[0.11.22] Automated Red Alert harvesters 0.1.0

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ThaPear
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Re: [0.11.22] Automated Red Alert harvesters 0.0.7

Post by ThaPear »

Updated to 0.0.8

It should be fixed now. Let me know if the issue persists.

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Re: [0.11.22] Automated Red Alert harvesters 0.0.7

Post by Airat9000 »

ThaPear wrote:Updated to 0.0.8

It should be fixed now. Let me know if the issue persists.
in this version starts to produce the machine, the game starts to hang, but it works brakes

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Re: [0.11.22] Automated Red Alert harvesters 0.0.7

Post by ThaPear »

Airat9000 wrote:
ThaPear wrote:Updated to 0.0.8

It should be fixed now. Let me know if the issue persists.
in this version starts to produce the machine, the game starts to hang, but it works brakes
I do not understand, could you rephrase that?

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Re: [0.11.22] Automated Red Alert harvesters 0.0.7

Post by kiba »

ThaPear wrote:
Airat9000 wrote:
ThaPear wrote:Updated to 0.0.8

It should be fixed now. Let me know if the issue persists.
in this version starts to produce the machine, the game starts to hang, but it works brakes
I do not understand, could you rephrase that?
brakes = great?

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Re: [0.11.22] Automated Red Alert harvesters 0.0.8

Post by jayckob11 »

Alright so I've been looking at the lock frames when the harvesters are running to try and find when it occurs. The screen locks up for a few frames at the beginning of each scoop animation and locks up for about double that amount of frames when the harvest has finished scooping and presumably is searching for a new patch. With two harvesters the frame lock is additive, if two harvesters finish scooping at the same time, the frames lock for double the amount of time, the harvester being out of fuel makes the frame-lock issue disappear so it's to do with them looking for a patch and scooping. I don't know if threading could help with the issue or just spreading the function over multiple frames(start a queue) or if you have a master plan I'm unaware of but as it stands, I really look forward to the next update, if you have no plans to fix the frame-lock please let me know So I can help out. Anyway's great mod!

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Re: [0.11.22] Automated Red Alert harvesters 0.0.7

Post by Airat9000 »

ThaPear wrote:
Airat9000 wrote:
ThaPear wrote:Updated to 0.0.8

It should be fixed now. Let me know if the issue persists.
in this version starts to produce the machine, the game starts to hang, but it works brakes
I do not understand, could you rephrase that?
game slow in plae to harvester (not harvester game in normal speed to slow.) fps down and 80 to 10 fps .. not harvester fps normal

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Re: [0.11.22] Automated Red Alert harvesters 0.0.8

Post by firebreaker2262 »

noticed a glitch with the smart inserters and the refinery, hooking them up to a smart wire causes the smart inserter to automatically start to work, even with nothing in the filter or network selected. this causes it to run continuiously even if you try and use it as intended.

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Re: [0.11.22] Automated Red Alert harvesters 0.0.8

Post by n9103 »

Smart inserters always activate when wired up without conditions. Vanilla feature.
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Re: [0.11.22] Automated Red Alert harvesters 0.0.8

Post by Devildog »

Awesome its now fully automated!
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Re: [0.11.22] Automated Red Alert harvesters 0.0.8

Post by tgaredemptor »

Error when trying to mine crystal ore from Dytech

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Re: [0.11.22] Automated Red Alert harvesters 0.0.8

Post by ThaPear »

tgaredemptor wrote:Error when trying to mine crystal ore from Dytech
Could you tell me what the error said and what line it indicated? Thanks!

I'm currently Ill so I'll take a look at it when I'm better.
I'm also planning an optimisation pass since the current performance is horrid.

EDIT: I think I've found the error and corrected it. I'll release the new version when I've finished the optimization.

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Re: [0.11.22] Automated Red Alert harvesters 0.1.0

Post by ThaPear »

I've greatly improved performance. I've reduced CPU usage by 60-70%.
I've also fixed the issue with dytech gems.

I'd love to hear any new errors you guys have :D

Updated to 0.1.0

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Re: [0.11.22] Automated Red Alert harvesters 0.1.0

Post by jorgenRe »

ThaPear wrote: I'd love to hear any new errors you guys have :D
Updated to 0.1.0
That is some great confidence you got in your code ;)!
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Re: [0.11.22] Automated Red Alert harvesters 0.1.0

Post by Shanix »

Is there anyway to get the harvesters to ignore certain ores? I'm getting a crash when I run harvesters over ore deposits with Underground Mining enabled.

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Re: [0.11.22] Automated Red Alert harvesters 0.1.0

Post by n9103 »

Shanix wrote:Is there anyway to get the harvesters to ignore certain ores? I'm getting a crash when I run harvesters over ore deposits with Underground Mining enabled.
add an entry to this section of harvester.lua

Code: Select all

		-- No fluids.
		if game.entityprototypes[ore.name].resourcecategory == "basic-fluid"
		-- No lava.
		or game.entityprototypes[ore.name].resourcecategory == "lava-magma"
		-- No depleted resources that aren't infinite.
		or (ore.amount <= 0 and not game.entityprototypes[ore.name].infiniteresource)
		-- No trees.
		or string.find(ore.name, "tree") then
			-- Not a valid ore.
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: [0.11.22] Automated Red Alert harvesters 0.1.0

Post by ThaPear »

I'll probably add an easy way to do it in the next version, which I'll do when 0.12 is out. In the meantime n9103's suggestion will work.

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Re: [0.11.22] Automated Red Alert harvesters 0.1.0

Post by Inspired »

Hi!

I like your mod, but there is something that really bugs me about it. Could you guide me through changing the sprite/entity size of the harvester? I would like to reduce it to ~1/2 or 1/3 in size so it doesn't look as stretched.

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Re: [0.11.22] Automated Red Alert harvesters 0.1.0

Post by CodeRedAlert »

This was a previous post by someone, but the harvesters seem to freeze the game whenever they load ore into their inventory. Every scoop freezes the game by a second and causes some awkward gameplay, is this an issue on my end or the harvesters?
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Re: [0.11.22] Automated Red Alert harvesters 0.1.0

Post by buddy1913 »

Hi!

I hope you don't mind but i have created an unofficial update for your mod to bring it into compatability with versions 0.12.11 and up.
https://forums.factorio.com/forum/vie ... 20&t=18311

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Re: [0.11.22] Automated Red Alert harvesters 0.1.0 error

Post by Zcoolest »

missing enity (huge explosion)? lol dam i love c@c.

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