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Re: [MOD 0.10.x]Filtered Splitters - N-way splitting and fil

Posted: Tue Dec 09, 2014 4:02 am
by n9103
Compatibility Patch, Get
Good news everybody!
Updated for .11.x :D
Bad news everybody!
Incompatible with .11.5 :evil:

Took me about an hour of troubleshooting to pinpoint the problem of moving to .11.3. (wrong format for platform_picture in entity.lua)
No idea how to fix the new problem in .11.5. (attempting to "generate chunk in unreasonable position")
It's unlikely to be MP compatible, but I don't see why it couldn't become as such with some more work.

Now to downgrade myself back to .11.3. The things I do for you guys. ;)

Re: [MOD 0.10.x]Filtered Splitters - N-way splitting and fil

Posted: Tue Dec 09, 2014 4:12 am
by AlphaRaptor
n9103 wrote:
Incoming compatibility patch
This is Awesome :D
I hope you can release this very soon :) , i will try it in MP :D

Thanks for the Great Modding :mrgreen:

Re: [MOD 0.10.x]Filtered Splitters - N-way splitting and fil

Posted: Tue Dec 09, 2014 4:24 am
by n9103
Updated release above
I don't expect it works in MP however. Sorry.
Not that it can't, but I don't have the time or will to sort that out at the moment.
However, it should be a relatively simple chore for someone that's already patched something else to be MP compatible.

Also, not modding really.
I didn't create anything. Just poked around (a lot) and fixed a couple bugs in the syntax.
I'll accept praise after you've played it. ;)

Re: [MOD 0.10.x]Filtered Splitters - N-way splitting and fil

Posted: Wed Dec 10, 2014 8:46 am
by AlphaRaptor
There is still a Bug.
If you place it you get a Permanent Chunk error until you break it.

:mrgreen:

Re: [MOD 0.10.x]Filtered Splitters - N-way splitting and fil

Posted: Wed Dec 10, 2014 8:48 am
by berni1212
AlphaRaptor wrote:There is still a Bug in MP.
If you place it you get a Permanent Chunk error until you break it.



:mrgreen:
Its not in MP And SP its a Chunk Erorr if u break the Filter it works again :(

Re: [MOD 0.10.x]Filtered Splitters - N-way splitting and fil

Posted: Wed Dec 10, 2014 10:30 am
by ThaPear
That problem is probably because of the grab/drop positions specified in the entity.
Sorry people, I can't fix it myself as I'm really busy with college. I love that it's seen as useful enough to be updated though.

Re: [MOD 0.11.3]Filtered Splitters - N-way splitting and fil

Posted: Thu Dec 11, 2014 1:07 am
by Grimshad
Fixed the problem and is 100% 11.5 and MP compatible.

Here ya go:
http://www.mediafire.com/download/63caz ... _0.0.3.zip

have fun.

Re: [MOD 0.11.3]Filtered Splitters - N-way splitting and fil

Posted: Thu Dec 11, 2014 5:12 am
by n9103
Had a problem with the splitters dis-associating (I'm gonna call it that anyway), requiring the series to be pulled up and re-built. (Hadn't run into this specifically before, but not very surprised, as they were touchy to get going once or twice.)
Additionally, the inserter arrows always point East (not a big problem) and also block the ALT overlay, so it's hard to tell what a specific splitter is filtering (kind of big problem).
I suspect that setting a non-zero radius while keeping an essentially infinite turn speed would fix the new issues.
Not sure about fixing the lost ID problem though.

Re: [MOD 0.11.3]Filtered Splitters - N-way splitting and fil

Posted: Thu Dec 11, 2014 7:27 am
by berni1212
Grimshad wrote:Fixed the problem and is 100% 11.5 and MP compatible.

