[MOD 0.15+] Bucket Wheel Excavator 0.3.6(1st October)

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jorgenRe
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Re: [MOD 0.12.11+] Bucket Wheel Excavator 0.3.4(16th October)

Post by jorgenRe »

capthavic wrote:Loving the idea, might give it a try later. Only complaints atm are the models, digger is adequate if a little basic and the unloader is just a black square. Not a huge deal but not very appealing to the eyes either.
Hehe the digger was the first model that i made and textured :D!
So if you think you could do better then yea just do it yourself. Do note however that the texture is to some degree limited due to fact that the spritesheet can be max 2048 x 2048.

Now onto the ore unloader is something i would like to finnish, but i'm not really having the time to do it right now, and i still got two other models to texture once i do have time which should be from tomorrow of when i got more or less free from homework minus my favourite phisics :)!
My priority list as of today:
Usuful space then the underground and then my unique biters mod ;)!
This mod im sortoff happy enough for so the ore unloader will come with the underground ;)!
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Re: [MOD 0.12.11+] Bucket Wheel Excavator 0.3.4(16th October)

Post by capthavic »

Oh no I understand completely, and wasn't suggesting that I could do any better. ^w^

Nice mod so far. Cheers! :D

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Re: [MOD 0.12.11+] Bucket Wheel Excavator 0.3.4(16th October)

Post by apriori »

If you want your excavators to be able to use modules, you should change some code in entities.lua:

Code: Select all

module_slots = 3, --rows 50, 105, 160 
... to ...

Code: Select all

module_specification =
{
  module_slots = 3,
  module_info_icon_shift = {0, 0.8}
},
allowed_effects = {"consumption", "speed", "productivity", "pollution"},
Russian locale for v0.3.4
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jorgenRe
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Re: [MOD 0.12.11+] Bucket Wheel Excavator 0.3.4(16th October)

Post by jorgenRe »

apriori wrote:If you want your excavators to be able to use modules, you should change some code in entities.lua:

Code: Select all

module_slots = 3, --rows 50, 105, 160 
... to ...

Code: Select all

module_specification =
{
  module_slots = 3,
  module_info_icon_shift = {0, 0.8}
},
allowed_effects = {"consumption", "speed", "productivity", "pollution"},
Russian locale for v0.3.4
There is no modules for a reason ;)!

Also, thanks for the translation will include it in the next version as i got free time now :)!
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Re: [MOD 0.12.11+] Bucket Wheel Excavator 0.3.4(16th October)

Post by apriori »

Oh, it looks like I didn't understand those code lines... :)
Great work! The best mod for better mining! Because of unique images for excavators - not just recolored vanilla drills. Wanna wider mining radius? - get bigger mining machine. Perfect! So, maybe it's good idea to implement more big industrial monsters and make, for example, foundry for melting ores into plates/brick with monstrous productivity and size. It could be rotary kiln with ore hopper on one side and cyclone-vortex furnace on another, heating up with oil burners, and stamper between kiln and furnace - it takes liquid product, cools it down and forms into plates/bricks. Needs oil products (or crude oil) for burners, huge amount of energy and takes big square on the surface, but is very productive. And it also may need water for cooling. Oh, show the easiest way to create images for frames and I'll do such mod myself! :) It doesn't look hard to be coded.
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Re: [MOD 0.12.11+] Bucket Wheel Excavator 0.3.4(16th October)

Post by nallar »

The ore unloader breaks in multiplayer, consistently causing a desync every time it unloads cargo from a train. This occurred on a headless server with two clients.

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Re: [MOD 0.12.11+] Bucket Wheel Excavator 0.3.4(16th October)

Post by jorgenRe »

nallar wrote:The ore unloader breaks in multiplayer, consistently causing a desync every time it unloads cargo from a train. This occurred on a headless server with two clients.
Hmm yea that is quite possible seeing as its heavily scripted to make it work, but it would be nice if i could get ahold on the log. Also are both of you using the same operating system?
And yes linux is another so that may be the cause, but im not sure. The log may tell the reason :)!
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Re: [MOD 0.12.11+] Bucket Wheel Excavator 0.3.4(16th October)

Post by orzelek »

This line is where your problems come from:

Code: Select all

tickerA = 120
Basically each player has own value for this variable - it should be stored in global.
There are few other local variables that might be problem - they look like constants after short look at the code. Ticker is causing issues for sure.

