[0.17]AutoTrash 4.1.5

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Ranakastrasz
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Re: [MOD 0.12.7]AutoTrash 0.0.3

Post by Ranakastrasz »

In multiplayer at lest, the third version, added to a existing save which had 0.0.1 already running, does not have the extra tab show up.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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Re: [MOD 0.12.7]AutoTrash 0.0.3

Post by Choumiko »

Ranakastrasz wrote:In multiplayer at lest, the third version, added to a existing save which had 0.0.1 already running, does not have the extra tab show up.
The trash buttons shows up and works though?

I haven't mentioned it, but the new one should show up if you have character logistics slots researched.
Can you try loading the save without AutoTrash, save it, add/enable Autotrash and load again? You'll loose your saved config though.

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Re: [MOD 0.12.7]AutoTrash 0.0.3

Post by Ranakastrasz »

The tab doesn't show up at all, making it no different from playing without the mod.

Will disable, load, save, and re-enable to see if it helps.

Edit: As it turns out, I was still running 12.6, which caused it to be disabled innately. Oops.
My Mods:
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Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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Re: [MOD 0.12.7]AutoTrash 0.0.3

Post by Ranakastrasz »

Would be preferable if the set locations of the items didn't change when you closed the tab.
My Mods:
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Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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Re: [MOD 0.12.7]AutoTrash 0.0.3

Post by Ranakastrasz »

If you try to trash items that you have in your ammo slots (with drop-trash, not automatic) it will keep trying and failing to move them, causing that ammo to be created repeatedly, causing free ammo creation.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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Re: [MOD 0.12.7]AutoTrash 0.0.3

Post by Choumiko »

Ranakastrasz wrote:If you try to trash items that you have in your ammo slots (with drop-trash, not automatic) it will keep trying and failing to move them, causing that ammo to be created repeatedly, causing free ammo creation.
Uh thanks, that was the sort of bug i was afraid of, item duping :D

AutoTrash 0.0.4 requires Factorio > 0.12.8
  • fix ammo duplicating
  • fix errors when 0 items could be moved to trash
Ranakastrasz wrote:Would be preferable if the set locations of the items didn't change when you closed the tab.
They stay in place for me.

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Re: [MOD 0.12.7]AutoTrash 0.0.4

Post by waduk »

I think something is broke in 0.0.4.
Previously construction bot can be sent to the trash slot. Now it's being ignore by the mod.

Edit :
Instead of being sent to trash, the game detected as new quest to refill construction bot when they were out working.
Dunno is this a new vanilla bug or a bug from AutoTrash 0.0.4.

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Re: [MOD 0.12.7]AutoTrash 0.0.4

Post by Choumiko »

waduk wrote:I think something is broke in 0.0.4.
Previously construction bot can be sent to the trash slot. Now it's being ignore by the mod.

Edit :
Instead of being sent to trash, the game detected as new quest to refill construction bot when they were out working.
Dunno is this a new vanilla bug or a bug from AutoTrash 0.0.4.
This seems like a bug/issue with vanilla. I just added 50 construction bots to my vanilla requests and stood close to a roboport and send them to work. The logistics bots came to refill the ones that where out working. Trashing works fine for me. Put Autotrash into pause, fill your inventory with bots, unpause and watch your trash slots get filled :D

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Re: [MOD 0.12.7]AutoTrash 0.0.4

Post by waduk »

Confirm,. the construction bot refill bug is a vanilla bug.

Also, turns out the AutoTrash i reported earlier was due the fact it happen because AutoTrash only look for things in inventory, not in toolbar.
My bad, i misinterpret how AutoTrash work (i thought it look for the total in bot inventory and toolbar)

Edit:
Now i'm confused, AutoTrash is also calculating how much item in toolbar ?
Some item is removed.
If we request item, but also set them to be sent to trash, that item was being excluded ?

Edit 2 :

Here's the case:

Request 50 construction bot, wait to arrive.
Set AutoTrash to retain 50 construction bot.
Manually adding another 50 construction bot from roboport/chest.

Result: no construction bot was sent to trash slot. It remain at 100 construction bot.

The behavior is not the same like any entities (i tested it same with above, but with 50 express belt)

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Re: [MOD 0.12.7]AutoTrash 0.0.4

Post by Choumiko »

waduk wrote:Edit:
Now i'm confused, AutoTrash is also calculating how much item in toolbar ?
Some item is removed.
If we request item, but also set them to be sent to trash, that item was being excluded ?

