Code: Select all
Error while running the event handler: __Harvester-mod__/harvester.lua:346: attempt to index upvalue '_ENV' (a nil value)
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Error while running the event handler: __Harvester-mod__/harvester.lua:346: attempt to index upvalue '_ENV' (a nil value)
That's odd... Should be fixed now though.DusoMR wrote:Thx!! But found a new bug -_-
Enjoy it ^^Code: Select all
Error while running the event handler: __Harvester-mod__/harvester.lua:346: attempt to index upvalue '_ENV' (a nil value)
hahahaha Take it easy!! xDDThaPear wrote:That's odd... Should be fixed now though.DusoMR wrote:Thx!! But found a new bug -_-
Enjoy it ^^Code: Select all
Error while running the event handler: __Harvester-mod__/harvester.lua:346: attempt to index upvalue '_ENV' (a nil value)
Updated to 0.0.5
There's no maximum range, as there was none in Red Alert, should I add one?Degraine wrote:I'm curious, is there a limit on the maximum range of this thing? If you leave a refinery and some harvesters running by themselves will they start travelling massive distances to find remote ore deposits? And if you're using a mod that changes basic ores into infinite fields (like the option in Bob's Ores) how does that affect their behaviour?
They already go to refuel at the nearest refinery that has their fuel in it. If you're running them on coal, simply make sure there's a stack of coal available at the refinery. The refinery always keeps 1 stack of fuel-containing item. Above 1 stack it'll start outputting it on the belts.vampiricdust wrote:The only thing that is missing is a way to refuel the harvesters without having to chase them down manually. I've gotten inserters to load them with fuel, but it also loads their cargo and they can sit there forever emptying coal back into the refinery. Normal inserters or burner inserters are ideal as they are slow enough that they won't always get stuck unloading. Adding in a Service Depot where if they're under a certain fuel amount they'll go refuel would be awesome.
I'm just expecting the script will eventually break people's games when it starts hunting further and further away, slowing games down to the point of unplayability. Plus the potential for pathfinding issues.ThaPear wrote:There's no maximum range, as there was none in Red Alert, should I add one?Degraine wrote:I'm curious, is there a limit on the maximum range of this thing? If you leave a refinery and some harvesters running by themselves will they start travelling massive distances to find remote ore deposits? And if you're using a mod that changes basic ores into infinite fields (like the option in Bob's Ores) how does that affect their behaviour?
As for infinite ores, it currently does nothing different. Do infinite ores slow down over time like oil does?
I've made them account for infinite ores and minimum resource values in 0.0.6.
I believe that one doesn't fit the factorio theme quite as well as the older one. The teleportation is quite easy to do (as that's all they do), but I do not think it's fitting.Foxy_Boxes wrote:Any plans for the cool man's version?
I looked at them but I found the animations much less appealing. Also, I could not find the sprites for the harvester in the RA2 game files.Cordylus wrote:What do you think about the alternative RA2 textures for miner and refinery? They are much more Factorio fitting!
ThaPear wrote:I believe that one doesn't fit the factorio theme quite as well as the older one. The teleportation is quite easy to do (as that's all they do), but I do not think it's fitting.Foxy_Boxes wrote:Any plans for the cool man's version?
I looked at them but I found the animations much less appealing. Also, I could not find the sprites for the harvester in the RA2 game files.Cordylus wrote:What do you think about the alternative RA2 textures for miner and refinery? They are much more Factorio fitting!
You are right about them being more fitting though.
I'm planning a grand optimization to allow for more harvesters before the game slows to a crawl. I'll also take another look at the RA2 harvester. (Maybe make it as an alternative, with a turret)
Thanks for the report, but I can't find the dytech download with lava, I've tried all downloads in DyTech Downloads.Airat9000 wrote:bug in
silica mod
dytech
Did some digging, lava can be found in Metallurgy [inside the Dytech-machines zip]. I'm not a modder, so I don't know specifically where in the zip is the data you need, but I know lava's somewhere in there because it has the graphics for that and all the machines and molten metals it's used with.ThaPear wrote:Thanks for the report, but I can't find the dytech download with lava, I've tried all downloads in DyTech Downloads.