There used to be an auto fireman mod
https://www.nexusmods.com/derailvalley/mods/26?tab=files&file_id=64
Just wondering if it would be possible to edit so it works again.
#Auto Fireman mod
213 messages · Page 1 of 1 (latest)
It's possible, but I have absolutely no idea how to edit it to use the new modloader sooooo...
yes please
fireman was really nice for my style of play (i love playing steam in vr but the constant involvement gets annoying after a while)
honestly dont even care about the auto coal, all i care about is auto water
I'm thinking I might try to tackle this as a mod myself - I've been wanting to find an excuse to get to know DV's systems, and this should be a good way to do so - changing the attributes of an engine directly like the injector / dampener / blower state as well as adding coal when needed.
Having managed to reliably hold 13 bar manually, I have a pretty good idea now about how to manage this...
I think I'll start with auto water - attempts to keep water in the sight glass at all times picking aimpoint based on current grade (up grade, sight glass should be 2/3 to full, down grade near empty, level grade about 1/2 to 2/3)
Hope it goes well
Ohh even just auto water would be amazing, I am only just starting to use steam for shunting. Having it at the propper water levels would be amazing
Initial version of this is now live: https://www.nexusmods.com/derailvalley/mods/774/ right now it just prevents overfilling / forgetting to fill water - will do more with it over the next couple of weeks. Will always keep water within the sight glass if possible
Doing gods work my guy
Ups. I'll move it. I thought I had it in the corrct place 🤔.
Sent. Thanks for telling me. I'd be confused later wondering where they were 😆
👍
Looking for feedback about further water management - current plan is posted here: https://github.com/lassombra/FiremanAssist/issues/10 and involves 3 water curves to provide intelligent water handling that works for long runs.
Using the first curve only, I've managed a run from HB to MF without touching the injector, ended with water about mid glass, and 12.5 bar of steam pressure, was honestly a pretty comfortable run, really excited to see what I can do with even more intelligent water usage.
Honestly I love it so far
Swapping between up and down grades sometimes I don’t notice the water was tanking till I heard the injector kick on
I do have a suggestion tho, maybe if the water is low but there is no water in the tender it could have so sort of alert sound maybe? Honestly could just steal the sound the contract machine does when it prints cash
I'll definitely look into that - I want to keep it vanilla-ish so we'll have to see what I can come up with for useful sound effects
Awesome
Alright, I have a beta release - not posting to nexus mods yet / not updating UMM directly, but here's the beta: https://github.com/lassombra/FiremanAssist/releases/tag/0.1.0.RC.2 - The fireman assistant zip provided is UMM installable - feedback appreciated - I'll be testing myself and probably releasing full over the weekend <EDIT: Updated to RC2>
New Beta release for anyone interested, https://github.com/lassombra/FiremanAssist/releases/tag/0.1.0.RC.4 - I'm pretty happy at this point with the water curves, but please give it a try and report back.
Nice, will give a shot
Updated and released the new version: https://www.nexusmods.com/derailvalley/mods/774
After trying the new update out I don’t really see any real problems
Rode it when the intervention setting off and not once was I worried I’d have to turn it back on
Glad to hear it. The beta version I managed to blow one engine but tweaked the rules as a result
I have uploaded a alpha version that has coal handling - right now it handles coal, blower, and damper, but only if the firedoor isn't closed. It also varies how much coal it'll allow by how open the firedoor is (so you can mostly close it near the end of a climb to tell the autofireman to stop shovelling) can be found on the nexus mods page or on github.
This is a rough alpha, but I think it does ok. I managed with it without modulating the firedoor to do a 7 nuclear flask run from HB to MB and it kept pressure up through the whole run. At this point I'm mostly looking for reports of running out of pressure, popping safety, or letting water get too low / too high.
Nice
Does this mod manage the water levels of all the locomotives in the trainset or just the one that the user is occupying?
I believe all locos on the map would start doing the water
mhm
Personally I have it set to full managed with no ability to overide, never had any problems
It does it off of the locos you have entered, and any that have been coupled to one being managed.
Each one gets is own virtual fireman.
On default settings it won't do much with water on unfired locos, just keep it above the sight glass bottom.
I should say any in the same train
You can head and tail with this
I saw that you had an alpha build with fire management--is there a setting that needs to be enabled for that to work?
Oh wait just open the firebox door huh
yep, firebox door open and a fire lit
in theory you can run with the firedoor completely open, but you can also partially close it to limit how much coal the fireman will add, or fully close it to make him leave the fire alone entirely
if you leave it fully open, it'll try to be smart about how much coal it adds
and apparently I misspoke - I didn't include the modulating feature in this alpha - that was code I started but ripped back out because it was misbehaving
How’s progress with the coal stuff?
