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Re: Yuoki Industries - Addon Engines 0.3.11 (f0.13)

Posted: Mon Jul 04, 2016 12:38 am
by Peppe
Weird Bug:

Inserters won't add fuel to Overheater. I give it the 3 GJ unicom 2 fuel, and it has a slow moving bar. Using my same 159mw setup as above, but with chests for fuel.

I setup a basic inserter to pull from a chest and add unicom 2 and if I manually empty the fuel it doesn't instantly add fuel back. Doesn't seem to update that it needs fuel. Do the same thing on a bioler 3 and it instantly pulls more fuel.

Re: Yuoki Industries - Addon Engines 0.3.11 (f0.13)

Posted: Mon Jul 04, 2016 1:31 am
by Fatmice
Peppe wrote:Weird Bug:

Inserters won't add fuel to Overheater. I give it the 3 GJ unicom 2 fuel, and it has a slow moving bar. Using my same 159mw setup as above, but with chests for fuel.

I setup a basic inserter to pull from a chest and add unicom 2 and if I manually empty the fuel it doesn't instantly add fuel back. Doesn't seem to update that it needs fuel. Do the same thing on a bioler 3 and it instantly pulls more fuel.
We're aware of this issue. Did you start a new map or was this a savegame from 12.35?

Re: Yuoki Industries - Addon Engines 0.3.11 (f0.13)

Posted: Mon Jul 04, 2016 1:39 am
by Peppe
Fatmice wrote:
Peppe wrote:Weird Bug:

Inserters won't add fuel to Overheater. I give it the 3 GJ unicom 2 fuel, and it has a slow moving bar. Using my same 159mw setup as above, but with chests for fuel.

I setup a basic inserter to pull from a chest and add unicom 2 and if I manually empty the fuel it doesn't instantly add fuel back. Doesn't seem to update that it needs fuel. Do the same thing on a bioler 3 and it instantly pulls more fuel.
We're aware of this issue. Did you start a new map or was this a savegame from 12.35?
New map probably created today with 13.4, but may be 13.3. I can post the save game later if it will help.

Re: Yuoki Industries - Addon Engines 0.3.11 (f0.13)

Posted: Mon Jul 04, 2016 1:58 am
by Fatmice
Peppe wrote:
New map probably created today with 13.4, but may be 13.3. I can post the save game later if it will help.
If you don't mind, download Factorio 12.35, yi_engine 0.1.10, yuoki 0.2.46. Make the exact same setup and watch for dubious behavior. You can use /c game.speed=X, where X is an interger, to speed up time. If the same setup work flawlessly, save the game. Make some copy of it. Load one copy into Factorio 13.4, yi_engine 0.3.11, yuoki 0.3.52. Watch for dubious behavior as before. If the setup stops, let us know.

Re: Yuoki Industries - Addon Engines 0.3.11 (f0.13)

Posted: Mon Jul 04, 2016 4:47 am
by Peppe
Fatmice wrote:
Peppe wrote:
New map probably created today with 13.4, but may be 13.3. I can post the save game later if it will help.
If you don't mind, download Factorio 12.35, yi_engine 0.1.10, yuoki 0.2.46. Make the exact same setup and watch for dubious behavior. You can use /c game.speed=X, where X is an interger, to speed up time. If the same setup work flawlessly, save the game. Make some copy of it. Load one copy into Factorio 13.4, yi_engine 0.3.11, yuoki 0.3.52. Watch for dubious behavior as before. If the setup stops, let us know.
No issues in .12.

Instant issue in .13 from the .12 save porting to .13. In either of my .13 saves reset the recipe in the overheater and the inserters work for two loads (3 and then to 6 - stop). Other fuels seemed ok or harder to get stuck vs the 3GJ fuel, but i did not test that closely.


Edit:
Simpler test:
Chest with coal briquettes.
Inserter setup to pull from chest place in overheater
Unheated water source (i am using creative infinite water pump).
Overheater connected to water source

No steam outlet -- this seems important. If there is an outlet I can pull fuel and no issues with inserter.

If steam is full.
I pull fuel the inserter does nothing.
I rotate/replace the inserter it does nothing.

If I empty the steam after it was full the inserter still does nothing until i update it or the overheater.
*if after emptying the steam rotating or replacing the inserter will load fuel again. Or placing one fuel myself then the inserter will add more fuel.*

Edit 2:

Additional datapoint this happens with pocket sterling engine as well.
I suspect it is an issue with prototype of "assembling-machine" that uses burner type energy or maybe liquid output.
Probably something you will need the devs to help identify/debug.3

Edit 2b:
Workaround when testing stirling engine. As long as you never manually pull fuel out of the machine it seems to auto recover on it's own. I did not check with the big 3GJ fuel, but other fuel will 100% not refill when the fluid output is full and I pull the burner fuels out manually. As long as I leave the fuel in I can clear the fluid blockage and inserters will work on their own.