Edit 2 :

Here's the case:

Request 50 construction bot, wait to arrive.
Set AutoTrash to retain 50 construction bot.
Manually adding another 50 construction bot from roboport/chest.

Result: no construction bot was sent to trash slot. It remain at 100 construction bot.

The behavior is not the same like any entities (i tested it same with above, but with 50 express belt)
It also accounts for items in the toolbar.
What might get you confused is: Autotrash adds the requested amount to the number it should keep. So in your example it will trash bots over 100.
Perhaps it would be better to not add them up but use the maximum instead?

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Re: [MOD 0.12.7]AutoTrash 0.0.4

Post by waduk »

Choumiko wrote:It also accounts for items in the toolbar.
What might get you confused is: Autotrash adds the requested amount to the number it should keep. So in your example it will trash bots over 100.
Perhaps it would be better to not add them up but use the maximum instead?
Ahh,..so that's the case.
Yeah, i think it would better if it goes like that.
Less confusing.

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Re: [MOD 0.12.7]AutoTrash 0.0.3

Post by Choumiko »

AutoTrash 0.0.5
  • updated for Factorio 0.12.11
  • keep maximum of requested items and amount set in Autotrash in inventory, instead of the sum
Edit: You should only upgrade from 0.0.4, since i took the opportunity to remove old migration code

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Re: [MOD 0.12.11]AutoTrash 0.0.5

Post by waduk »

Wow, an update across many of your mod. Thank you.

Sadly I can't use it yet, report say Rail Tanker Mod is broken due new update, i will stick to 0.12.10 until that resolved.

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Re: [MOD 0.12.11]AutoTrash 0.0.5

Post by MakiabelMFE »

Hey, fantastic mod! Though I wanted to report that when clicking on the gui button for the trash it prints: AutoTrash /gui.lua:103: "for" limit must be a number.
I'm on 0.0.5 and Factorio 0.12.11 for reference if that may have anything to do.

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Re: [MOD 0.12.7]AutoTrash 0.0.3

Post by Choumiko »

AutoTrash 0.0.51
[list][*]updated for Factorio 0.12.12
[*]minor changes[/list]

Note: requires Factorio 0.12.12

MakiabelMFE wrote:Hey, fantastic mod! Though I wanted to report that when clicking on the gui button for the trash it prints: AutoTrash /gui.lua:103: "for" limit must be a number.
I'm on 0.0.5 and Factorio 0.12.11 for reference if that may have anything to do.
Should be fixed.

Edit: Completely borked version
Last edited by Choumiko on Wed Oct 21, 2015 12:43 pm, edited 1 time in total.

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Re: [MOD 0.12.12]AutoTrash 0.0.51

Post by waduk »

AutoTrash_0.0.51is crashing on Factorio 0.12.12.

To reproduce,
  1. Save file is made in 0.12.10 with AutoTrash_0.0.4.
  2. Load in 0.12.12 with AutoTrash_0.0.51
  3. Save file again with 0.12.12
  4. Load the file in 0.12.12
  5. Crash to desktop

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Re: [MOD 0.12.12]AutoTrash 0.0.51

Post by Choumiko »

AutoTrash 0.0.52
  • Fixed saves being unloadable/causing CTD
Should only affect those few that used 0.0.51 already.
If the only save you have left is with 0.0.51: Disable Autotrash, load the save. Save it and reenable with Autotrash 0.0.52. (settings will be lost)
If you have a save with an older version simply using 0.0.52 should work
waduk wrote:AutoTrash_0.0.51is crashing on Factorio 0.12.12.
Thanks for noticing. I was doing some work on another mod and thought that was the cause..

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Re: [MOD 0.12.12]AutoTrash 0.0.52

Post by waduk »

I'm a lucky guy when it comes to bug finding ;)
But mostly because i test all mod one by one to see which one is causing the problem (phew ! So many saving and loading !)

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Re: [MOD 0.12.12]AutoTrash 0.0.52

Post by ssilk »

When I'm just about to ask other mods: Isn't this mod stable enough to be moved to to Helper Mods?
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
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I still like small signatures...

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Re: [MOD 0.12.12]AutoTrash 0.0.52

Post by Choumiko »

ssilk wrote:When I'm just about to ask other mods: Isn't this mod stable enough to be moved to to Helper Mods?
Same as SmartTrains, not yet. Got 2 weeks off starting November 9th, after that (maybe)

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