#BIG Better Inventory Game

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toxic prism
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Simple Smart Hauling system to act more like a person hauling stuff!

Gather all items marked for hauling and dump them in the ship zones you have setup! NO longer will your char just walk to a single item pick it up walk all the way to the ship zone and dump it and then repeat for another single item.

Requirements: BepInEx

GitHub Source: github

GitHub

Mod for Ostranauts. Contribute to dezgard/BIG-Better-Inventory-Game- development by creating an account on GitHub.

craggy egret
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As this is a code mod you should include the Requires C# tag for sorting

toxic prism
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I added it thanks!

toxic prism
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Next update i'll be working on the construction aspect of hauling so the char will gather a bunch of whats needed for construction instead of a single item everytime.

toxic prism
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Updated the Mod to work with construction hauling too!

jagged crypt
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This is neat, but at the moment, seems to mostly only work for small items. Anything larger that needs to be dragged like furniture, it seems to have trouble with.

My character doesn't seem to want to let go of a seat that he picked up, and other furniture items he tries to grab, he just shuffles around on the derelict, or drags it into my ship, and then back to the derelict.

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I think you might need additional logic that reads if they are currently dragging an item. If they are, they should prioritize dropping it in a zone before going back. I think they are trying to pick up multiple items that need to be dragged, just swapping between them and clearing the haul order in the process.

toxic prism
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Correct thanks! working on this now πŸ˜›

jagged crypt
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Additionally, may want logic that confirms if there is space in the inventory or not.
Example, building a large number of floor, and character filled inventory with flooring, but they continue to try to pick up more until they go through all existing loose tiles on the ship.

toxic prism
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Yes it's a stop gap measure to work around base game issue ill be hunting down the issue as I go πŸ˜‰

I maybe try detaching dragging as its own system from hauling.

jagged crypt
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Sounds fair. The dragging issue is a bigger one at the moment I would say. Mod worked great when I was installing floors, but I had to uninstall it to do anything with walls. Hopefully an easy fix. πŸ˜„

toxic prism
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After work ill start on a dragging fix πŸ˜‰

snow flint
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why is this not vanilla?

torpid matrix
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@toxic prism Always making the mods we need for the games that need modders like yourself. (I'm not following you around I swear)

toxic prism
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**Stalker has entered the chat

brave loom
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Very nice work!

brave loom
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@toxic prism Would you mind adding a link to the DLL's source code, or where one can get it, please?

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Also, feel free to upload the mod itself here, as well!

toxic prism
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Yes once I get my github sorted i'll link that πŸ˜› just now trying to fix drag hauling before i leave for a few days πŸ˜›

toxic prism
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Updated to smarter managment of items during hauling

brave loom
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Just drag n drop. The server can accept files of up to 50MB per post, even without Nitro.

jagged crypt
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@toxic prism New update seems to be working well regarding dragging. Appreciate the work.

Am running into a new issue however. When doing batch haul jobs, say with a lot of floor tiles, after the first haul, it seems to revert back to Vanilla hauling behavior. It feels like it happens after it fills the inventory up and then checks additional items nearby.
It might be storing data on those it can't fit into inventory, and when it gets back to those, it isn't checking if it can store more on the second trip, so instead just carries them one by one.

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Actually, looking closer at it, I think it's actually Deleting the floor tiles on those individual trips. As I'm watching, it looks like they are picking up the tiles from the world, but nothing actually goes into their inventory, and when they go to drop something off, it isn't actually delivering anything.

vague cosmos
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Your not the only one. The behavior seems to be 'Go pick up in bulk, can't fit into inventory, ALMOST clear hauling flag, drop off the stuff I have...then go back to the almost cleared object'..and since it's not 'flagged' all the way, it picks up the nothing that's tagged, goes and drops the nothing off.

toxic prism
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Correct! I've added a full inventory check so he will unload and then continue, instead of attempting to keep going with a full inventory and clearing the haul flag without picking anything up. The next update will be 30th when i'm back home !

jagged crypt
toxic prism
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Yes and a few others fixes

red verge
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does this/could this work with dollys?

toxic prism
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Yes also has better dolly logic!

toxic prism
toxic prism
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System is so hard to work with! I maybe try another approach and make the system from scratch taking over the hauling system altogether!

jagged crypt
vague cosmos
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Oh man, stowing in containers, hah. The other one does that, but he dropped the multi gathering that this has. Y'all are doing the opposite of each other, and I can't stop laughing 🀣 And brother, you are doing the Lords work, so far it's amazing.

jagged crypt
toxic prism
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Stowing in containers hmmm i'll look into it but it sounds like it interfear with the base game and how the hauling is handled witch is maybe why he stopped the hauling part...base hauling in the game is so badly handled πŸ™

toxic prism
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17 iterations and a metric ton of testing, and still little bits of vanilla code creep in, breaking stuff. I’m like, β€œOMG, what’s wrong with my code?” and spend hours debugging, only to find out it’s not me but you β€” vanilla.

I swear to God, this game is like one of those sci-fi movies where the computer code is alive...

So I’ve had to completely take over whole game functions to get it working right. Not there yet, but here’s what’s coming:

Hauling will be: loose inventory items will be hauled first, then draggable stuff that can fit in an inventory, then stuff that has to be dragged by hand. If a dolly is detected in your hand, it will know to use it until the only things left are draggable items.

green stag
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Awesome! Will it fill containers such as racks?

toxic prism
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Not atm but i've hit a rather large bump fighting with the vanilla game it may take me some time to either work around it or make an entire new feature.

wheat socket
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This work on latest?

vague cosmos
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Very

toxic prism
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Working but still has bugs

vague cosmos
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Is there a way to check 'are my pants full' easily? I've noticed that invisible hauling tags don't seem to exist anymore, but they still try to go run out with no room

toxic prism
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one of the issues im trying to fix πŸ˜›

toxic prism
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Will be gone a few days! but after that the next update should be ready it'll fix most all the current issues and pave the way for more features

mossy sail
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This is such a quality of life mod that I wonder whether you plan to let the develpers integrate this into the main code base

toxic prism
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I think the dev's have kept it the way it is for a reason code wise it's an easy add.

brave loom
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They have put out a statement on that sort of thing before; also, note that they did acquire one mod (Mop Tops) which is now part of the base game:

In short:

  • They do not accept solicitations/offers to hand over a mod (sorry)
  • If they are interested and they feel that it will save them a good bit of time, they will contact the modder privately
  • They will then negotiate a proper contract and proper payment (as in cash; none of that "exposure" nonsense)
  • Basically, Dan is of the belief that work should be properly compensated, even if it's something that would normally be free (e.g. Creative Commons content)

That being said, Mop Tops is the only time I am aware of this happening. So, obviously, no guarantees.

toxic prism
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My mod is just hacked-together code injected into base-game as a poison. πŸ˜›

If I had access to the source, it would probably take about a week to implement a proper system.

Instead, I’m fighting the base code with my mod β€” but on the bright side, I think I have it locked down now.

Once it’s fixed, I’ll work on filters and sorting so the hauling is smarter.

toxic prism
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So at the moment, the AI will pick up all loose items until its inventory is full. If there is a grabbable item, it’ll take that as well.

Planned feature: I want it to check for crates or dollies in the haul menu and use them if available.

Right now, the AI will make use of a crate or dolly if it is equipped.

analog copper
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Exciting stuff! Will this mod allow the AI to access storage like racks etc in the haul destination, and place things in them?

toxic prism
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Yes but that mess will be later haha.....neo_flee

analog copper
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ahh well, if it will help with scrapping and hauling alone it would be a worthy mod; looking forward to trying out the update

toxic prism
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To be honest i've never played with an NPC before but looking at the code its all shared with crew, i'll be updating in about 30 minutes

toxic prism
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Will be delayed few hours! i'm on to something good!

clever sundial
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Excited to see what you have cooking

toxic prism
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Started all empty run around picking everything up and dumped all this then used the dolly for the bulky stuff then dropped the dolly and got all the dragable things...sweet!

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All that with a simple dragbox haul command

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The new pathfinding seems to work great too but keep an eye on it....incase he tries to walk to kleg rofl

analog copper
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i'll give a haul as soon as I get some food in me

wheat sable
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i might have to get modding going to play with this

analog copper
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This is quite amazing. I was concerned when they grabbed a loose rack, and started loading things up to it and carting to the haul area. but when they got the destination, they placed everything down. Now my crew is using a cargo bay as a dolly, and right there is peak performance. 10/10

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tho i'm not 100% sure with my character and 2 other crew working on this task. it seems like the other 2 gave up and only one is working now

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hmm so stops hauling random items. potentially the item to haul. imma try it out with just crew active so the others don't mess with the job order

brave loom
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!SCIENCE!

analog copper
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okay. so I think I see what's going on. 1) the hauling routine will place back the items in the same orientation, so potentially it might not be able to find room. I haven't tried to test this in a controlled setting, but I did observe that each object was placed back down in the same orientation 2) it seems to give up on the last item to haul.

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as a separate test, i had it move just N2 cans. it moved them to haul area, and selected subfloor bins as storage location. (managed to haul all selected items)

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second N2 can move test. managed to stack all the cans in one tile.

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I think i'm gonna clear space and try to control variables

brave loom
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Just curious: Does the mod have any allowance for making sure that the Haul command does not stack unstackable items together, or is that beyond the scope of what a mod could reasonably do? I.e., does it check for empty space first?

analog copper
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i mean tbh, base game stacks items if multiple crew pick the same stock. I think that behavior getting magnified here. It didn't stack other items tho. just the N2 cans, so trying for a clear space to test this

analog copper
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1x1 test; defined 4x6 zone on KLEG; zone is empty. Assigned request to haul 8 N2 Cans. All cans delivered to designated haul zone. The N2 cans were not stacked, and zone was used appropriately.

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Object Orientation test; defined 3W x 2H zone on KLEG; assigned move order for cargo bay in 2W x 3H orientation. Haul order failed; can not find space for drop off.

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I dont' know if that's vanilla behavior though tbh.

