into the circuit connector of the entity?
yes
For both
try setting circuit_connector_layer inside the assembling's machine picture set to "higher-object-under"
?
still
the cable goes to the center
it isnt going where its supposed to go
graphics arent the problem
its straight up not working
look
allright that's weird
same
are they all assembhing machine prototypes?
No
Of the five that dont work 4 are assembling and one is a furnace
Of the ones that work all are machines except a furnace
strange
can i add things to prototypes? (like new variable to store some data?)
no
wait thats a thread bru
Oh yeah we're in a thread huh
wild hypothesis : could it be because the numbers are the same but refers to building of different size, causing some cases to fail due to being outside allowed range ?
They were calculated by @tame plank's mod
Its improbable its the case
Because it wouldve happened to most of them
And the fact its just the first 5 on the list being broken that increases my suspicion
did you press save on the file? i can only really imagine it would break if the prototypes were different
make sense and the values on the failing cases are less extreme than those on the working cases ...
except for the variation number, the 25 and 7 are also in correct range ?
i have almost no experience in modding, i was just intringued by the greenhouse sorry x)
Countless times
Wdym
when looking back at the values, the positionning of the cases that do not work are less likely to be out of bound that the coordinates for the working cases, my hypothesis was quite bad
can you send me your current world and your in progress mod? i'll have a go at debugging the connectors
Cant
Not home
Oh lol
As soon as i am i will send in everything tho
If its not to late when i go back
If it is youll have to wait for saturday as im not home tomorrow either
Regardless
Ill send it in as soon as possible
And while you check that after i send it i will try some ideas i had
Which are putting dummy values to see if its a positioning in the file issue and just moving the definitions to the files of the machines themselves
@tame plank
cooking now, peaking in 20 ish mins
so?
what is it?
something consisting of 26 letters
elaborate
they're defined under it 
or just require it first
Thanks for this mod @tame plank ๐
i take it you've already put it to good use? 
Not yet but will when it comes up again
Quezler, you are a jewel of this community.
thanks, only took 193 attempts 
it's funny to see how far ive come when looking back, i used to be deadly afraid of global since i just couldn't wrap my head around it, but oh boy the shit I've made since 
and understanding the luagui basics since the last few months opened new options ๐