Here ya go:
http://www.mediafire.com/download/63caz ... _0.0.3.zip

NOTE: While testing MP there was massive lag, I didn't investigate it and assume the lag was caused by me loading a sandbox game in MP. The mod itself works fine in MP.

have fun.
Its working but i can't break it or Replace it idk why but we use Smartmodpack (Link in Sinature)
I am always getting an error:
Error while running the event handler __Smartspliters__\control.lua:284: Map doesn't contain 1 player this function can't be used

Re: [MOD 0.11.3]Filtered Splitters - N-way splitting and fil

Posted: Thu Dec 11, 2014 4:24 pm
by Grimshad
n9103 wrote:Had a problem with the splitters dis-associating (I'm gonna call it that anyway), requiring the series to be pulled up and re-built. (Hadn't run into this specifically before, but not very surprised, as they were touchy to get going once or twice.)
Additionally, the inserter arrows always point East (not a big problem) and also block the ALT overlay, so it's hard to tell what a specific splitter is filtering (kind of big problem).
I suspect that setting a non-zero radius while keeping an essentially infinite turn speed would fix the new issues.
Not sure about fixing the lost ID problem though.
The splitters losing the ID's is just because the original authors code isn't fleshed out. They will be finicky and if you edit them in any way other than changing the filters you will most likely have to re-place them all. They are a place and leave alone type of item. (and i don't have the time or will to expand on it)

The inserter arrows... in my game it does not show any inserter arrows. Could you tell me how to reproduce this?
berni1212 wrote: Its working but i can't break it or Replace it idk why but we use Smartmodpack (Link in Sinature)
I am always getting an error:
Error while running the event handler __Smartspliters__\control.lua:284: Map doesn't contain 1 player this function can't be used
Can't reproduce unable to break/replace. Please explain how to reproduce.

error: This could be a problem with something else in that pack, because I cannot reproduce this error. This happens when something is called from player in MP, which smartsplitters don't do.

Re: [MOD 0.11.3]Filtered Splitters - N-way splitting and fil

Posted: Thu Dec 11, 2014 6:09 pm
by n9103
It's an option on the graphics settings in the system menu.
For some reason it seems to no longer be enable by default, and must be turned on manually at some point after installing Factorio. *shrug*


Oh, and the error message about the ID missing addresses player directly. Other than that, I saw no references.

E:derp

Re: [MOD 0.11.3]Filtered Splitters - N-way splitting and fil

Posted: Thu Dec 11, 2014 6:25 pm
by berni1212
Grimshad wrote:
n9103 wrote:Had a problem with the splitters dis-associating (I'm gonna call it that anyway), requiring the series to be pulled up and re-built. (Hadn't run into this specifically before, but not very surprised, as they were touchy to get going once or twice.)
Additionally, the inserter arrows always point East (not a big problem) and also block the ALT overlay, so it's hard to tell what a specific splitter is filtering (kind of big problem).
I suspect that setting a non-zero radius while keeping an essentially infinite turn speed would fix the new issues.
Not sure about fixing the lost ID problem though.
The splitters losing the ID's is just because the original authors code isn't fleshed out. They will be finicky and if you edit them in any way other than changing the filters you will most likely have to re-place them all. They are a place and leave alone type of item. (and i don't have the time or will to expand on it)

The inserter arrows... in my game it does not show any inserter arrows. Could you tell me how to reproduce this?
berni1212 wrote: Its working but i can't break it or Replace it idk why but we use Smartmodpack (Link in Sinature)
I am always getting an error:
Error while running the event handler __Smartspliters__\control.lua:284: Map doesn't contain 1 player this function can't be used
Can't reproduce unable to break/replace. Please explain how to reproduce.

error: This could be a problem with something else in that pack, because I cannot reproduce this error. This happens when something is called from player in MP, which smartsplitters don't do.

And if we start it with MP we get an Desync :( the thing is it works sometimes and sometimes that comes we don't know with mod is it

Re: [MOD 0.10.x]Filtered Splitters - N-way splitting and fil

Posted: Mon Dec 15, 2014 9:22 am
by ThaPear
AlphaRaptor wrote:There is still a Bug.
If you place it you get a Permanent Chunk error until you break it.