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I still see hangs on some orders. Not sure why. will test it further when I have a hauling project from construction. But at least initial observations show hauling helper items use. but not sure order of operations, since one time I saw them use a rack to move smaller items, repeated test had them move the rack, and then the items. This may have been confused by my multicrew, so might test that another time with only one active member.

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Just with one crew acting, things seem to function very well. The ability to use a helper hauling item like a dolly (or the almighty Cargo Bay) is just amazing. Looks like it has trouble when hauling space gets tight, but this might be vanilla problems. I can't consistently replicate the failed last haul, but this may be related to lack of space/orientation issues too.

mossy sail
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Is this mod able to be installed in an existing game or do I have to start fresh?

toxic prism
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It's drop in and play with any save and can also be removed safely too, right i'm going to read the feedback and get back to you πŸ˜›

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Right, I’ve read through the feedback.

I’m building an error logger into the next build so I can see exactly what’s happening when a haul job fails or hangs.

From what you’re describing, the errors look like vanilla behavior taking over. I built the mod so that if my hauling logic fails, it hands the job back to vanilla instead of hard-breaking the order.

At the moment, my mod does not handle drop orientation or final placement logic. That part is still vanilla, which is probably why larger items can fail if the target zone only has space in the wrong orientation unsure if vanilla even does orientation . I did already plan to take over that part too, but I wanted to get the pickup/haul/helper-item logic stable first.

Thanks for testing it properly. The feedback helps a lot, especially with weird edge cases like racks/cargo bays being used as hauling helpers.

How was the Pathing?

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And also yes more than yourself as crew will 99% break the mod i'll look into that part later once the mod is more stable!

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BIG / Better Inventory Game updated to 0.8.7.

This update adds built-in support logging so bug reports are easier to track down.

New support logs are created in:
BepInEx\BIGSupportLogs

After reproducing an issue, close the game and upload the newest BIG-*.zip from that folder.

The zip includes:

  • BIG hauling action logs
  • BIG startup/shutdown info
  • Loaded BepInEx plugins
  • BepInEx dependency errors
  • Plugin folder file list, including disabled/renamed DLLs

0.8.7 has no intended hauling behavior changes. It is mainly a support/logging update.

analog copper
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a few things before I turn in; the small item pick up behavior does seem to be working, it will collect and stack as appropriate, and drop off the items as stacks. Dolly / large storage helper usage seems to be working great too, I did run into an issue but that might have been self inflicted, so don't think its a problem. i'll try to replicate.

toxic prism
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the new build will create a log you can send me it will log all the hauling and issues that break it

brave loom
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One thing to keep in mind is that the game will sometimes deal with the "no space" issue by dropping an item into a wall, including those adjoining, but not within, the demarcated Hauling zone. Prob not WAI πŸ˜‰

toxic prism
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Ye the no space issue is a weird one as the game doesn't always act in the same way when it can't drop or check the spot it has marked, I've tried to take over this function but I can't nail it down.

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I need some feedback or logs from people then i can move to inclued the construction side of things and try giving multiple NPC's a bash, The NPC thing i'll need some logs as I never use them and have sweet little time for testing

jagged crypt
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Not sure if it's vanilla behavior, or this mod, but hauling seems to break down on mined ores. It treats every ore as something that needs to be dragged, despite that you can stack multiples in bags.
Haven't re-tested it with logging yet, but next time I get out there will try to grab it.

toxic prism
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Ah ore hmm not tested with that yet a log of whats going on would be great

toxic prism
jagged crypt
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Neat, will give that a test and let you know.
Anything else you're looking for to be tested specifically?

toxic prism
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Just general use and logs the more i know the better πŸ˜›

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oh! pathing how the AI is pathing! I made that part of my mod! but im unsure if its smart enough πŸ˜›

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the vanilla AI just tasked from left to right so he'd do massive wanders when walls got in the way for like a single item, my AI will generate a path base on walking distance

jagged crypt
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@toxic prism Ok, should have a bit of data for you to work with.
Spent some time uninstalling and moving several hundred floor tiles.
First thing of note, it used carried storage a lot better than past versions. Dual-wielding backpacks, it seemed to effectively fill them without much fuss.

Dropping off is another thing though.
It doesn't like if there are multiple compatible zones. My current ship layout has two cargo-bays. My guess is that currently it will prioritize the zone that is higher in the list, regardless of floor capacity.
This means that, despite one cargo bay being empty, it continued to drop floor tiles off in the full zone, stacking them as it went.

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I also found that, with large orders like this, it started to drop off less and less material as it went. Eventually it had half a backpack of floor tiles that it just wasn't processing, and I had to manually drop those to keep going.

wheat sable
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man, i wish i had testers as thorough as you on some projects i've been on XD

jagged crypt
wheat sable
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yup

jagged crypt
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This fixes enough of the issues in the game that I'm willing to put some time in helping flesh it out.
If BB can fix the auto-task issues with Hauling and Storing in containers, and also auto-swapping out batteries on tools, I would be much happier. In the mean time, I'll help out the modders as I can.

toxic prism
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@jagged crypt Never leave me!!πŸ₯Ή

vague cosmos
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WHY WAS THAT A REPLY

wheat sable
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because discord hates us

toxic prism
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My my what a BIG log you have there...

wheat sable
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better'n bad.

toxic prism
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Ok I see looks like i'll take over the dropping and zones selections then ok prototype that today and upload when ready

jagged crypt
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Just a thought, when you take over Zone detection, would it be possible to use that to prioritize dropping resources in containers in a Zone over the floor?

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Might work as a simple filter using the existing zone feature to push resources into bins

toxic prism
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that will come later if i manage to take over zones and dumping....most of the fight comes from suppressing vanilla not the actual code writing πŸ™

jagged crypt
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Fair.

toxic prism
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But if it works it will make anything dumping possable πŸ˜› cause i'll be incharge πŸ˜›

toxic prism
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changes for this build!

=BIG now scores compatible stockpile zones before queueing drops.
=Existing stacks are preferred when they are a good target.
=Planned new stack targets are reserved, so a batch can keep using the same planned stack instead of scattering.
=Crowded zones are penalized if another compatible zone has usable floor space.
=Vanilla DropItemStack still handles the physical drop after BIG picks the destination tile.

I have done very little testing of this plz help πŸ˜›

jagged crypt
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Suggestion regarding the logs, if you haven't done so, might not be a bad idea to implement a rolling log system, delete old session logs for new ones. Maybe keep the last 2 sessions and purge the rest.

toxic prism
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It already does that πŸ˜›

jagged crypt
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Okay, neat. Just saw the logs building up in the folder, figured I'd ask

toxic prism
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Should clear it after every start of the game, its a little heavy ATM cause I need the info's πŸ˜›

jagged crypt
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After every start? not sure it's doing that for me. I just cleared out past logs for at least the last 6 times I started the game. πŸ˜„

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It's starting a new file every time, and compresses it when I exit, but creates a new one without clearing the old logs out.

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Will keep an eye on it and see if it still does it.

toxic prism
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Ah i may have broken it when i changed it to zip logs i'll fix for next update

jagged crypt
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And that's why I asked. πŸ˜„ hah

toxic prism
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Awesome thanks! i'm my own worst enemy πŸ˜›

toxic prism
analog copper
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hmm I have a salvage operation across 3 ships i.e. i'm docked to 2. but i ran that on 8.8 you still want that? with multicrew I hate when the vanilla behavior takes over πŸ™

toxic prism
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Yes i very much need logs with multicrews!

analog copper
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ahhh crapp

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i made the mistake of launching the new version. it just deleted the old stuff

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well. i'm still working on the ship, so will post it when i have activity lol.

toxic prism
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np it'll make a new one any and all logs are welcome

brave loom
queen ocean
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I have no clue if this is a mod I ever will need and I have no clue how to install bepinex for this game, but cool mod probably

jagged crypt
brave loom
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I knew it looked familiar. Thanks, Chummer!

toxic prism
brave loom
toxic prism
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🀣

toxic prism
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I’ve been thinking about my mod, B.I.G, and cargo handling in general.

Why are we still dumping cargo all over the floor? Why don’t we have proper cargo flooring, cargo racks, or container systems like an actual cargo ship would use?

For the next few days I’m going to experiment with a new cargo system. Maybe containers, maybe cargo racks, maybe something else entirely. I’m not sure yet.

Either way, I’m going to sit with the idea for a bit and see what kind of system makes sense.

brave loom
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Ya mean, an iteration on the existing racks? If you mean specialized ones that only hold certain items, take a gander at Cassette; if you mean labeled/colored containers (no contents enforcement), try Vortex Storage Solutions and Coloured Backpacks

toxic prism
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Was looking at something more integrated that blends well with the game in general

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Like a freight container bolted on the side of the ship

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Or even them inside the ship

brave loom
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I know "Oversized" is an important tag/quality if you want to control what a container can hold. Not sure what the equivalent would be for forbidding small items (e.g. on a dolly)

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Neat! ^_^

analog copper
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would love anything to keep my ship clean πŸ˜„ i've been using the mod to round up all the garbage on wrecks, so I can store the small parts a little more easily.

toxic prism
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Yes thats what i mean it gets crazy plus the game loads all of that! like all of it! if it was all in containers that be one heck of an optimization

analog copper
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i was looking at the other smarterhauling mod, and it looks liek it modifies existing objects, which would be more seamless; but cassette mod uses custom storage items, which probably gives you more flexibility. Excited to see what you come up with.

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will try to send the multicrew logs after i work on the derelict some more. unless i can scour my trash bin for the logs that was deleted.

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but main take away, i can get multicrew to work better if I start the orders in smaller batches, since one crew member tends to hog all orders

toxic prism
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I did a little testing and can see why it breaks but need more data on larger workloads, It maybe a hard fix as they all task from the same pool and my mod runs on rails so interupting it breaks the pool but again i need more data πŸ˜›

toxic prism
analog copper
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the multi does resolve itself, but its like watching a roomba work. Its not how you'd do it yourself πŸ˜„

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still better than vanila πŸ˜‰ i use hauling to get the pieces close, to get the install faster. I don't know if my hauling job that spans 3 ships affects things

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will you be able to tell, when i had to do a manual fix?

toxic prism
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post them logs that its made and i can fix it maybe haha

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yes i'll be able to tell when its you or autotasked

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the whole workflow

analog copper
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yeah will do. just trying to figure out a better controlled move. so in theory they should be able to use a dolly, load it up and complete an install job?

