[MOD] 0.9.X]Red Alert Harvester V0.0.5

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Airat9000
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Re: [MOD] 0.9.X]Red Alert Harvester V0.0.5

Post by Airat9000 »

irrelevant quote
another question .. how to make automatically extract, do not drive a car or sitting in it .. that he would automatically produce went to say ..
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Re: [MOD] 0.9.X]Red Alert Harvester V0.0.5

Post by FreeER »

Airat9000 wrote:another question .. how to make automatically extract, do not drive a car or sitting in it .. that he would automatically produce went to say ..
The code could be changed so that the player doesn't need to be in it for the harvester to work, just drive/place it on the ore and it'd mine and then pull the ore out with inserters...but you have mining drills for that. As for making it actually find ore and drive there (and back to a refinery) on it's own, that would require a decent amount of work (I think he plans to attempt it eventually though), that part was actually discussed a bit on page 4 (started on page 3 but page 4 has everything relevant in quotes)
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Re: [MOD] 0.9.X]Red Alert Harvester V0.0.5

Post by McSpiffy »

Yea "attempt" is the really important word ^0^
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Re: [MOD] 0.9.X]Red Alert Harvester V0.0.5

Post by McSpiffy »

Sry for the lack of of updates I just got a baby boy yesterday >.< So my plate is a little full as you could imagine.
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Re: [MOD] 0.9.X]Red Alert Harvester V0.0.5

Post by drs9999 »

Congrats!
Definitly he heard that the new Factorio is out and did the same :D :D
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Re: [MOD] 0.9.X]Red Alert Harvester V0.0.5

Post by McSpiffy »

Lol Thx!
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Re: [MOD] 0.9.X]Red Alert Harvester V0.0.5

Post by Club Sandbox »

McSpiffy wrote:Sry for the lack of of updates I just got a baby boy yesterday >.< So my plate is a little full as you could imagine.
Gratz !
Will you updated your mod soon ?
It's because i would like to make a spotlight (french) but i should wait for next updated (new skin ) ?
Image
~ French Fan site community, manager my : Sandbox YT channel (Eng sub still WIP) ~
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Re: [MOD] 0.9.X]Red Alert Harvester V0.0.5

Post by McSpiffy »

As far as new images I'm not that great at it Image work. If I do an update anytime soon it might just add a new building. :)
So there is no real reason to wait if you would like to do a spotlight.
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Re: [MOD] 0.9.X]Red Alert Harvester V0.0.5

Post by Airat9000 »

McSpiffy wrote:As far as new images I'm not that great at it Image work. If I do an update anytime soon it might just add a new building. :)
So there is no real reason to wait if you would like to do a spotlight.
new building good idea!
very nice!
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Re: [MOD] 0.9.X]Red Alert Harvester V0.0.5

Post by SHiRKiT »

Memories are flowing into my head right now, after seeing that picture! :D
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Re: [MOD] 0.9.X]Red Alert Harvester V0.0.5

Post by DraLUSAD »

You sir, are a genius

Suggestions
  • The speed should be a lot slower (Like a regular Harvester)
  • Mining speed should be a lot slower like 2 or 3 seconds, and a mining range of 1 (or 3)
  • GUI for Refinery to check box's in which you tell the Refinery which items to be deployed
  • Steam from the pipes on the Refinery
  • Them textures could do with a Revamp rather than the old Pixel one, then again, why not just re-design a Harvester and Refinery for your self and make it Official (also the recipe is easy for such an advance prototype)
[*]HP is too high, consider making the Harvester 1000 HP and the Refinery 2500 HP
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Re: [MOD] 0.9.X]Red Alert Harvester V0.0.5

Post by Turtle »

Bug: If a Refinery is full and you drive a Harvester near it to collect resources, it will take the resources, but they disappear since the inventory is full. So you end up losing an entire truck load of resources!