Seems to work for me
I have a couple of changes that it really needs to avoid massive over firing that I'm trying to work out - and also looking to add a custom mode to the comm radio to tell the fireman to start the fire or let it burn out, with an option for the second command to apply to the whole train.
then just need to add some configuration settings and should be good to go
I'll probably be releasing a new alpha build tonight or tomorrow with my attempts to fix the overfiring (I'm making progress yay!)
I'm also looking at slowing down the decision loop but also keeping instant response to urgent conditions (too much/too little water)
Sweet
https://github.com/lassombra/FiremanAssist/releases/download/0.1.1-alpha.2/FiremanAssistant.zip Updated alpha - a bit more aggressive with coal on startup, and a bit less aggressive with coal when coasting - Feedback welcome. Also, this version is a bit less "twitchy" on the injector, blower, and damper than previous versions.
Up next - Comm Radio mode to let the fireman know when it's time to fireup or shutdown
New Version! Definitely needs some alpha testing. New in this version:
- Fixed an issue where you could end up with too little water after shutting down if you had very little water to begin with. Now, provided you have "None" as your override mode (meaning the assistant handles water completely) the assistant will add water even if the fire is off.
- Fire door is no longer monitored and does not mean anything - keep it open or closed as you see fit for your play style - fireman can add coal with the door closed.
- Fireman can now ignite the fire automatically
- Comms radio control to both summon a fireman to a steam engine (automatically happens if you board one - as before) and to tell the fireman whether to start the fire, or let it shut down. Status and actions shown on the comms radio
- Comms radio highlight when outside the cab or when pointing at another train to show you what you are affecting - no highlight while in the cab (mostly affects 060 as it has a proper cab)
- Fireman watches your regulator and cutoff positions to decide how much to fire - if you close the regulator or cutoff, then fireman will only add enough coal to keep the fire going. When you start asking for power, coal usage will ramp up, but then back down as you reach the end of the power stretch.
- Fireman will still manage the damper and blower even when not firing for efficient shutdown (maximizing pressure acquired from the coal)
- Blower now stays on a little longer than it did previously - mostly helps with shunting in the 060 since you want to basically have the blower going the whole time while shunting.
Known issues:
- An edge case where if you idle too long on a positive grade with the fire going and then turn to a strong negative grade you can end up with far too much water - causing priming.
Now Requires https://www.nexusmods.com/derailvalley/mods/813
Download at https://github.com/lassombra/FiremanAssist/releases/download/0.1.1-alpha.3/FiremanAssistant.zip
Upcoming still:
- Settings for fire management (full, damper/blower only, keep from burning out, none)
- Option to enable auto cylinder cocks
- Blowdown control for when the water gets accidentally too high
All of those features are planned for the full release, but this mod is functional in this state I think
New Alpha version https://github.com/lassombra/FiremanAssist/releases/download/0.1.1-alpha.4/FiremanAssistant.zip:
- Implemented auto cylinder cocks
- Implemented detection for low water level - fireman won't add anymore coal if water is below 10%. You can check this status with the comm radio.
Upcoming:
- Optional comm radio mode that will report coal and water available in a locomotive or it's attached tender.
- Blowdown control
- Settings for enabling / disabling various levels of assist.
It literally supports everything now 🙏🏻 This is amazing.
Hey @tranquil hinge i noticed that auto fireman keeps the coals low while running
From my experience I find that more coal in hole = higher fire temp. I always keep my coal levels more than half when i run
Anyhow really love ur mod
Keeps the boiler pressure right btw 12-13bar even at tonnage.
Great work
So the reason it keeps the coal lower than I think you expect is to avoid wasting coal at lower loads. If you are running full tilt and using all of the pressure it can generate, you'll notice it hovers around 60-80% coal level. When pressure is already rising, or when the demand is gone, it allows the coal to burn down quite low. Partially this is a factor of not being able to know what demand is about to look like. Ideally, the fireman would start/stop adding coal early before a large grade change but I have to work with what I can know programmatically.
I was trying to go in full up a the harbor grade and the fireman decided to take a break and let the coal go out completely before adding more
Interesting - can you give me a bit more information? Which side out of harbor and how much load? And what happened to pressure during that time?
Left side and it was around 870 tons
The pressure dropped to 10 before I realized what was going on
Which loco?
S282
ok, I'll attempt to recreate
This was also with water doing its own thing too, I have it set to full control with no overide
i was actually running tonnage with 2 steamers actually.
i think i was facing the same problem as pepper73
2000t of coal
i had no problems with the pressure dropping and like i said b4 it was btw 12 and 13 bar
so I wasn't able to recreate dropping all the way to 10 pressure, but I have recreated that sometimes it still doesn't do enough coal.