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or is the install job vanilla behavior.

toxic prism
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ye its hauling only atm but i've got the code ready to got for construction and dismantling

analog copper
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oh okay. I just want to be able to discount the vanilla oddities then

toxic prism
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you can just drag the log zip files here

analog copper
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will do when I play later. no luck finding my deleted logs tho, not in my recycle bin

toxic prism
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it will make a new log everytime you start and stop the game zip it and give it a date

analog copper
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yeah. prior to 8.10, they were there.

toxic prism
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I made it put them in a folder sorry i should have said

analog copper
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ya no worries. plenty more game time for logs lol

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but i wanted to orchestrate some multicrew moves. just wanted to make sure no vanilla behavior interfering.

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i'll probably do a multicrew haul across ships; and a multicrew install job, which requires hauling. to see how it fairs

toxic prism
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it's fine i have a custom parser so i can read it no matter the mess πŸ˜›

analog copper
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cool cool

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i will just play then πŸ˜„

toxic prism
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Oh....I wonder if pools/queues can be assigned to an npc....hmm

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wonder if i can listen for the check of an autotask click and just split the pool based on distance from the furthest item...hmm

toxic prism
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Ok now to make it bigger and installable

analog copper
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i'm gonna be sad when i can't fit this in my ship

toxic prism
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Bolt it to the outside πŸ˜›

analog copper
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oh yeah, this is my salavage situation right now. just give context to my logs. dunno if cross ship tracking is a thing. or just a vanilla install order issue

toxic prism
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doesn't matter it just works with a batch pool of stuff

analog copper
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sounds good. gotta wait for my crew to be more awake for a multi crew op tho.

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will send later this evening

toxic prism
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Thanks no rush

jagged crypt
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Another set of logs for you.
Mostly clearing out a few wrecks and doing some construction.

Probably of note, near the end of the session, I tasked a bunch of random items from a derelict to be moved.
Character grabbed a dolly, filled it up, then proceeded to drop the dolly on the derelict, grab a cooler, and revert back to vanilla behavior moving items 1 by 1. Was maybe an hour of them dragging that cooler around moving single items before they decided to drop it.

toxic prism
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Ok I see what happened! fixed for next release

toxic prism
jagged crypt
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Just started up the new patch. Already running into a new behavior.
I cleared out the dolly and re-did a mass haul order.
Now my character isn't storing things in the dolly. Instead they go to the item, bump it, and haul the dolly back to a zone, unload nothing, then go back into the wreck and continue. πŸ˜„

analog copper
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here you go. ran into the same issues as Dumpshock, looks like you already took care of it. Had some issues near the end with hauling across the ships. not its like both crew broke. They could autotask if i moved them to the middle ship.

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my backpacks were also full of flooring, but i'm guessing that's due to having to interrupt their orders here and there

jagged crypt
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Will have logs shortly once I let this run through. Adding on though, he dropped off the dolly, picked up a case. Filled the case, dropped the case back on the wreck, then became obsessed with dragging around a stool.

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Ok, here's the logs from the above.
They finally lost the obsession with the stool and dropped it off somewhere, then it looked to me like they reverted back to vanilla behavior.
Seems they are still having issues with draggable items.

analog copper
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once the dolly gets swapped out with a draggable piece, its basically all over

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it was hauling walls fine until it found a nice bed to drag around.

jagged crypt
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My favorite was a few versions back when it found a toilet and started filling the toilet with items to haul around.

analog copper
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luckily mine grabbed a cargo bay first 🀣

toxic prism
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Right i'm looking into the issues ATM! let me just grab a stool..

toxic prism
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Ok the smart container use is a mess i'll need more logging hooks added to find out what vanilla is trying to do so for now i'll disable smart container use and stick with using what he's dragging and then once thats stable i'll add the smart hauling container use back

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the logs your sending are great i'm getting so much data πŸ˜›

jagged crypt
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Currently trying 8.12, manually having him use a dolly, had a few issues with it at first, but he filled it up, then left it behind on the wreck in favor of dragging an N2 pressure alarm.

Will get a log to you shortly.

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hah, they left the N2 alarm for a vent, then left that for a thermostat.

toxic prism
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Hmm ye vanilla is trying to do something but i'm not sure what so the extra logging will help a lot

jagged crypt
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Ok, gonna cut this one early and get you the log real quick

toxic prism
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perfect it will contain the data i need now thats its happened ingame

jagged crypt
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Yeah, seems like once the dolly is filled up, they just jump through the whole task list from one draggable item to another, until they get through the whole list.

toxic prism
#

Yes it does look like that I fear the vanilla game has an alternate list its creating just for dragging

#

What i'm trying to do is take over all hauling and have it be a pool instead of a full command run for a single item

jagged crypt
#

Sounds neat to me

toxic prism
#

right i'll read over this for a moment thanks!

jagged crypt
#

No problem or worries.

toxic prism
#

I may need to stop vannila altogether and make the whole system under BIG

#

That be a fair amount of work though hmm

jagged crypt
#

Might be an obvious statement, but my expectation at least from a useability and operations point would be, if at task start, the dolly or other similar storage item is in the drag slot, it would try to use that to move things, and not be allowed to drop it unless critical need. If the drag slot is empty, then go to town hauling whatever individually.

#

Not sure at what point vanilla is taking over or interferring with that though

toxic prism
#

This is how my code is currently working, but something from the vanilla code is jumping in and breaking it.

I added logging to try and find what is interfering with my code, but the problem is finding the exact vanilla code that is doing it. Right now, I’m basically guessing what it’s doing and trying to capture that in the logs.

The catch-22 is that the logger needs to know what to log before it can catch the problem.

jagged crypt
#

Yeah, figured that was what you were trying to do. Hopefully the data we're giving helps track that down.

toxic prism
jagged crypt
#

Taking a look

#

Happened again. Filled the dolly, then left it behind for a sensor.

toxic prism
jagged crypt
#

Same test?

toxic prism
#

yes plz

jagged crypt
#

At this point, i'm basically just scattering the same items around the wreck manually and telling it to haul later. lol

toxic prism
#

If this doesn't work I maybe design the whole hauling system from start to finish

#

complete takeover

jagged crypt
#

Slightly different 'issue' this time.
So as part of the test, I have items that are also bigger than the dolly can handle. Doors, specifically.

Set things up, did the Haul order, and it picked up 4 items on the dolly, then delivered it.
It then went for one of the doors, determined it couldn't haul it due to No room in inventory, and went back to the ship to deliver nothing. Went back to the same door, and moved on to the next and did the same thing.

#

Now it's back to moving items 1 by 1 when stored on the dolly.

toxic prism
#

I see so vanilla is still doing something and i can't seem to see what ok leave this will me i'll get the logger to capture everything and deal with the probly GB sized log of text lol!

jagged crypt
#

haha, logs have been getting bigger as we go on, lol

toxic prism
#

ok i'll try one more fix in few minutes

#

on a side notr πŸ˜›

jagged crypt
#

Ooh, fancy

toxic prism
#

i have not changed the picture size to match yet but its a lot bigger area when installed, it takes the area installed for inventory size and doubles it to imply stacking in a container

jagged crypt
#

Is it roughly the same size as the existing freight cargo containers?

toxic prism
toxic prism
#

lol, the container is large and expencive to reflect its usefulness πŸ˜›

#

if this test fails i'm rebuilding the mod as a full takeover

jagged crypt
#

Yeah, I was just thinking, would be useful to make it the same size as the existing freight containers, that way it could easily be swapped in the same place on some ship designs

#

Filled up about half the dolly before unloading first load.
Second trip, again about half the dolly before unloading on ship.
Third trip, working with increasingly larger items, so a bit more than half, but unloaded no issue.
4th, two large items that filled the dolly, no issues on unload. Same for 5th., but one large item.
After 5th, defaulted to starting to restore items. Turned that off.
Remaining items were all Smart Crates or Doors, dolly wont accept crates, and doors are too big.
So, I'd say this round was a success. Will get you the logs shortly.

#

Looks like it prefers filling up to about half the slots in the dolly when it could fit more.

toxic prism
#

Yes i restricted it a bit for clearer testing

jagged crypt
#

Makes sense

toxic prism
#

so after all the losse stuff was hauled did it dump the dolly and start dragging stuff?

jagged crypt
#

No, I did not see that happen. He kept dragging the dolly and moved to start restoring items. After I turned that off, he just stood around looking dumb.

toxic prism
#

The flow should be loose then bulk that fits in a container and then dump the dolly/container and start dragging

#

I see so it looks like it broke at that part then

jagged crypt
#

From what I observed, it basically did that, except for dropping the dolly

toxic prism
#

Ok great thats promising progress!

jagged crypt
#

Agreed

toxic prism
#

Right i'll stop there for now as its kinda usable state atm

jagged crypt
#

Fair enough. Was a bit rapid fire for sure. hah.
Will keep messing with it and let you know if it runs into problems. I've pretty much stripped this wreck as it is.

toxic prism
#

Thanks man this has helped a great deal!

jagged crypt
#

No problem. Looks promising to fix a number of issues I've had with the main game for years, so willing to help where I can

toxic prism
jagged crypt
#

Couldn't quite stop, huh? πŸ˜„

toxic prism
#

lol once im hooked

brave loom
#

The things I would do to get this level of detailed bugfinding feedback in every bug report. πŸ™ Y'all are doing Dave's work here!

toxic prism
jagged crypt
#

Latest version might have a regression. Testing

#

Just uninstalled a bunch of cables. Tried to haul them, and they were doing it 1 by 1

#

Ok, it worked after canceling all the existing tasks and re setting up the haul

toxic prism
#

Oh right of the bat huh that log will be intresting

jagged crypt
#

I think it was because I had set up the Install orders before removing and trying to haul the cables.