EDIT:
I think I see the problem:
control.lua - lines 55 - 67

Code: Select all

    for _, refinery in pairs(refineries) do 
      if refinery.caninsert(itemstack) then -- if this refinery can hold the items
        refinery.insert(itemstack)
        inventory.remove(itemstack) -- remove from inventory (the harvester)
        break
        -- do not continue looking at the next refinery...this might be optimized by
        -- removing the full refinery from the refineries table...
        -- but it has a few caveats, if the refinery can accept say, 
        -- copper but not iron, then if you had both in the harvester the refinery 
        -- might not be filled properly, you'd also need a check for if
        -- the one you removed was the last possible refinery
      end
    end
The problem is here:

Code: Select all

        refinery.insert(itemstack)
        inventory.remove(itemstack) -- remove from inventory (the harvester)
If you insert 1 coal because that's all that you can fit, then you remove everything else. There needs to be a check on how many items were actually inserted and subtract that from the total number of items so that the entire itemstack isn't removed.
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Re: [MOD] 0.9.X]Red Alert Harvester V0.0.5

Post by FreeER »

Turtle wrote:Bug: If a Refinery is full and you drive a Harvester near it to collect resources, it will take the resources, but they disappear since the inventory is full. So you end up losing an entire truck load of resources!
... that's probably (almost certainly) my fault, for some reason I keep thinking that passing an item stack to caninsert checks if the entire stack can be inserted (that sounds logical right? If I only cared about if a certain type of item could fit then I'd only need to pass an item name...) :oops:
untested but I think this change would fix that behavior (would be a bit slower, but I'm not sure of another way to do it). lines 55-67
initial code
actually...this would probably work better

Code: Select all

          for _, refinery in pairs(refineries) do 
            if refinery.caninsert(itemstack) then -- if this refinery can hold at least 1 item
              local prior = refinery.getitemcount(itemstack.name)
              refinery.insert(itemstack)
              local inserted = refinery.getitemcount(itemstack.name) - prior
              inventory.remove(inserted) -- remove from inventory (the harvester)
              if inserted ~= itemstack.count then
                itemstack.count = itemstack.count - inserted -- decrement count for next refinery
              else
                break -- move to next item stack
              end
            end
          end
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Re: [MOD] 0.9.X]Red Alert Harvester V0.0.5

Post by Scoutter »

I have the problem the harvester harvest ressources even if he is full. That is quite more annoying if you keep the game running with the harvester active and it takes 15k iron but only like 7 k get stored and the rest get harvested into oblivion.
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Re: [MOD] 0.9.X]Red Alert Harvester V0.0.5

Post by Airat9000 »

:( lava in stay game in crash///
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Re: [MOD] 0.9.X]Red Alert Harvester V0.0.5

Post by necro »

Any chance to update this to be compatible with 0.10.x? Does this mine trees as well or just ores? A tree harvester would be neat instead of having to chop everything manually before you get bots.
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Re: [MOD] 0.9.X]Red Alert Harvester V0.0.5

Post by n9103 »

necro wrote:Any chance to update this to be compatible with 0.10.x? Does this mine trees as well or just ores? A tree harvester would be neat instead of having to chop everything manually before you get bots.
If you don't have a need for the wood, you can shotgun them down as a means to clearing. Long before bots.
Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.
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Re: [MOD] 0.9.X]Red Alert Harvester V0.0.5

Post by laige »

my one complaint beyond the need for higher rez textures is that the refinery ore output wont insert into a chest.
Your mines will dump items directly into chest if there is one blocking the output. (I.E. instead of placing a conveyor place a chest). The refinery doesn't have this ability.

I like this mod.
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Re: [MOD] 0.9.X]Red Alert Harvester V0.0.5

Post by overabuncdance »

noob question but i am playing 10.12 and its not showing up? what can i do to fix this?
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Re: [MOD] 0.9.X]Red Alert Harvester V0.0.5

Post by Airat9000 »

0.11.0 ?
п
when will it be updated?
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