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Re: pY Coal Processing - Discussion

Posted: Tue Nov 29, 2022 3:29 pm
by gavrielba
Hi! So I updated to the newest version today (thanks!) and I think I found a game breaking bug, sorry.

Advanced Foundry mk01 is now in two different research techs (Smelters1 and Steel Processing).

Why is it a problem? Because after that last update steel can only be made in advanced foundry -> steel is needed to get to science pack1 -> and science pack is needed to get to Smelters1.

I guess if a recipe is found in 2 research nodes the game automatically requires both to be researched before it becomes available.

Overall I think it's an awesome idea to make steel from iron ore and carbon (if I'm not mistaken that's how it's made irl)!

Hope to be able to get to keep playing the game soon! It's really fun! Patreon support coming soon!

Can provide picures if need and I hope I posted this at the right place. Thanks!

Re: pY Coal Processing - Discussion

Posted: Tue Nov 29, 2022 5:32 pm
by lexx1191
gavrielba wrote:
Tue Nov 29, 2022 3:29 pm
Hi! So I updated to the newest version today (thanks!) and I think I found a game breaking bug, sorry.

Advanced Foundry mk01 is now in two different research techs (Smelters1 and Steel Processing).

Why is it a problem? Because after that last update steel can only be made in advanced foundry -> steel is needed to get to science pack1 -> and science pack is needed to get to Smelters1.

I guess if a recipe is found in 2 research nodes the game automatically requires both to be researched before it becomes available.

Overall I think it's an awesome idea to make steel from iron ore and carbon (if I'm not mistaken that's how it's made irl)!

Hope to be able to get to keep playing the game soon! It's really fun! Patreon support coming soon!

Can provide picures if need and I hope I posted this at the right place. Thanks!
good afternoon, automation science pack and advanced foundry, does not require steel
Image

Re: pY Coal Processing - Discussion

Posted: Wed Nov 30, 2022 4:37 pm
by gavrielba
Image

Above you can see that I can't build foundry

Image

And here you can see that the Foundry is under two research items. The first one I have researched. The second one is behind Science Pack 1. Which definitely requires steel to achieve.

Hmm, now that I think of it, maybe the bug is that I needed to actually unlock Steel Processing before updating the mod. Oh, well, it's a shame I can't re-research it, can I?

But, still why does the same item appear in two different research achievements? Maybe I'll help to at least fix that :P Thanks!

Edit: Oh, just realised something! We might be confusing science pack nomenclature. The first ever science pack is called automation science pack, yes. I don't mean that one. I mean py science pack 1 which is required before researching Smelters1 and steel is needed to build, at minimum, Microorganism Mine which is required to build incubated petri dish which is required for Basic Subtrate, etc.

Re: pY Coal Processing - Discussion

Posted: Wed Nov 30, 2022 9:27 pm
by Wisey
Have you updated to the latest version of PY ores? as there were 2 versions a day apart.

Changelog:
Version: 2.4.4
Date: 2022-11-28
Changes:
- fixed double unlock for advanced foundry mk01.

Re: pY Coal Processing - Discussion

Posted: Thu Dec 01, 2022 2:07 am
by gavrielba
Yep, it's fixed now - thank you, Py, for such a quick fix!

Re: pY Coal Processing - Discussion

Posted: Wed Jan 24, 2024 10:57 pm
by Anon2k
When the backwards compatibility checkbox is enabled, collisions are created for beacons with AM-FM configurations: 1-1 + 1-2 + 2-1 + 2-2

Re: pY Coal Processing - Discussion

Posted: Sat Jan 27, 2024 1:49 pm
by Anon2k
I looked at your code in https://github.com/pyanodon/pycoalproce ... eacons.lua
This line is incorrect:
----

Code: Select all

if effected_am[am] and effected_fm[fm] then
----
In the case of backward compatibility, you need to group by both ranges together. For example like this:

Code: Select all

local function has_beacon_collision(reciver)
	local beacons = reciver.get_beacons()
	if not beacons or not next(beacons) then return end

	local effected_am = {}
	local effected_fm = {}

	local effected_am_fm = {}

	for _, beacon in pairs(beacons) do
		if our_beacons[beacon.name] then
			local am = beacon.name:match('%d+')
			local fm = beacon.name:match('%d+$')

			if settings.startup['future-beacons'].value then
				if effected_am[am] or effected_fm[fm] then
					return true
				end
			else
				if effected_am_fm[am .. fm] then
					return true
				end
			end

			if settings.startup['future-beacons'].value then
				effected_am[am] = true
				effected_fm[fm] = true
			else 
				effected_am_fm[am .. fm] = true
			end
		end
	end

	return false
end

local function beacon_check(reciver)
	if has_beacon_collision(reciver) then
		disable_entity(reciver)
	else
		enable_entity(reciver)
	end
end