:mrgreen:
This is probably due to the inserter entity pickup and dropoff being at {1000000,0} causing it to generate a chunk there. This combined with the new chunk distance check probably is the cause for those errors.
The pickup and dropoff positions are such to ensure the inserter will never actually pick something up (as that might result in things disappearing for the player).
Changing that to 500000 or something will probably remove the error.

Re: [MOD 0.10.x]Filtered Splitters - N-way splitting and fil

Posted: Mon Dec 15, 2014 4:24 pm
by n9103
ThaPear wrote: This is probably due to the inserter entity pickup and dropoff being at {1000000,0} causing it to generate a chunk there.
Would you mind point that out within the mod's code?
I never saw anything like that, and all the values/offsets seemed completely rational. :?
Would like to know what part I misunderstood, that's all. :oops:

Re: [MOD 0.11.3]Filtered Splitters - N-way splitting and fil

Posted: Mon Dec 15, 2014 5:07 pm
by L0771
that is on version 0.0.1, prototypes > entity > entities.lua > line 55
i don't know why that number.

Re: [MOD 0.11.3]Filtered Splitters - N-way splitting and fil

Posted: Mon Dec 15, 2014 6:07 pm
by n9103
Hmm. I would think that would've stuck out to me. Ah well.

But to clarify, it's no longer present in the .3 patch.
Also, the latest patch is courtesy of Grimshad, not myself.

Re: [MOD 0.11.6]Filtered Splitters - N-way splitting and fil

Posted: Thu Dec 18, 2014 2:49 pm
by ThaPear
I've decided to improve this mod.

Updated for version 0.11.6
- Improved the code in many locations, removing several bugs with set and splitter management.
- The splitters should no longer stop functioning.

I've fixed 7 bugs with the splitter and splitter set management. This should greatly improve the stability of the mod.
I've also made it compatible with 11.6.
It seemed to work when I quickly started a multiplayer game and built some splitters. No extensive multiplayer testing has been done though.

My apologies for the long silence, I tend to lose interest in games rather violently.

See the first post for the new download!

Re: [MOD 0.11.6]Filtered Splitters - N-way splitting and fil

Posted: Thu Dec 18, 2014 3:07 pm
by berni1212
ThaPear wrote:I've decided to improve this mod.

Updated for version 0.11.6
- Improved the code in many locations, removing several bugs with set and splitter management.
- The splitters should no longer stop functioning.

I've fixed 7 bugs with the splitter and splitter set management. This should greatly improve the stability of the mod.
I've also made it compatible with 11.6.
It seemed to work when I quickly started a multiplayer game and built some splitters. No extensive multiplayer testing has been done though.

My apologies for the long silence, I tend to lose interest in games rather violently.

See the first post for the new download!
Is it compatible for 11.5 too ?

Re: [MOD 0.11.6]Filtered Splitters - N-way splitting and fil

Posted: Thu Dec 18, 2014 3:13 pm
by ThaPear
berni1212 wrote:
ThaPear wrote:I've decided to improve this mod.

Updated for version 0.11.6
- Improved the code in many locations, removing several bugs with set and splitter management.
- The splitters should no longer stop functioning.

I've fixed 7 bugs with the splitter and splitter set management. This should greatly improve the stability of the mod.
I've also made it compatible with 11.6.
It seemed to work when I quickly started a multiplayer game and built some splitters. No extensive multiplayer testing has been done though.

My apologies for the long silence, I tend to lose interest in games rather violently.

See the first post for the new download!
Is it compatible for 11.5 too ?
Probably, I believe the latest change for mods was 0.11.3.

Re: [MOD 0.11.6]Filtered Splitters - N-way splitting and fil

Posted: Thu Dec 18, 2014 4:20 pm
by berni1212
Gettingi n 11.6 an Chunk error: Trying to make chunk at unresonable position