If the fire is almost keeping up some of the time, the coal will drop to almost none. I'll have to adjust the algorithm for that.
however, this weekend is a Starfield weekend 😛
Well the pressure prob dropped cause it took me that long to realize the situtation
I had auto water on too so I basically just focused on the driving until I started losing speed and then checked everything
did you do something after you noticed the pressure dropped to help it along, or did it figure itself out?
I had to just shovel the coal myself but I was able to still leave the water alone
Next time I hope on I’ll just use a new loco and let it fire itself up and shall see if that’ll help it
did you tell the fireman to start firing? As of a couple alphas ago, by default the fireman only is managing water - you have to tell him to start adding coal using the comm radio. This allows for control of when to spend coal, and also allows to run down the remaining coal rather than adding more when approaching your destination.
I did indeed
My theory is something didn’t like that I had a loco already fully fired up when I gave the command
So I’m thinking a fresh loco may help
you can try, but I'd like to know what happened because it shouldn't have cared about that. All it carers about is the current pressure, the pressure over the last 25 ticks and the regulator and cutoff positions.
ideally if you can get a screenshot of the driving ui while it's misbehaving - there's a lot of info in there that can help me understand the state it was in.
Just wasted to confirm, there are no other firing modes than fire on and fire off right?
correct
there will eventually be settings like with water for how much control you give to the fireman - but this alpha is trying to get the fire algorithm locked in.
There are a couple of sub-modes that can happen (not selectable) - shutting down is fire off selected, but there's still fire there. Water out kicks in at 10% water remaining in the tender, and will not add more coal automatically.
that will also be togglable in the future
for i second i thought that said "uncouple tender"
Seems to be good now, a loco fresh was it wanted I suppose
alright, let me know if you do end up recreating the issue - I'm still trying to really nail the fire behavior - it's difficult because there is so much lag between actions taken and the result - especially in the case of adding coal. Adding coal in one tick may take up to 50 ticks to actually change the pressure trend.
if i were the fireman, the engine would look like this
For me it looks like this most of the time
Quick update - I'm in the Quidditch play test so I have one more week of that and it's kind of intense right now - after that I'm going to be putting some of the finishing touches on this version and probably releasing coal management to the wild. So I'd say probably 2 weeks from now expect a beta version which has all the settings and stuff, and then provided that beta goes well, release in a week after that
It’s been going well for me as far as worrying about it goes
Can pretty much leave it be
New beta: https://github.com/lassombra/FiremanAssist/releases/tag/1.0.0-rc.1 updated with settings
EDIT: Warning - if you were using the previous alpha that had the cylinder cock management, this version has moved that into a configuration option defaulted to off as it's something that normally would be managed by the engineer. I've included it primarily for people who either a) struggle with when to use them or b) are using the Steam alpha of the no cable mu mod and don't want to blow out cylinders at random.
@lucid scroll was it you with the "he didn't bother with scooping coal" issues on Monday?
If someone is having issues with coal, please try the new beta and let me know - And if it's actually still breaking a save file with the issue present would be amazing
whoa, 1.0.0 release candidate 👀 gonna test this out (late to the party)
lol - there's a new RC coming soon with fixes to some things I've found (such as the blower thing...)
oh shit thank you for keeping this updated
Ooh, I just might install this mod!
RC2 - getting closer to full release. I have a bug in the comm radio where if you put it away while pointing at a steam engine and then take it out pointing else where, it doesn't update until it gets pointed at a steam engine again. Any other bugs please let me know.
https://github.com/lassombra/FiremanAssist/releases/tag/1.0.0-rc.2
Minor update - the issue with the radio not resetting when put away is identified but I'm not sure what approach to take to fix it. Also, I'm not really happy with the cylinder cock behavior in this version - it wastes too much steam...
It has been great seeing how far this mod has come from only water management to coal only when the door is open then being able to use the radio and finally the cylinder cock operation. I don't use the mod all the time, but it's nice when you want to relax a little and still run steam.
I'm glad you are liking it.
Alright, 1.0.0 release is finally here: https://www.nexusmods.com/derailvalley/mods/774
Woot!
Correct me if i’m wrong, but isn’t this just a stoker?
I mean - a stoker only adds coal. And not in any way intelligently...
In a stoker-fired engine, you still have a fireman managing fire and water. That's what this mod does. Adding the coal is the simplest part of that job. Stokers are used when getting the coal to the entire firebox becomes just not viable anymore, and uses steam jets to move that coal instead of a fireman with a shovel. This does everything the fireman would normally do.
