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Re: [0.11.22] Automated Red Alert harvesters 0.0.4

Posted: Sun Jun 07, 2015 4:24 pm
by DusoMR
Thx!! But found a new bug -_-

Code: Select all

Error while running the event handler: __Harvester-mod__/harvester.lua:346: attempt to index upvalue '_ENV' (a nil value)
Enjoy it ^^

Re: [0.11.22] Automated Red Alert harvesters 0.0.5

Posted: Sun Jun 07, 2015 4:52 pm
by ThaPear
DusoMR wrote:Thx!! But found a new bug -_-

Code: Select all

Error while running the event handler: __Harvester-mod__/harvester.lua:346: attempt to index upvalue '_ENV' (a nil value)
Enjoy it ^^
That's odd... Should be fixed now though.

Updated to 0.0.5

Re: [0.11.22] Automated Red Alert harvesters 0.0.5

Posted: Sun Jun 07, 2015 5:28 pm
by DusoMR
ThaPear wrote:
DusoMR wrote:Thx!! But found a new bug -_-

Code: Select all

Error while running the event handler: __Harvester-mod__/harvester.lua:346: attempt to index upvalue '_ENV' (a nil value)
Enjoy it ^^
That's odd... Should be fixed now though.

Updated to 0.0.5
hahahaha Take it easy!! xDD

It works ;)

Re: [0.11.22] Automated Red Alert harvesters 0.0.5

Posted: Mon Jun 08, 2015 3:24 am
by Degraine
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?

Re: [0.11.22] Automated Red Alert harvesters 0.0.5

Posted: Mon Jun 08, 2015 5:52 am
by vampiricdust
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.

Re: [0.11.22] Automated Red Alert harvesters 0.0.5

Posted: Mon Jun 08, 2015 8:48 am
by ThaPear
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?
There's no maximum range, as there was none in Red Alert, should I add one?
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.

Updated to 0.0.6
- This is an update for infinite ores. It doesn't have any noticeable changes otherwise.
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.
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.

Re: [0.11.22] Automated Red Alert harvesters 0.0.5

Posted: Mon Jun 08, 2015 9:15 am
by vampiricdust
I feel a little foolish now x.x My failures to read. I've also noticed it hooks up to logistic wire.

Re: [0.11.22] Automated Red Alert harvesters 0.0.5

Posted: Mon Jun 08, 2015 9:48 am
by Degraine
ThaPear wrote:
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?
There's no maximum range, as there was none in Red Alert, should I add one?
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'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.

Re: [0.11.22] Automated Red Alert harvesters 0.0.6

Posted: Mon Jun 08, 2015 5:29 pm
by KrzysD
This brings back so many memories! Thank you!

This mod makes me think of a suggestion i had for the Devs, mining bots, you specify with deconstruct blue print, and bots mine and insert into either requestor chests or storage chests.

Re: [0.11.22] Automated Red Alert harvesters 0.0.6

Posted: Wed Jun 10, 2015 1:00 pm
by Foxy_Boxes
Any plans for the cool man's version? :P
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Re: [0.11.22] Automated Red Alert harvesters 0.0.6

Posted: Wed Jun 10, 2015 9:16 pm
by Cordylus
What do you think about the alternative RA2 textures for miner and refinery? They are much more Factorio fitting!
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Re: [0.11.22] Automated Red Alert harvesters 0.0.6

Posted: Wed Jun 10, 2015 11:18 pm
by ThaPear
Foxy_Boxes wrote:Any plans for the cool man's version? :P
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.
Cordylus wrote:What do you think about the alternative RA2 textures for miner and refinery? They are much more Factorio fitting!
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.
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)

Re: [0.11.22] Automated Red Alert harvesters 0.0.6

Posted: Thu Jun 11, 2015 1:55 pm
by Foxy_Boxes
The RA2 harvesters are voxels unfortunately, not sprites.
Also teleportation is easy to explain: Aliens! :P
Just shove some alien tech into the research, heck branch off into a chrono-mod why not? :P

Re: [0.11.22] Automated Red Alert harvesters 0.0.6

Posted: Thu Jun 11, 2015 7:10 pm
by Airat9000
ThaPear wrote:
Foxy_Boxes wrote:Any plans for the cool man's version? :P
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.
Cordylus wrote:What do you think about the alternative RA2 textures for miner and refinery? They are much more Factorio fitting!
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.
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)

Autor you cool and genius.

i like it auto mining))
screen
Image

and idea 2 factory in refinery Oil and liquids mining
comfortabilty in replicators mod dytech and oil

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Image
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Re: [0.11.22] Automated Red Alert harvesters 0.0.6

Posted: Thu Jun 11, 2015 7:15 pm
by Airat9000
:( bug in
silica mod

dytech

Re: [0.11.22] Automated Red Alert harvesters 0.0.6

Posted: Tue Jun 16, 2015 7:47 am
by ThaPear
Airat9000 wrote::( bug in
silica mod

dytech
Thanks for the report, but I can't find the dytech download with lava, I've tried all downloads in DyTech Downloads.
The silica is due to the creator of the silica mod naming his ore and its item differently :roll: ("silica" and "raw-silica" respectively). I've fixed it but I'd like to fix the Dytech problem as well before releasing.

Re: [0.11.22] Automated Red Alert harvesters 0.0.6

Posted: Tue Jun 16, 2015 8:03 am
by Zerias
ThaPear wrote:Thanks for the report, but I can't find the dytech download with lava, I've tried all downloads in DyTech Downloads.
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.

Re: [0.11.22] Automated Red Alert harvesters 0.0.6

Posted: Tue Jun 16, 2015 6:45 pm
by orzelek
Dy-Tech has 3 types of lava in machines part - "lava-600", "lava-1400", "lava-2800". It's a fluid so item with this name does not exist.

Re: [0.11.22] Automated Red Alert harvesters 0.0.7

Posted: Tue Jun 16, 2015 9:12 pm
by ThaPear
Thanks for the help guys, the errors should be fixed. I'm relying on you to test it here as I won't be at my home computer for a while.

Updated to 0.0.7

Re: [0.11.22] Automated Red Alert harvesters 0.0.7

Posted: Fri Jun 19, 2015 3:42 pm
by jayckob11
I get an issue when using rare earth with either dytech or replication mod(don't know which) is it the same issue as the silica problem? if so I can just look at the lua file myself but I think this might be something different. is there a way to just ignore whether it's positive or not? or just ignore it completely AKA treat it as infinite ore?