Edit 3:
Simple bug to fix. The hover text for overheater says it works at >82 degrees, but the code in function overHeater(entity) only works > 92 degrees.

Edit 4:
So i modified the steam recipe to include a solid item in the input in addition to the water. The fuel slot does not get stuck anymore.

Re: Yuoki Industries - Addon Engines 0.3.11 (f0.13)

Posted: Mon Jul 04, 2016 7:26 am
by Fatmice
Thank you for your help. I've been testing with a toy mod that replicates this issue. A pattern of behavior is emerging but I am still testing to make sure. To be sure, this does look like a bug in Factorio's code and not anything the mod introduced. There is a work around however I would prefer not to use/divulge it yet. :)

Re: Yuoki Industries - Addon Engines 0.3.11 (f0.13)

Posted: Mon Jul 04, 2016 7:41 am
by Peppe
Fatmice wrote:Thank you for your help. I've been testing with a toy mod that replicates this issue. A pattern of behavior is emerging but I am still testing to make sure. To be sure, this does look like a bug in Factorio's code and not anything the mod introduced. There is a work around however I would prefer not to use/divulge it yet. :)
Not sure when my edit went in relative to this post.

I added a solid item to the input side of the steam recipe and it never gets stuck. Don't think it is a good solution, but might make a bug report to factorio devs more actionable.

I then changed the output to a solid item and liquid only input and the behavior is even worse -- it won't refill fuel unless the output slot is at 1 or 0 items. If i had to guess their code error is somewhere in the inventory index code on assembler prototype and inserters selecting/finding those inventories.

Conditions appear to be all liquid input recipe in an assembler running on burner type fuel breaks the fuel inventory lookup.

Re: Yuoki Industries - Addon Engines 0.3.11 (f0.13)

Posted: Mon Jul 04, 2016 8:33 am
by Fatmice
Peppe wrote:
Not sure when my edit went in relative to this post.

I added a solid item to the input side of the steam recipe and it never gets stuck. Don't think it is a good solution, but might make a bug report to factorio devs more actionable.

I then changed the output to a solid item and liquid only input and the behavior is even worse -- it won't refill fuel unless the output slot is at 1 or 0 items. If i had to guess their code error is somewhere in the inventory index code on assembler prototype and inserters selecting/finding those inventories.

Conditions appear to be all liquid input recipe in an assembler running on burner type fuel breaks the fuel inventory lookup.
The item+liquid on input is a neat way to bypass the bug. I've added this to my toy mod. I will bring this to dev's attention. Thank you for further testing.

Re: Yuoki Industries - Addon Engines 0.3.11 (f0.13)

Posted: Mon Jul 04, 2016 11:44 am
by Fatmice
I have filed bug report
viewtopic.php?f=7&t=28196

Re: Yuoki Industries - Addon Engines 0.3.11 (f0.13)

Posted: Mon Jul 04, 2016 1:48 pm
by YuokiTani
let's wait some days - if the devs have a solution or not.
otherwise it's no problem to change recipes or the overheater back to electric-consumption.

Re: Yuoki Industries - Addon Engines 0.3.11 (f0.13)

Posted: Mon Jul 04, 2016 5:28 pm
by Peppe
YuokiTani wrote:let's wait some days - if the devs have a solution or not.
otherwise it's no problem to change recipes or the overheater back to electric-consumption.
Also affects pocket sterling engine and solid fuel engine.

Re: Yuoki Industries - Addon Engines 0.3.11 (f0.13)

Posted: Mon Jul 04, 2016 7:16 pm
by Fatmice
It affects any and all assembler whose energy_source = burner. It doesn't affect boilers and burner furnaces, at least not in some way that I am aware of. To me, it has all the hallmarks of a bug, which might have gotten introduced when they reverted how inserters work to introduce the new "stack" inserter.