#

Packing the log up for ya

toxic prism
#

Ah yes, that would have invalidated the pool because construction was involved.

#

Ah ok it was a stacking issue what is max stack on wires?

jagged crypt
#

5, I think

toxic prism
#

oh....some reason i set it at 50 lol

jagged crypt
#

πŸ˜„

toxic prism
#

you had 2 free slots and it was like yup i can fit 41 wires in a slot πŸ˜›

jagged crypt
#

Containers getting fancy

#

Mostly going to be internal mount, or can you external mount it?

brave loom
#

"Next time on Storage Wars: KLEG Edition..."

#

"Yeah, I done just bawt this containuh for ten grayund, so you know there damn well better be at least two Hydras in there or I'm gonna go find that seller and beat the crap outta him for-a cheatin' me!"

jagged crypt
#

Aaand it's filled with nothing but Black Wing shoes

#

Only the left ones, too

brave loom
#

Strip off all of the red go-faster stripes, sew them onto a single pair of shoes, and now you're Sonic the Shipbreaker.

jagged crypt
#

A pair of 7km Boots πŸ˜„

toxic prism
#

This is the container use by the racing belter from the expance πŸ˜› almost new πŸ˜›

toxic prism
queen ocean
#

Talk about having a cargo hold

#

Makes me want to figure out how the heck bepinex works...

toxic prism
#

for mod making or just using mods

queen ocean
#

Wasn't able to figure out how it actually installs into ostranauts previously

#

Likely just a slip of my mind

mossy sail
#

you know, we already have cargo pods

toxic prism
#

easy just put it in the game directory and add mods to the plugin folder

mossy sail
#

I wish we could use those for storage instead

queen ocean
#

But these aren't cargo pods these are Freight Containers

queen ocean
#

More specifically packed and designed

mossy sail
#

how hard could it be to have an action to modify a cargo pod for personal storage

queen ocean
toxic prism
#

hard they have there own mass of data for how they work

mossy sail
#

3 slots per tile that can each store walls I hope?

#

same as the lockers

queen ocean
#

it's a 4x9 item

toxic prism
#

2 slots per tile

mossy sail
#

or is my eyeball math bad

toxic prism
#

and can't be uninstalled unless empty

mossy sail
#

Any reason why it doesn't match the lockers?

queen ocean
#

Takes up 36 slots and at 2 slots per tile it takes up it's a total of 72 slots(?)

toxic prism
#

just me messing around not much thought into it really other than it being able to stack an extra bulk item on top of another so i just doubled the inventory

mossy sail
#

maybe make it store oversized items?

#

would be a good reason why to use this over lockers

queen ocean
toxic prism
#

no it's just me messing around hehe

queen ocean
# toxic prism

Would also be neat if any artists in the discord wanted to make some variants with graffiti, just an idea

queen ocean
toxic prism
#

was an idea to have my mod use its own storage

#

But that's a little ways away atm

queen ocean
#

It would be extremely helpful to have containers like that! I'd love to incorperate these into a ship design so I can prioritize space for size of the ship and other needed parts

#

Could also be an interesting proper freighter design too

#

So many ideas

toxic prism
#

bepinex is just a folder no real install needed

queen ocean
#

oh I got that figured out

#

Was indeed just a slip of the mind

#

These freight containers really have my interest πŸ‘€

toxic prism
#

and just put mods in the plugin folder

#

I was thinking to limit the large containers to bulk drag items and make smaller ones for loose items

queen ocean
#

Seems reasonable

#

Already saving a whopping 36 tiles of space

toxic prism
#

My logic is tossing stuff on the floor then burning at 9g's seems like a bad day for the pilot lol

#

I did try making a net that you could see the items but game engine didn't like that at all lol

queen ocean
brave loom
#

I want a toolbox that looks like that in-game

#

I just assumed that the existing cargo webs just used a base sprite (for the bottom) and overlays for the stored item and top layer. Maybe your own net idea could build off of that? Or have you already tried it?

toxic prism
#

Didn't know it was ingame already lol

#

Also the containers are a normal drop in mod no bex needed

clever sundial
brave loom
#

I won't pretend to know enough about coding to really explain it, but I know the game uses an overlay system of some sort for repairing items. Items that are not Damaged, but not at full HP are really just the "100% HP" sprite with another sprite overlaid that has different portions of it removed (replaced by a different sprite?) while repairing/added as it takes damage. You can see the former in action by having an item selected while you repair it (those glowy bits).

#

Check Ostranauts\Ostranauts_Data\StreamingAssets\images to see the image sets..

toxic prism
#

Yes damage sprites πŸ˜› I wish I had the time hehe

#

unless...hmm

#

2 minutes

#

I'm sure I made a tool for this on another game....wonder if i can find it

#

Simple but atleast its something πŸ˜›

#

ok i'm getting distracted! back to the main mod lol

brave loom
#

Noice!

jagged crypt
#

More logs for you.
This run did a lot of moving of items inside my ship and did some restructuring.
Started to have some issues where even though I had space to carry items like sensors, it would try to drag them, and when it did, it would rapid fire through the task list without actually moving them to a zone proper.

toxic prism
#

I see

#

Right ok I need to remake hauling from the ground up then..

toxic prism
buoyant raft
# toxic prism backup the current one you have and give this a quick test

Just tried the tail-end of a hauling job after remembering to check this thread and updating this this latest version. Worked really well other than right before the last trip onto the derelict, it had put four stacks back ONTO the dolly then went and picked up the last tile before dropping them all off to the destination. Another thing I've noticed from every version tried so far is that when it's i the middle of picking of items, I'll trash a stack of floor tiles I dont want to keep, making an empty space in the backpack/dolly/etc, and more tiles will be picked up, but it'll stop early as if those slots still had items in them. Not sure if I explained that too well, so I've made a visual aid, the red boxes are the tiles I deleted, mid pick-up, and the dolly to the right is what the dolly will look like when the mod decides to drop everything off. I assume it's seeing the dolly as full since it's not detecting the deletion of the other items in storage.

#

Really not a massive issue as the mod itself makes hauling infinitely better already

toxic prism
#

Yes thanks it just scans the space at the start of hauling I was looking to have it scan after each pickup but thats too intensive so i'll think of a fix for it at some point πŸ˜›

jagged crypt
#

Some more logs here for you.
Biggest issues I really ran across this session: Still has a focus on just dragging sensors around when they could go into inventory. Also seems to not prioritize Zones that are filtered vs general All zones. Ex. If I set up a Life Support zone for example, it will prefer the older All zone instead until I turn off Haul. Want to say that Vanilla tends to prefer the filtered zone.

toxic prism
#

Yes no code for zone filtering yet πŸ˜‰ I'm planning out a redo to take over all hauling from vanilla

analog copper
#

Is it vanilla that breaks hauling across long distances?

jagged crypt
analog copper
#

yeah that's what i thought. Funnily enough, when I enabled the zones within the middle ship (i'm hauling from one end of a 3 ship line to the other end), hauling started like normal.

#

from the left end to the right end.

jagged crypt
#

Yeah, I could see that being a problem with pathing. πŸ˜„

analog copper
#

I enabled the middle ships zones to do it in 2 stages. but once I enable it, hauling started happening to the right most ship too. Ahhhh vanilla.

toxic prism
#

The pathing I added via my mod will spiral from the first item and do pathing calc for next item it's like a cheap detect wall effect because there is no way that I know to detect walls.

#

The new way I was looking at hauling selection was to make a batch of all the items keep it in memory then start passing it through filters ect πŸ˜›

toxic prism
#

But ye this will take some time πŸ™‚

#

I'll probably get it done and they will patch in proper hauling....

jagged crypt
#

Hah, that would be a surprise

toxic prism
#

Dev's! if you're listening plz add in some api to turn off vanilla hauling or something plz lol

analog copper
#

I still do enjoy the mod even with the vanilla hiccups. I love watching my guys gobbling up floor tiles like pac man.

wheat sable
#

still watching with great interest

analog copper
#

even with some hiccups, it works well enough for hauling stackables, that i'd totally recommend using it

mossy sail
#

Given this seems to just be better AI, I wonder how hard it would be to get the ai to try to swap batteries first when their tool runs out of battery while doing other stuff

#

or do you want to keep your wheel house to just be hauling?

toxic prism
#

Fun fact the AI should be doing that but doesn't lol I can how ever try to debug it with BepInEx but that will be in a few days

jagged crypt
toxic prism
#

vanilla

jagged crypt
#

Huh... Wonder how long that's been in there. πŸ˜„ It's been a long time requested feature, didn't think there was code to handle it.

toxic prism
#

i'm not 100% but debuging my own mod i come accross some weird stuff and that was one of the things, it was a 2.56gb log file that i tried to capture all game calls rofl

jagged crypt
#

That's a big log lol

toxic prism
#

A bug was driving me mad and I snapped and decided to nuke my debugger

#

3 frames every minute was a fun time

jagged crypt
#

How goes the rewrite by the way? Any progress in bypassing vanilla behavior?

toxic prism
#

I've not started it yet i'll need to wait until I've finished some R/L work πŸ™

jagged crypt
#

Fair, real life takes priority of course

toxic prism
#

But it should be a lot smoother if im not fighting vanilla

analog copper
#

looking forward. tbf, if all your mod did was to stack stackables, it'd still be useful. I had turned off the mod for a bit to test a tethering issue, forgot to turn it back on. I was wondering why my dudes were hauling conduits one at a time 🀣

green stag
# toxic prism Fun fact the AI should be doing that but doesn't lol I can how ever try to debug...

Yeah, the goals system seems to be broken and very brittle. IDK if they have good internal sw tools, like visual interfaces or llm, but it all looks to be hand scripted arrays. AI are often stuck or glitched, and much of the bugs are in that domain.

Also a hotkey to temporarily suspend the roster and force everyone to a mode (work, play, sleep) would be very useful.

