Thanks, I've fixed that in the next version. I plan to release a version to the mod portal tomorrow morning so that would have caused lots of problems.nightingale wrote:I've hit a problem in the 0.4.1 AAI Programmable Structures release on Factorio 0.16.21. Whenever I click on either the Input Terminal or Output Terminal of the Tile Scanner, I get this error:Code: Select all
Error while running event aai-programmable-structures::on_tick (ID 0) Can't add element with the name "entity" as LuaGuiElement contains a property or method with the same name. stack traceback: __aai-programmable-structures__/control.lua:1016: in function 'struct_gui_add_setting' __aai-programmable-structures__/control.lua:1058: in function 'struct_gui_add_settings_recursive' __aai-programmable-structures__/control.lua:1042: in function 'struct_gui_add_settings_recursive' __aai-programmable-structures__/control.lua:1054: in function 'struct_gui_add_settings_recursive' __aai-programmable-structures__/control.lua:1042: in function 'struct_gui_add_settings_recursive' __aai-programmable-structures__/control.lua:1087: in function 'struct_add_settings_gui' __aai-programmable-structures__/control.lua:1203: in function <__aai-programmable-structures__/control.lua:1186>
I think there should be a way to make the scanner code work with creative mode but it could get complicated to make it a robust fix, it's a lower priority for me than other stuff right now.grays42 wrote:Gotcha.Earendel wrote:Those structures are being moved to a different tech for vehicle specific structures. It makes it less complicated if you add the vehicles mod at a later date.
Ah! Yep, that would be it. Rather than try to learn the mod a live environment, I'm experimenting and putting together circuit monstrosities in my creative mode sandbox that I can later use in live. Didn't realize that would affect it. Thanks!Earendel wrote:I'm guessing that you're using a mod that automatically makes ghost entities real? If so that's what is breaking it.
As a side note, do you have any intention of making the coordinates of depots scannable by ID? That's the one thing that I really feel like is missing; I'm setting up what is essentially going to be a combinator-driven data network to make haulers into giant logistic bots, and the one thing that's proving super difficult to streamline is the process of defining the locations of depots. I'm having to manually enter X,Y values into constant combinators to say "this is where the depot lives", it's completely arbitrary. The only way to uniquely pull a depot location is to mark the depot with a zone, which isn't scalable; I'm basically just using a zone to tag the location, a scanner to determine the X,Y, and manually keying that into a combinator.
Also, a few questions about some of the signals that I can't find documentation for anywhere:
- What triggers, or how do I utilize, the "minimum fuel" signal? At the moment I have a manually built combinator array that basically adds up all fuel sources in inventory to determine how much fuel I have left. I can't figure out how the minimum fuel symbol shows up on my scanner in a usable way.
- What is a "surface signal"?
Thanks for this mod. I just discovered it a week ago and it's a whole new playground of programmable awesomeness.
Eventually depots probably will be scannable by id, and 'followable' using their id as part of a goto command. That will probably happen as part of adding location beacons that also have ids and are used for the same purpose (minus the storage).
Minimum Fuel is value you can set on a unit's Unit Data. When it transfers items away, it will make sure it has at least items totalling that fuel value. This stops haulers from giving away all their coal and getting stuck.