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Re: [MOD 0.12.11+] Bucket Wheel Excavator 0.3.4(16th October)

Post by nallar »

orzelek wrote:This line is where your problems come from:

Code: Select all

tickerA = 120
Basically each player has own value for this variable - it should be stored in global.
There are few other local variables that might be problem - they look like constants after short look at the code. Ticker is causing issues for sure.
Code should probably be changed to use the on_train_changed_state event, only scan if a) the train stopped and b) there're unloaders near the train.

Avoids the ticker variable entirely, and will be faster as it only runs when needed?

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Re: [MOD 0.12.11+] Bucket Wheel Excavator 0.3.4(16th October)

Post by Austin5003 »

"surface = game.surfaces['nauvis']" is attempting to index 'game', which is a nil value

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Re: [MOD 0.12.11+] Bucket Wheel Excavator 0.3.4(16th October)

Post by jorgenRe »

Austin5003 wrote:"surface = game.surfaces['nauvis']" is attempting to index 'game', which is a nil value
Thanks for the bug report :)!
But for future bug reports please include everything since it will say which line the problem is at, but this time its fine.

Only problem is that that has already been fixed. Im as of the latest build using this code to get the surface the entity is in:

Code: Select all

info.surface
Where info is the selected entity-
So second tip is to use the most recent build when submitting bug reports ;)!
Never the less have a nice easter :) !
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Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
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Re: [MOD 0.12.11+] Bucket Wheel Excavator 0.3.4(16th October)

Post by steinio »

Hello jorgenRe,

i had the pleasure today to install my first bucket wheel excavator and it's amazing.

I saw the picture in the first post but never dreamed that it turns to excavate the area.
The Output is also really great.

Thanks for your mod.
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Re: [MOD 0.12.11+] Bucket Wheel Excavator 0.3.4(16th October)

Post by jorgenRe »

steinio wrote:Hello jorgenRe,

i had the pleasure today to install my first bucket wheel excavator and it's amazing.

I saw the picture in the first post but never dreamed that it turns to excavate the area.
The Output is also really great.

Thanks for your mod.
Thanks for your happy reply. Thats the reason why i make mods, and then publish it for everyone and not just for my friends :D!
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Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces

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Re: [MOD 0.13.0+] Bucket Wheel Excavator 0.3.5(27th June)

Post by kekasvenom »

Hello! Playing first time w this mod, have a problem. When I'm put quarry in the world, connect electricity, chest, nothing happens. Can u help me?

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Re: [MOD 0.13.0+] Bucket Wheel Excavator 0.3.5(27th June)

Post by jorgenRe »

kekasvenom wrote:Hello! Playing first time w this mod, have a problem. When I'm put quarry in the world, connect electricity, chest, nothing happens. Can u help me?
Press alt, then place a chest where the arrow from the excavator is.

Alt starts the advanced UI mode and is extremely helpful if you dont already use it :)!

*Hint*
The output is on the top ;)!
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Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces

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Re: [MOD 0.13.0+] Bucket Wheel Excavator 0.3.5(27th June)

Post by kekasvenom »

What's wrong?
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Re: [MOD 0.13.0+] Bucket Wheel Excavator 0.3.5(27th June)

Post by steinio »

There is a gap between the output and the chest.
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Re: [MOD 0.13.0+] Bucket Wheel Excavator 0.3.5(27th June)

Post by kekasvenom »

steinio wrote:There is a gap between the output and the chest.
YEAH! THAT'S WORK! Thank U! That's awesome!

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Re: [MOD 0.13.0+] Bucket Wheel Excavator 0.3.5(27th June)

Post by steinio »

You're welcome.

Love this excavator, espacially because it's turning.
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Re: [MOD 0.13.0+] Bucket Wheel Excavator 0.3.5(27th June)

Post by apriori »

This is the best mining mod ever! Could you add fences to the excavator please? It's boring to build them counting tiles of distance between them. I've tried to do it myself but my fences are appearing and disappearing while excavator rotates, and I don't know how to solve this problem...

And could you also devide excavators and unloaders? I remember you wanted to do that. As for me, I don't use unloaders at all, so I excluded them from dirs and code.

Thank you again for this great mod!
Any code or mods posted by me are WTFPL, unless otherwise copyrights are specified.

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