My suspicion is the design features of Ostranauts is far outpacing the architecture, and everything is just incredibly brittle.

brave loom
#

Yeah; the bulk of the code predates any meaningful LLM availability (2015 onwards), afaik. I don't think they used LLM at any point, but that's just my best guess.

And yeah, you're probably right on the architecture. The move to a ten-year-newer engine has been forcing them to rewrite a huge chunk of the code, and that is still a work in progress; to the best of my understanding, that effort began early last year.

wheat sable
#

technical debt. always gotta be paid at some point, if you continue working on the codebase

toxic prism
#

Will do a little test later with the battery reloading thing out of curiosity

vague cosmos
toxic prism
#

Ok working on the battery thing now!

jagged crypt
#

Neat! Think you can get it working?

toxic prism
#

Technically it should be rather simple

#

The game does toss message about it being empty so the code knows i can hook in from there

#

The hard part will be finding the replacment batter how it searchs ect don't want to be nabbing all the npc's batteries lol

jagged crypt
#

Have a feeling it would probably go the other way around, with the NPC's stealing our batteries. πŸ˜„ Already have a problem with that whenever I dock.

toxic prism
#

You playing atm?

jagged crypt
#

Not exactly this moment, but that can certainly change

toxic prism
#

want to help πŸ˜›

jagged crypt
#

Sure, I might even be at a good place for it, trying to mine some asteroids. That chews through batteries like crazy.

toxic prism
#

Perfect!

toxic prism
#

Ok first will be a logger to capture code for when the tool runs out

#

so jump in and run that tool till it cant run no more

#

More logs the better πŸ˜› @analog copper

analog copper
#

lol noooo i have to actually do some work today, and not fun work

toxic prism
#

work is never fun

jagged crypt
#

It can be, just rarely is

#

One of my last jobs did let me walk away with a lot of fun old toys though

toxic prism
#

adult store? was it an adult store? it was wasn't it...

jagged crypt
#

Haha, not exactly

#

Datacenter. From time to time, they let us have old decommissioned hardware.

toxic prism
#

oh oh 10gb network switchs πŸ˜›

jagged crypt
#

A few. I have a 12u rack filled with servers and data arrays pulled from that place.. Plus a pile of other hardware lying around

jagged crypt
#

hah, it didn't find anything, but downloading and trying to load that DLL caused Windows to feel the need to run a security scan

toxic prism
#

less hurt feelings if zipped lol maybe

jagged crypt
#

Maybe, but already loading with the other one

toxic prism
#

ah ok

jagged crypt
#

Should be about two rounds of draining and replacing the drill battery in there. Basically just told the character to go to town mining anything they could.

toxic prism
#

great thanks i'll look over this and mine

#

Ah ok this might be super easy

toxic prism
#

This must have been a clean code day for them when they codded πŸ˜›

jagged crypt
#

lol

toxic prism
#

ok that log was massive so i'll remove the garbage now that i know what the garbage was so we can get a cleaner log going

jagged crypt
#

Yeah, was a bit on the large side

toxic prism
#

Also i'll keep the code tight so only battery chargers are used as main containers

jagged crypt
#

So, will only swap from battery chargers? Not from inventory?

toxic prism
#

that way he'll put dead battey's in those

#

you have no idea how messy the games inventory code is πŸ™

jagged crypt
#

if it's as messy as the data files, I can imagine.

#

modding the json files for this game was more of a headache for me than most other games I modded for.

toxic prism
jagged crypt
#

Just the logger again? Or does that include swap code

toxic prism
#

yes should be a lot cleaner

jagged crypt
#

Ok, will run through it again and get you logs

toxic prism
#

plus a lot more focused on tools and battery interactions

#

right i'll run my game for 2 charges

toxic prism
#

funny cause that's more accurate for backyard wrestling haha

jagged crypt
#

πŸ˜„ hah

toxic prism
jagged crypt
#

I need to actually get my character out to Ceres and try the mining there. I'm still near KLG doing the mining there. Better tools will be nice, less fatigue I hear.
My ship can finally just make it I think, just mostly fighting other issues in the game.

toxic prism
#

Hate long range traveling in this game lol

jagged crypt
#

Yeah, especially with the autopilot being so inefficient at handling itself

#

Been playing around more this time doing manual burns, that's been fun. Just was running more into an issue with the KLG NPC's finding my ship more entertaining than the station and not being able to kick them off.

#

Learned that if you console kill an NPC while they are using your treadmill, it 'breaks' the treadmill.

toxic prism
#

ok i'm done i'll wait for you no rush as i'm also kinda getting code ready

jagged crypt
#

Done as well, just packing the log

toxic prism
#

damn I seem to be missing the insert of the fresh battery

jagged crypt
#

In the log?

toxic prism
#

ye i'm using common hooks but it must be using something weird

#

maybe cause the battery has metadata as charge

#

I wonder if it changes because its bang on 100%

#

right sorry another log round and i log everything that enters any container

#

ok i'm done

jagged crypt
#

just about here. finishing 2nd round

toxic prism
#

Ok I think i have enough for some simple logic

toxic prism
#

...can't be that simple right....build ready in a minute

jagged crypt
#

I mean, great if it is, but at the same time, I imagine this would have been made/activated a while ago if it was.

toxic prism
jagged crypt
#

Does that have it's own built in logger? Or still need the other

toxic prism
#

keep a battery in your backpack

#

ye keep the other logger there

jagged crypt
#

Ok. And I have a backpack Filled with batteries. Might be good. haha.
I think I need to install the mod that adds additional charger slots. hah

#

Hah... It worked

#

Got down to 10% and swapped a fresh battery, putting the old one in the backpack

toxic prism
#

! boom!

jagged crypt
#

Have a couple more batt to go through, then will package the logs and send them to you

toxic prism
#

same here nice

#

I maybe keep this one simple or should i try making him use the chargers?

jagged crypt
#

Personally, I would recommend the chargers. If it keeps it simple, make it only search for compatible chargers and swap from there.

toxic prism
#

right i'll need some logs of charger use for both tools

jagged crypt
#

If it's in inventory, swap, otherwise, search for charger and swap from there.

#

As in just swapping the batteries?

toxic prism
#

yes

jagged crypt
#

I have all 3 on my ship. I can swap some around and send logs

#

Logs I sent should already include the Gott

toxic prism
#

Sweet, from backpack to charger then charger to backpack and same again but from tools to charger and charger to tools

jagged crypt
#

Ok, getting the logs. The last bit of it should include a round of swapping batteries between backpack/tool/charger

#

for all of them

toxic prism
#

right i'll quickly build a git for this as it works well as a lone mod

jagged crypt
toxic prism
#

Thanks!

jagged crypt
#

Indeed. If this works well, it should minimize one of the games biggest headaches

#

OH.

#

I forgot to include the Suit charger too

toxic prism
#

Oh i didn't inclued suit batteries incase it somehow kills the player lol

jagged crypt
#

lol

#

Well, they usually last long enough it's not as big of an issue as the early power tools

toxic prism
#

why is my suit beepi......dead

jagged crypt
#

I mean, to be fair, I think it only beeps when O2 decreases. If it STOPS beeping, that's when you worry about power. πŸ˜„

toxic prism
#

you have a github user?

jagged crypt
#

I do. Don't use it often, but I have an account

toxic prism
#

you wanted added as a contributor?

jagged crypt
#

Sure

toxic prism
jagged crypt
#

I go by the same username on Github

toxic prism
#

done welcome to modding πŸ˜›

jagged crypt
#

haha, thanks. Not that unfamiliar with modding, but yeah. πŸ˜„

toxic prism
#

remember to accept the invite πŸ˜›

jagged crypt
#

I think I did

toxic prism
#

right your log was great i can see all the chargers

#

right this should be pretty simple too

#

Wish the game had had an ownership tag

jagged crypt
#

Would be nice.

toxic prism
#

but i can just only use ship chargers

jagged crypt
#

Might be good just to start with.

toxic prism
#

ok check backpack if distance=blabla

#

save him running to charger for every change

jagged crypt
#

Yeah. My thought is mostly just micromanaging batteries, especially with crew on board. I don't mind if they run back/forth between the charger, etc.
If haven't already, might be good to also look for if the new battery is above X% charge too, so it's not always swapping out low charge

toxic prism
#

Use from backpack if it has batteries over 50% charge

#

NPC should use this code but again base game code is weird

jagged crypt
#

Yeah.

toxic prism
#

right checking code for silly mistakes...

jagged crypt
#

Neat. Testing

toxic prism
#

Right I have to do some work then sleep so i'll leave this here for now any one who uses plz post logs πŸ˜›

#

changes nothing for saved games so nothing to worry about

jagged crypt
#

Will let you know. Likely going to swap out my laser tool to other hand tools to see how it works, since the laser has crazy amount of power.

#

If it works, might be worth it's own forum

toxic prism
#

ye thats what i was planning

#

simple mod so it should just be post and forget πŸ˜›

jagged crypt
#

Huh

#

Not sure it's working quite right

toxic prism
#

Ye had a feeling it start getting weird the logs will help a lot

jagged crypt
#

Will get you log shortly, but I dropped all my spare batteries into a crate, swapped in normal power tools, and sent my char out mining. So no spare batteries on hand. When the mining tool got down to 10%, it swapped out the battery with.... Something.
Now the tool is back up to 100% charge, but nothing is in the slot, and the old battery went... Somewhere? It didn't swap with any other tools I have.

toxic prism
#

So your saying you found the infinite power glitch rofl

jagged crypt
#

πŸ˜„

toxic prism
#

micro fusion batterys lol

jagged crypt
#

I mean, there isn't even a battery. Its just pulling power from the ether at this point. lol

toxic prism
#

....wait i didn't add walk to code rofl

jagged crypt
#

lmao

#

let me check the chargers

#

Yeah, one is a bit low... But that could have been from the last tests, let me reload my save and look

#

Yeah, looks like it just remotely swapped it out.