Actual crazy idea, when the auto fireman activates make it use a engineer glove and make it look like a ghost is actually helping you out
Like ghost busters afterlife style
Better still like a cut off engineer hand
Like the original owner of DV
Or of the SH282
I wasn’t meaning to put down this mod in any way. The mod is great! I use it myself
You are correct, that's a crazy idea. And way beyond the amount of effort I'm interested in applying at this time 🙂 However, I'm more than happy to entertain a pull request that implements it.
didn't figure you were, but you did say "correct me if I'm wrong" 😎
For anyone using this who is still paying attention here please update The 1.0.0 version can get stuck if you pause while it thinks it needs to add coal resulting in it draining your tender but not actually adding coal! This bug is fixed in this version. This also fixes the bug a few people have occasionally run into where it'll just stop adding coal - this should be resolved now!
thank you for the notification!
If I'm outside the locomotive it doesn't add coal, NOTE: It's in the latest version of the mod
What difficulty and career or sandbox?
I get the same thing in career mode on normal, but i do have many other mods and its already an easy fix by just either havibg locos in render didtance or standing on the tender plate for a second
Yeah, outside render distance it'll struggle to add coal - but the example above isn't outside of render distance - so shouldn't be having this problem
however, if the coal is logically out, even if still visible, it might error like that
career
when I'm at F4 it's the same thing, don't add the charcoal
I say 3 person via F4
Ok, that's a vanilla behavior thing then. Keyboard also won't add coal
that
It could have been exacerbated by the previous version of this mod which could leave you in a state where you appear to have coal, but logically don't
I removed some mods, and reinstalled the game, I'll test it now
best bet is to refill tender coal and then see if the issue persists
the 1.0.0 version had a bug which would cause coal to be removed from the tender but leave the tender coal visibly full. Doing so would cause all further attempts to fill coal to fail, such as from the UI
When I fill up with coal via F4 in 3rd person, it also gives a warning on the console and the coal doesn't fill, I think it's a bug in the game
it's not
probably
go refill the coal in the tender at a service station
after that it should go away
OK
if it doesn't, then yeah, it's a bug in the base game - and since this mod actually just calls the same function as the shovel button on the F4 screen, if that doesn't work, neither will this mod
it makes sense
According to my tests, it happens when you have more than one steam locomotive
So yes, I think it's a game bug
unlikely - I've been running trains of 5 locomotives regularly without issues
there's probably something else involved
So the problem is just me lol
exactly
Does this imply that my mod works too? 👀
um yes... I've been abusing your mod in career for weeks 🙂
Sweet!
combined with the aux tender mod I'm working on and steam start and loco swap mods.... This game is slowly turning into a steam paradise 🙂
speaking of which @acoustic needle Steam Remote Control when? 😛
I'm using exactly these mods that you described
lol
add in remote dispatch and you literally will have the same mod list as me
oh, wait, and persistent jobs
Ooh
I wonder if there’s just a function for determining whether a locomotive can be connected or not
there is... however two issues:
- the RC in vanilla depends on self-lapping brakes
- The reverser control is all or nothing - and for steam you really want a bit more refined control of that
Oh right… and also control over the blower, damper, cylinder cocks
well, I mean yes, but for that we have this mod
so just overcoming those two limitations would be enough
brakes shouldn't be too bad - just need to convert increase and decrease to handle positions rather than repeated events - report the actual brake pressure...
the reverser though - that's a bit more complicated
@obtuse cliff are you using a custom difficulty?
hmm - that's really weird
standard career mode
can you try and reproduce it in a new save with no mods installed?
even in sandbox would be enough - then you could report it as a vanilla bug
and if not then perhaps there is a new bug in this mod...
I tested it here, it's probably a game bug
all mods disabled
It only happens when there is a 3rd person
Game bug for sure, but with you it really works normal?
I always play first person
and have had only issues when first loading the game - otherwise yeah
oh yes, I understand
I use quiet mods in build 96
so we've discovered a vanilla bug with 3rd person - time to make a bug report - and I suspect it'll be fixed very soon
I would just describe your experience in #dv-support-and-bugs people there might have additional questions for you - and since I've not experienced it directly, I won't have the answers...
Then try to test it in your game on your PC, if it happens please report it, if it doesn't happen the problem must be with me
I mean it'll be probably quite a while before I have the opportunity to do so
ok
I have 4 in-progress mod updates that I'm juggling right now
I'll try a few things here, if I can't find a solution, I'll report the problem
good luck
Does anyone using this have time to let me know if / how badly this got broken with the new update? I know things changed with the comm radio, but I don't know if this was broken by that
Alright, I've updated this for B98