Re: Yuoki Industries - Addon Engines 0.3.11 (f0.13)

Posted: Mon Jul 04, 2016 7:56 pm
by YuokiTani
Peppe wrote:
YuokiTani wrote:let's wait some days - if the devs have a solution or not.
otherwise it's no problem to change recipes or the overheater back to electric-consumption.
Also affects pocket sterling engine and solid fuel engine.
okay, broken is broken ...
i have uploaded a different-version, all MF-outputs have a temperature - different depends on recipe.
it's a small change to make the direct MF-Outputer more useful (especially the quantrinum-reactor)

Re: Yuoki Industries - Addon Engines 0.3.11 (f0.13)

Posted: Tue Jul 05, 2016 2:55 pm
by Peppe
YuokiTani wrote:
Peppe wrote:
YuokiTani wrote:let's wait some days - if the devs have a solution or not.
otherwise it's no problem to change recipes or the overheater back to electric-consumption.
Also affects pocket sterling engine and solid fuel engine.
okay, broken is broken ...
i have uploaded a different-version, all MF-outputs have a temperature - different depends on recipe.
it's a small change to make the direct MF-Outputer more useful (especially the quantrinum-reactor)
3.12 change steam?
Opened a new game and placed this setup:
steam test
Steam - Turbine is not accepting steam from overheater...

Or does it now require steam down each input seperate?


Edit:
Looks like the recipe was looking for a different temperature (recipes_mf.lua):
{ type = "fluid", name = "ye_steam" , amount = 480.0, temperature = 275},

Changed that to the 350 temp the overheater is putting out and the turbine started eating the steam no problem.

Re: Yuoki Industries - Addon Engines 0.3.12 (0.13)

Posted: Tue Jul 05, 2016 3:09 pm
by YuokiTani
no, this system is in general broken.
if i add to the recipes a "correct" value (minimum_temperature=275) the game crashes with script-error.
you can test if you want (recipes_mf.lua - line 46 -> should have minimum_temperature=275 instead of temperature=275)

i know it's annoying, but for this reason i bumped the other energy-sources, and of course not recommend using these until fixed in normal gameplay.

the original concept gives you more freedom, because the input can be range from 200 to 350 °C. also the steam a any temperature can use in steam-engine direct.
same for the input into the Overheater, and also the output for 400 °C can be raised to 500° with gearbox in previous version.

of course if fixed variables work i can change this, but it removes a lot of fun and options (in my opinion). as result it's not nessesary anymore to build i complex system and watch the flow because temperatures are constant then.

Re: Yuoki Industries - Addon Engines 0.3.12 (0.13)

Posted: Tue Jul 05, 2016 6:09 pm
by Fatmice
minimum_temperature shouldn't have anything to cause a crash. So that is something else.

Re: Yuoki Industries - Addon Engines 0.3.12 (0.13)

Posted: Wed Jul 06, 2016 2:15 pm
by YuokiTani
i have tested, current version and looks working now, also with minimum_temperature.
the only thing is you need a bypass pump to get water/steam under minimum_temperature out of the system.
Bad example
i uploaded version for testing things 0.3.13

Re: Yuoki Industries - Addon Engines 0.3.12 (0.13)

Posted: Wed Jul 06, 2016 3:37 pm
by Peppe
YuokiTani wrote:i have tested, current version and looks working now, also with minimum_temperature.
the only thing is you need a bypass pump to get water/steam under minimum_temperature out of the system.
Bad example
i uploaded version for testing things 0.3.13
Seems to be accepting 82 degree water now, which matches the hover text?

The turbines return 86 degree water, so you don't need a boiler anymore on the turbine return to the heaters bug or feature?
Now you can prime the closed system with >82 degree water and then remove all the boilers.

As it was my boiler was only using about 2 MJ/s to reheat the 86 degree water to around 98+.

Overheaters with 80% efficiency modules were consuming a little over ~3MJ/s each.

242MW Test Setup

Re: Yuoki Industries - Addon Engines 0.3.13 (0.13)

Posted: Wed Jul 06, 2016 7:46 pm
by YuokiTani
if it's functional and stable now - i will tweak and balance the system.
(i think the temperature needs swappend - and maybe you need provide cooling to prevent overheat the turbine itself - this would also better explain why the condensat is at 82°C output then - but it's a different task in the future)

Re: Yuoki Industries - Addon Engines 0.3.13 (0.13)

Posted: Wed Jul 06, 2016 10:06 pm
by Fatmice
Do remember that the inserter bug is still there so unless your overheater is constantly working, it will not get fueled at some point.

Also I think minimum_temperature should be 99 for overheater. The exhaust from turbine should be minimum temperature steam, 110. Then it needs cooling with exact 15 degree water to yield condensates (water at 30 deg) and cooling water at 50 deg. The cooling water needs to be inducted cooling (fans) which uses some electricity and looses some water due to evaporation to return the water to 15 deg.

I can make recipes and give them to you, Yuoki.