#

But, the battery also disappeared?

toxic prism
#

right let me check this real quick

#

yes i see it did teleport the battery and didn't refresh the slot so its invisible

#

hmm I thought maybe the game would have handled the walk to or something but i guess not

jagged crypt
#

I mean, in my eyes, it's progress either way. lol

toxic prism
#

i'll code a basic walk to the base game should fill in the pathing and i hope he resumes tasks

#

one of your logs had the owner hook so thats great i now know that πŸ˜›

jagged crypt
#

Oh, so there is some ownership code in there somewhere?

toxic prism
#

yup

jagged crypt
#

Neat!

toxic prism
#

i'll use AI to compile some basic walking code and yeet it in there and hope for the best as i'm out of time haha, if its weird just use the first release πŸ˜›

jagged crypt
#

Sounds good

toxic prism
#

Ok this is a rough cut so pinch of salt πŸ˜› i'll hang for a minutes to see if he places your ship in the battery slot πŸ˜›

analog copper
#

regarding ownership, can the Faction tags be ursurped? Would mean having a player faction tag to place on things

toxic prism
#

if he does thats a new mod called pocketships! trademarked

jagged crypt
#

testing

runic phoenix
#

this will making mining with my pocket full of halverson batteries so much nicer

jagged crypt
#

Well, rough test, started with about a 33% battery, sent him out, got down to 10%, so he went back inside to one of my two Gott chargers, swapped it out, and went back to mining

#

So, so far it looks like that worked

#

Gonna have him run a few rounds and see if it breaks down

#

hah, thought it already did as he started going back inside at 80%. Ended up he just needed to eat

#

Second run, no issue so far. Swapped it out again.

#

I think you did it sir. πŸ˜„ At least it's working for mining

#

I'll have to head back into the boneyard and test it out for the other tools and scrapping and see how that works

jagged crypt
#

Since I was in the area again, this one is for hauling and I guess testing the possible fixes you did for Ore hauling. Not sure it's working, or if something regressed. Hopefully logs caught it, but they are still dragging them instead, and are not consistently dropping them off in zones.

toxic prism
#

ye i kinda stopped as i was going to rebuild from the ground up

jagged crypt
#

Yeah, I know. πŸ˜„ Actually removed the mod until then, but decided to try to reinstall it and see how it worked out since I never got around to testing the fixes you put in before.

#

Was hoping it would help get all this ore I mined out back in. πŸ˜„

toxic prism
#

πŸ™‚

jagged crypt
#

Couple of longer session logs in here. Overall, it's been pretty stable, though I did just notice after my crew stopped swapping Gott batteries that I've lost a few Gott batteries from the chargers. So, might still be sending them to the void. πŸ˜„

mossy sail
#

Is it too much to ask if you can take a look at how the ai picks tools at random rather than the best tool

#

My kingdom so that I can keep my grinder on hand

#

Really sorry about the increasing scope creep

toxic prism
#

not sure what you mean?

jagged crypt
#

Can't say I'm sure either. My experience is that the AI will pick the best tool that they have a battery for, and only revert to unpowered tools if they can't find/access them.

mossy sail
#

I distinctly remember seeing my character use a grinder over the laser tool for structure cutting stiff

#

I think it might be if the laser torch is overloaded with multiple roles, it might prever one tool to one role?

mossy sail
#

I might need to double check this, it's been a while...

jagged crypt
#

I think I've read that if they happen to have a 'lesser' tool in their inventory, using that can take precedence over the better tool as far as the bonus applying. But as long as you don't have the worse tool in their inventory, they should use the better tool as long as it has power, otherwise they will find one that works.

toxic prism
jagged crypt
toxic prism
#

I did not add a check for toolinhands

#

i maybe leave it like this suprise feature πŸ˜›

jagged crypt
#

Hah

toxic prism
#

ok BBG is now its own mod

jagged crypt
#

Woot

mossy sail
jagged crypt
toxic prism
#

oh just noticed github didn't use the release thingy ma bob....time to fix that! can have everyone always building the mod lol

toxic prism
#

ok all updated

brave loom
#

My experience has often been that the AI will pick the worst tool available if both of them are in your inventory. Some have said that they seem to prefer the one that you've owned for the longest time; if that is correct, the best practice would be to sell or destroy your old hand tools and, if you still want one as a backup, simply buy new ones (they're dirt cheap) or keep them in locked treasure chests crates until they are needed.

toxic prism
#

The revamp has started!

I’ll be building a new system from the ground up with zero interaction with vanilla. It will use a separate button for selecting hauling items. In fact, there will be three new buttons.

I also aim to remove the lag when selecting large areas, along with adding smart pathing and logic for multicrew also smarter zoning arrangements.

clever sundial
#

Will one of the buttons be a "Gather" Button so we can just grab as much loose stuff as we can carry without actually hauling it?

mossy sail
#

Don't want to accidently invoke the inefficient behaviour

toxic prism
#

Nope vanilla will be untoched and hauling will be loose items, containable and draggable

toxic prism
toxic prism
toxic prism
mossy sail
#

Or are you just trolling/leaving an escape hatch incase your mod breaks

split magnet
# toxic prism

Request: An option to collect objects to inventory rather than hauling them some place.
And an option to tidy up stacks and compact storage.

#

The latter may not need a separate button, just do a haul within the same zone to trigger some special behaviour?

toxic prism
#

zones and hauling in zones is a minefield lol but i'll see what i can do

#

leaving vanilla hauling as a failsafe

toxic prism
#

love codding, game derps due to me derping and i again derp cause i think its the games fault but! all derps lead back to me πŸ˜›

toxic prism
#

@jagged crypt hullo! i did not take into account camera view when remaking the selection box....i them selected EVERYTHING in the game world....

#

Like all of it...the game was like ye sure here you go

fading willow
#

Cant wait for your mod overhaul. Definitely gonna be a must-have mod for every playthrough of mine from now on (if it works - I BELIEVE)

jagged crypt
#

hah

toxic prism
#

hauling the universe: check

#

little more game friendly as the game did not like my other ones πŸ˜›

mossy sail
#

looks pretty for sure

toxic prism
#

AI with a very VERY custom prompt file built over a year and a half, its stupidly accurate and does not touch internet data just my previous mods and art and other people who have given permisson to me to also inclued there art.

#

it can also do bump mapping and shader layers ect πŸ˜›

mossy sail
#

good for you for asking permission for other peoples art for your own workflow

#

not sure about the ai model itself but bleh

acoustic nimbus
#

and probably that is best outcome ya can get out of that "AI" craze, personal usage

toxic prism
#

It's a tool and I use it as such and my code is original well original as can be in todays world πŸ™‚

#

ok selection and filtering is complete

#

Now i'll move onto inventory and logic for that and then hauling πŸ˜›

brave loom
#

Yeah, I'm no fan of AI stuff in general, but as long as it works the way Dez' does (no external sources at all), I see nothing wrong with that πŸ™‚

mossy sail
#

ehhnn, the ai model weights itself can embed the art that is used to train it for consistency in most cases, so unless you train the model from scratch, you can absolutely spit out whatever art was fed into it to train

#

But given that the "art" here is entirely for functional purposes, rather than an attempt at a creative endeavour, its probably fine for other artists

#

not like this mod was ever gonna commission an artist, and we can always replace the art with something de novo at a later date

toxic prism
#

Interesting take and you're both right and wrong, but yes my use cases are 90% functiononal art unless I have a popular mod then I call my friend for hand art

mossy sail
#

ah good, so you do have a plan for art upgrading

#

very nice

toxic prism
#

Plus AI could never make real art πŸ™‚...and neither could I rofl

toxic prism
#

Right so i'm doing the logic and we have a few paths to follow here clicking walk anywhere cancels the whole run or clicking walk simply cancels the autotask...

#

if the last then autotask resume will continue with the hauling jobs

#

what do you guys like best?

jagged crypt
#

If I'm interrupting the tasks, it's usually because the pathing or hauling did something odd. My preference is if I need to intervene, that the whole job doesn't cancel on me, but suspends and lets me resume if needed.

#

If I want to cancel them, I usually do so using the Task or Orders menu

toxic prism
#

This was also my take for it but it work only for BIG any vanilla tasks like construction would still cancel

analog copper
toxic prism
#

right ok i'll steer in that direction then

#

I can have a test build in few hours if anyone would like to help me along the way πŸ˜›

jagged crypt
#

Neat, I'll install it. Not really in the best location now in game to do a good test I think. Finally got myself out to Ceres and trying to figure out how things work out there.

toxic prism
#

any save works i have key points saved for testing πŸ˜›

#

like a messy ship or 3 ships together ect

jagged crypt
#

Yeah, don't think I have anything like that. πŸ˜„ Way I handle my saves is like rolling backups. I might have an old one pre-transfer to Ceres, but I also recently did a purge on old saves and autosaves, so who knows. πŸ€·β€β™‚οΈ

toxic prism
#

thoughts on items outside the ship? i was thinking to have them listed last for pickup

jagged crypt
#

Makes sense to me.

toxic prism
#

i was thinking of a filter that can be turned on or off but that means a lot more work

analog copper
#

yeah i'm at venus right now, but i probably have an ancient save with work to be done

#

but won't be able to play till much later

toxic prism
#

simple test will be mass haul a whole ship and see what happens

jagged crypt
#

I could move my cargo bay back and forth across my ship, might work

analog copper
#

will it haul out of containers?

#

if so i can test from current save

toxic prism
#

to note only hauling loose items works atm this will be to test how he does with pathing and inventory managment and memory useage he will not use dollies or crates just a backpack

#

hmm items unreachable....forgot about that....turn icon red and ignore until a path is detected...hmm

#

auto pry door if crowbar is in inventory hmm also good but lets keep it simple and ignore πŸ˜›

analog copper
jagged crypt
#

I agree. Auto-Pry would be problematic. I already found crew will do this to unpowered doors on your ship if they are intent on getting somewhere.

analog copper
#

ugh Venus atmo woes

#

(they consider venus atmo as sufficiently pressurized to open airlocks, so will not put suits on despite the atmo mix being toxic)

toxic prism
#

Omg I thought this would have been a lot of work but not fighting vanilla has been such a smooth ride

toxic prism
#

test release should be done shortly

mossy sail
#

are you gonna do an overhaul of pathing?

#

for like

#

the anti venus atmos

toxic prism
#

i've added my own pathing but never been to venus....do you die if you go outside?

jagged crypt
#

Venus atmosphere is toxic and will contaminate the atmo if you get it inside your ship, thus the use case for the contaminent scrubbers and alarms.

analog copper
#

your auto tasked crew will go out side, since technically it’s pressurized outside. Game is not checking for atmo mix, just that there is pressure.

#

So a vanilla game oversight from before we had Venus

jagged crypt
#

Man, I wish we could build proper airlocks

analog copper
#

You can get close. Requires some space

jagged crypt
#

Yeah, can get close, but still requires a bit of Micro

analog copper
#

I just realized I could potentially use zones to at least resolve the waking into Venus atmo.

analog copper
mossy sail
#

would be really nice if we could assign a zone as "Airlock", that will enforce a minimum linger time

toxic prism
#

Ok i can fix that easy

#

but later as the mod will need to catch up to that point then i can add code to sort that issue

#

2 minutes while i compile

#

just haul like a crazy person! it will only haul loose items atm and pause if you click to walk and also cancel stuff it can't reach other than that he should be a hauling machine! oh and i added stack until full so the pathing maybe weird as he'll try to fill stacked items

jagged crypt
#

Hey Dezgard, not an issue for now, but might help with something. I've been tracking a bug for a while now (since torch drives came out, if you check the history, so about two years!), and you seem good at setting up Loggers. Would it be feasible to track the StatMass of a character and anything that changes that mass to a log?

toxic prism
#

not sure what you mean

jagged crypt
#

Basically, if it would be possible to build a logger tool to log anytime StatMass on a player owned character is changed, and to log what changed the stat.

StatMass governs the characters current Mass in kg, and I think by default is 60. Equipping items will increase that mass, and in turn, influence your encumbrance, especially under acceleration.

#

The bug is that over time, for unknown reasons, the changes to StatMass Persist and are cumulative. As such, even at 0.10g with no negative traits, my character could not handle it, as their mass had jumped to 1,100kg naked. πŸ˜„

toxic prism
#

I see ye that be easy

jagged crypt
#

From what I can tell, the devs haven't found a solution for Why it does that, was hoping a logging tool made tool made to find out Why it was changed would help

toxic prism
#

I'd need to capture everything in a log so it be massive then sort it and find out what the call is then make a small logger that watchs it

jagged crypt
#

Yeah, but not an issue for now, you've got other work to work on, just a thought for later on if willing πŸ˜„

toxic prism
#

I post it like this because of the images it needs

#

🀞

jagged crypt
#

Is this the new version of BIG?

toxic prism
#

yes disable the old one

jagged crypt
#

Ah, I see what you did. You can also package it into it's own folder under plugins and it will work and be a bit cleaner directory wise.

#

Icons overlap here a bit

toxic prism
#

i use ultrawide and forgot most people don't are they still useable?

jagged crypt
#

This is what I got using Big Haul

#

Task list is Empty, so I'm not sure what it's actually doing here. lol

#

oh, THATS what it did

#

It's grabbing everything out of the lockers too

#

LOL

#

It just emptied all of the water from my large bottles and dumped them all over the floor

toxic prism
#

well thats unexpected

#

i turned it into a thief mod

jagged crypt
#

hah, Ok, I'm gonna call it here and send you the logs

analog copper
#

listen. this is perfect for my coffee refills

jagged crypt
#

Unless there's other things you want to test

#

want me to test

#

Oh, visual feedback on if you are using the different haul modes would be useful. Currently if you click the icon, you get no feedback that it worked

#

using the icon on the cursor could be useful

#

BIG Drag seems to do nothing?

#

BIG Cart will mark objects, but does nothing also, even with a cart on hand

toxic prism
#

ye just loose is the only one turned on, can you mass haul from a deralic when you can?

jagged crypt
#

Let me see if I have a save for that

#

Ok, I do have a save around KLG, will test

toxic prism
#

thanks

jagged crypt
#

Seemed to mostly work. Surprised me that it started to use items with inventory that it picked up as additional storage

#

Thought I was losing items, but it was just storing things in all the clothing pockets

#

It ignored a number of things I expected it to grab as well, but imagine that's not built out yet.

toxic prism
#

how was the pathing? did it stop at any point? i also optimized the dragbox selection so it should have maybe froze for a second instead of the old way it lag checking every item

jagged crypt
#

Pathing seemed to work fairly well. As you said, expected hitch after dragbox selection, but then it generally just worked itself out.

#

Wasn't an overly complex wreck, but I think my character picked everything up and dropped it all off generally as expected

toxic prism
#

sweet, and yes stuff with weird metadata like PDA's and stuff are ignored

jagged crypt
#

Cassette tapes and crates?

toxic prism
#

yes anything weird

#

was trying to keep it very simple

jagged crypt
#

All fair, for a first run especially

toxic prism
#

ok awesome but now time for a break i'm happy with todays progress

jagged crypt
#

I'd say the emptying lockers might be problematic. Maybe as a separate command?

toxic prism
#

Problem or feature πŸ˜›

green stag
#

this is all amazing! well done

toxic prism
#

Hullo good people

toxic prism
#

After a great deal of hours and testing! I have a stable build ready for you to break

#

@jagged crypt I put in safeguards for diffrent monitors ect so that should take care of that

jagged crypt
#

Neat!

toxic prism
#

give me a few minutes to build and i'll upload here

#

A lot of work has went into this hehe

#

there is now 2 hauling modes normal hauling and drag hauling, drag is anything that can only be dragged and normal is everything else with smart crate and dolly use inclued.

#

this is my full system nothing vanilla is used at all

#

atm just hauling, building and construction later once this is working

#

I'd like to say that this ver is pretty robust but @jagged crypt will def break it

jagged crypt
#

Hah. I'll do my best

#

Not a priority, but the icons still overlap in the orders screen.

#

Drag selection box gets a bit wonky if you WASD while dragging

toxic prism
#

great! both items noted

jagged crypt
#

Crates are classified as a Drag Item when they can be picked up for Haul

toxic prism
#

what do you mean?

jagged crypt
#

Haul doesn't work on these, only Drag

#

Haul should work

toxic prism
#

ye hauling will filter them atm as the vanilla item metadata is wild but if its already equipt the ai will use it

jagged crypt
#

Then just a note for later then when it gets to that point. πŸ˜„

toxic prism
#

I did find a check for playership so later i can smartscan the ship for useful dollies ect before heading out to haul

jagged crypt
#

Nice

#

Auto-use of the dolly could be neat

toxic prism
#

my main goal is how the hauling is going dropoff pathing ect

#

he will drop everything in containers but remember whats in pockets and backpack or should

#

not clear on pockets maybe lol

jagged crypt
#

Pathing seems fine so far. I just did a full clean up of OKLG and it only took two trips.
My biggest crticism would be maybe to not use the Drag slot so much as it slows it down. Maybe limit it to just the Drag command for that?
I found he preferred say, holding fire extinguishers in his hands while dragging a backpack.

toxic prism
#

did it move equipped items around?

jagged crypt
#

Not that I noticed?

#

About to go do some jobs on a wreck, so will get more data for you.

toxic prism
#

hmm i maybe ban the drag slot for hauling then

#

also ban hand use unless for crates

jagged crypt
#

Crates, toolbox, backpack should be good for hand use

#

I like the idea of not using the drag slot for the haul job unless using the drag command

toxic prism
#

If hand free use container backpack crate toolbox ect

jagged crypt
#

Others might have other thoughts on that

toxic prism
#

right i'll fix the first 2 issue just now

#

so if hands empty and there is a container in the list of pickups it will grab that first, this seems best

#

but this build should fix the dragbox and button placment

jagged crypt
#

Not sure this is intended. πŸ˜„

toxic prism
#

Hmm so the box lines instead of shrinking

#

Stable?

#

No breaks in flow ect

jagged crypt
#

Not that I noticed. Kinda got distracted with other things πŸ˜„ But yeah, didn't notice any real problematic issues yet other than the ones mentioned.

toxic prism
#

Awesome! So ill focus more on cleanup and configuration

toxic prism
#

oh did the box selection work ok? the weirdness gone?

jagged crypt
#

Didn't notice actually, also just had a power outage, so doing a bit of cleanup. Only just my stuff back on

toxic prism
#

dang power

#

ok i'll patch this to github and take it public from there and work on release as i get testing info from people πŸ˜›

#

also can i pin stuff in this channel?

jagged crypt
#

Did you get the fixes we talked about for containers?

#

Wasn't sure if you did that yet

toxic prism
#

thats more config type stuff but as is the mod is usable

#

plus i need more people to break stuff

#

ok github updated

toxic prism
#

first try at container selection and use

Added smart helper handling for BIG Haul: empty crates are planned for hand slots, empty dollies for drag slot, selected helpers are preferred, then empty same-ship helpers are considered.
BIG-acquired helpers are tracked separately from cargo and released at the haul zone after cargo is dropped. Pre-existing player helpers are not force-dropped.

clever sundial
#

Interesting behaviour I encountered, I have modded coveralls which have a pocket big enough to fit a Case in, After dragging this order over a derelict I'm working on, it proceeded to haul a bunch of components, then empty the contents of my case into my hold, my character was not in the haul selection, Unsure why it should be emptying my pockets here

toxic prism
#

intresting could you pass the logs πŸ˜›

#

there is code to make sure to empty any containers he is using but that should only apply to containes he picks up during hauling

clever sundial
toxic prism
#

ok i see the issue

clever sundial
#

Lets give this a go!

clever sundial
#

Should I be seeing more than 2 icons by the way?

#

If I have a hyper handy I should be able to haul oversized items and containers en mass, but the behaviour seems to be to drop the dolly and start individual hauling of bins

toxic prism
#

2 buttons yes one for normal hauling and the other for bulk hauling

toxic prism
#

yeet the logs here πŸ˜›

clever sundial
#

The icon on the left leaves the items ignored, and autotaks dosn't touch them, the button on the right drops the dolly and starts dragging them one by one

jagged crypt
#

Hah, just did my first haul with the latest version. Guy grabbed a dolly just to haul a atmo suit and some trash around the ship.

clever sundial
jagged crypt
#

Ok, think I found one. The Drag command seems to get hitched up on items.
What I think is happening is that, while it's moving the item, the game still thinks there's something in the old place, blocking being able to place them down.

toxic prism
#

ok sounds like i broke something 2 minutes

jagged crypt
clever sundial
#

Oh and I just noticed it emptied my pockets again, this time, it did not empty the crate I was carrtying onto the floor, but instead dumped the whole crate onto the floor, contents intact

toxic prism
#

ya that sounds like drag hauling..the second button

clever sundial
#

Admittedly I don't think most players would encounter this error, as most players don't have pockets that can hold crates

toxic prism
#

drag hauling will just drag anything dragable and dump in the ships zone

#

smart hauling will not pickup anything dragable

#

but will pickup crates and dollies to use as tools

clever sundial
#

It seemed to pick up the cans and coolers etc just fine

#

when I had my dolly equipped

toxic prism
#

if you already had the dolly equiped it will treat that as a tool and us it as so

#

if you have an empty one on the ship he'll go grab it and use it

clever sundial
#

Right, but even with it equipped it ignored all the bins and sinks for the first option, which I assume is smart hauling

toxic prism
#

so he didn't place uninstalled bin and sinks into the dolly?

clever sundial
#

Nope

toxic prism
#

i see did they have water in them?

clever sundial
#

Yes

toxic prism
#

ah i have some failsafe code to avoid water cause its weird lol

#

i'll remove it and post a new build

#

water stacks a lot if in some containers but if you try to remove it water spam lol

clever sundial
#

Yeah that makes sense, any idea why it was ignoring bins?

toxic prism
#

must have had water in a pouch or flask maybe?

clever sundial
#

Nope not all but at least some were completely empty

toxic prism
#

let me double check your logs

#

on a side note when he's picking everything up does it look like he's clearing room after room?

clever sundial
#

I think so,

toxic prism
#

sweet that was hard lol

#

also when selecting the whole ship for hauling how long was the freeze for?

clever sundial
#

I didn't notice it, when dragging to select <30 bins. Let me Select the whole ship I'm working on for floor removal, and I'll see how hard it strains when I ask it to pick up all the floor tiles

#

Allthough I'm running a pretty stress heavy setup right now, so its hard to tell what iimpacts are from your mod, and what is from my ridiculous ship juggling

toxic prism
#

if you can use vanilla to do the same

clever sundial
#

The ship on the right being stripped, the one of the left being flipped, and the one in the middle is my base of operations (and there is a forth secret ship that is just an airlock in the itnernal bay at the top)

toxic prism
#

sweet ride

#

so how did vanilla hand it? i'm looking to see if my way of loading items is faster and less laggy

clever sundial
#

I'll need a few minutes to rip out the floors so I have some stuff to haul then I can give a comparison

#

I basdically never use vanialla haul orders because they are so horribly horribly inefficient

#

I always did it manually

toxic prism
#

Reason im making this mod lol

#

manual....god...

jagged crypt
#

I'd go crazy

toxic prism
#

specialy floors!

clever sundial
#

It was an awful lot of shift clicking

#

I had modded stack sizes so it wasn't as unbearable as it might have been

toxic prism
#

selection box on floors should just uninstall the whole selected box in one go but just make it take the time = per tiles

clever sundial
#

But still removing every tile from the 3 milspec pequods I ate to make "That's no moon" took a while

toxic prism
#

oh i added code for people with modified stack sizes πŸ˜›

#

right i've restricted helper tools to crates and dollies only

#

before it was treating any container as a helper

jagged crypt
#

Any fix in there for the issue I reported up above?

toxic prism
#

yes fixed...maybe lo

jagged crypt
#

πŸ˜„

#

Will test and find out!

#

Looks like it's still getting stuck on the Drag order if it's trying to place something where another object existed previously

#

But, it looks like the Haul order is handling the Dragging anyways

toxic prism
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ah ok i see whats going on

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2 minutes

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it should try a bunch more time and if stuck try random squares

toxic prism
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ok seems stableish def a good replacment for vanilla i'll get it 100% in about a week πŸ˜›

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oh @jagged crypt you wanted a mass logger yes?

jagged crypt
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Got distracted elsewhere, so many games and things I'm testing right now. lol
Will test that new version and let you know.
As for the logger, might be neat in case the devs haven't tracked down the reason for the bug. I noticed that my old bug report on this seems to be missing, so might try resubmitting it and seeing where they are at on it.

toxic prism
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just finishing it now Warning it will make a rather large log file

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so get to the drive part save and exit

jagged crypt
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Ah, neat! Will have to figure out how to handle that as I'm not even sure at what point the mass issues come into play

toxic prism
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put logger in the plugin folder start the game and do the stuff and exit

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we are just looking for mass hooks so any mass change will help

jagged crypt
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Ok, cool

toxic prism
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will help if you do it post log and do again and post second log, it will reset every game start

jagged crypt
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If it's easier to not clutter the chat here, we can take this to DM if you prefer

toxic prism
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its fine not many people here lol

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ok back in 20

jagged crypt
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Ok, will get a few logs for ya

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BIG still having some issues when it comes to dropping items in some areas. It's like it is locking the tiles up, like it thinks soemthing is there. Can't even drop them manually. This started making the game Chug something fierce because it couldn't place something in a tile it thought it could.

jagged crypt
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Haul hauling

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Actually didn't test Drag as I was focusing on the MassChange log

toxic prism
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ok so what is he trying to drop?

jagged crypt
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Cloth or a shirt

toxic prism
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ah ok...i was looking at the wrong hauling log lol 2 minutes

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did the mass weight thing happen?

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was it during torchdrive?

jagged crypt
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I don't know what triggers it, that's why I was hoping for logging that I could run on a new character and play for some time to find out.
From what I can tell, my main character went from 70kg to 1,100kg over the course of 15 to 20 days in game.

toxic prism
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can you use the logger between sitting still in a ship to using the drive

jagged crypt
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Sure, can do that.

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I think I also saw some mention that it could have something to do with seeling to kiosks

toxic prism
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wait i'll upload a cleaner logger

jagged crypt
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Thanks, will give that a test. Was just opening up a new bug report.

clever sundial
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Finally managed to get back to you on the lag spike when queuing up big haul orders, yours is waaaay faster than the vanilla haul order

jagged crypt
toxic prism
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Sweet

jagged crypt
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New logs. I started off hauling things around and selling them to kiosks. Then sat around, used the RCS, then torch drive. Then sat in a chair, and logged out.
During the burn maneuvers, getcond didn't register any change on StatMass

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StatMass only really updates when you equip or carry something. There's just a bug somewhere that makes it persist.

toxic prism
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ye i don't think we have hooked the change yet

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that should fix the dropping of weird items

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ye its not seeing anything affecting mass at all

jagged crypt
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Even when I was carrying stuff?

toxic prism
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ye normal stuff it can see but nothing that changes it like ship movment ect

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maybe i'm hearing you wrong πŸ˜›

jagged crypt
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Right on. I might just hunker down for a bit later on and manually check on it with a new save, see if I can sort out what causes it.
Something causes it to persist over time, just not sure what at this point. lol

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I mean, new character starts at around 70kg. Over time, mine ballooned up to 1,100kg. That just aint normal. lol
Mostly trying to figure out What causes the number to persist and not go back down to where it should be. Ya know?

toxic prism
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do you have a save of it?

toxic prism
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char naked and holding nothing?

jagged crypt
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Yup

toxic prism
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the save .json shows you are holding stuff hundreds of kg's

jagged crypt
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I mean, thats just the save I had. Not specifically built for the bug. 1 sec

toxic prism
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1250.51kg lol

jagged crypt
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Right!?

toxic prism
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you monster

jagged crypt
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It's all that trenchers and street food

toxic prism
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def didn't go to your hips πŸ™‚

jagged crypt
toxic prism
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that naming rofl

jagged crypt
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Random names can get weird

toxic prism
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ok making new logger for this

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it will track the mass and see what leaves extra mass there

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once found i can have the logger correct the mass when it happens

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take about 10 minutes

jagged crypt
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I mean, ideally it should be corrected by the devs. Not too concerned about it correcting the bug more than exposing what causes it

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This is one I've been tracking down since the torch drives released in 2024. Be good to get it fixed

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Imagine if it's doing this for StatMass, it could be doing it for other things as well that aren't as noticeable

toxic prism
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very true

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oh did that tshirt bug get fixed?

jagged crypt
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Haven't tested yet. lol

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I've just been jumping in for quick tests on moving things around, haven't really been playing Ostra too much today really.

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Gonna check though real quick

toxic prism
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Thanks hehe what else you playing?

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subnautica 2?

jagged crypt
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Hah, debating that one. But no. Solar Expanse, Solar Nations 2, and Airship: Kingdoms Adrift. Plus a bit of Extrapolation here and there.

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Oh, also a bit of Foundry

clever sundial
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So the having plundered a large passenger ship of all its floors in one fell swoop I can comment pathing feels a lot more efficient than the straight up down pathing the game defaults to in priniciple, however it feels immensely more strenuous on the engine and just panning the camera is very jarring and the FPS is at PowerPoint levels for me for the bulk of the gathering stage. Again, its an extreme situation and there is a Lot of ship loaded at once here, but I figured you might want the feedback anyway

toxic prism
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Solar Expanse was nice but too easy once you got going

jagged crypt
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Yeah, it can be. Been playing for a while since before the Steam Launch, things have improved. They just pusehd a new update that changed a few things, so trying to give it a run

toxic prism
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@clever sundial dude i need those logs that be perfect test data!! drag the whole zip file here

jagged crypt
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Also, I think that new logger just broke Ostra. xD

toxic prism
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what is it doing

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crash?