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Re: [MOD 0.12.20+] Logistics Mining 0.2.1 - Mining With Robots
Posted: Wed Apr 06, 2016 8:52 pm
by NoriSilverrage
Ah, despite being a reasonably avid strategy game player, I oddly enough didn't get into starcraft.
Yeah I wouldn't mind being able to use a bit less power. Not everyone builds world spanning solar fields. I get about 107MW from steam and a max of 72MW from windmills (KS Power, output varies significantly). I'm thinking about adding your Gloom mod (and actually needing the night vision module).
Re: [MOD 0.12.20+] Logistics Mining 0.2.1 - Mining With Robots
Posted: Wed Apr 06, 2016 8:59 pm
by Afforess
NoriSilverrage wrote:Ah, despite being a reasonably avid strategy game player, I oddly enough didn't get into starcraft.
Yeah I wouldn't mind being able to use a bit less power. Not everyone builds world spanning solar fields. I get about 107MW from steam and a max of 72MW from windmills (KS Power, output varies significantly). I'm thinking about adding your Gloom mod (and actually needing the night vision module).
I am on a similar scale and see very similar power draws to you. I have 320MW available from steam, using 250MW actively right now. No solar, no accumulators (Gloom is excellent, makes Solar less over-powered).
So I am very much in agreement the power draw is a bit much.
Re: [MOD 0.12.20+] Logistics Mining 0.2.1 - Mining With Robots
Posted: Thu Apr 07, 2016 1:56 am
by Endlesstyme
Getting an error when using the mod, __LogisticsMining__/control.lua:152: attempt to index local 'logistics_network' (a nil value), looks like when i place down the logistic mining hub if its not connected to power by the time it finishes scaning the ore the game will crash. If i power it and disconnect the power after though it doesnt crash. Also if i place it down and get power connected before the scan is complete it doesnt crash.
Re: [MOD 0.12.20+] Logistics Mining 0.2.1 - Mining With Robots
Posted: Thu Apr 07, 2016 2:12 am
by Afforess
Endlesstyme wrote:Getting an error when using the mod, __LogisticsMining__/control.lua:152: attempt to index local 'logistics_network' (a nil value), looks like when i place down the logistic mining hub if its not connected to power by the time it finishes scaning the ore the game will crash. If i power it and disconnect the power after though it doesnt crash. Also if i place it down and get power connected before the scan is complete it doesnt crash.
Oh, thanks for the report. I'll get that fixed!
Edit: This is now fixed in version 0.2.2!
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Re: [MOD 0.12.20+] Logistics Mining 0.2.2 - Mining With Robots
Posted: Thu Apr 07, 2016 3:25 am
by Afforess
NoriSilverrage wrote:Ah, despite being a reasonably avid strategy game player, I oddly enough didn't get into starcraft.
Yeah I wouldn't mind being able to use a bit less power. Not everyone builds world spanning solar fields. I get about 107MW from steam and a max of 72MW from windmills (KS Power, output varies significantly). I'm thinking about adding your Gloom mod (and actually needing the night vision module).
See what you think of the balance of version 0.2.2. The power requirements are down slightly, and the drills last a bit longer.
Re: [MOD 0.12.20+] Logistics Mining 0.2.2 - Mining With Robots
Posted: Thu Apr 07, 2016 2:02 pm
by NoriSilverrage
Cool, I'll try it out today. Thanks for the release.
Re: [MOD 0.12.20+] Logistics Mining 0.2.2 - Mining With Robots
Posted: Thu Apr 07, 2016 11:36 pm
by Roktaal
Two issues:
1. If you place a pylon and then remove it before it finishes scanning the ore field, the red overlay remains forever.
2. Mining Logistics Hubs still request more drills than available in network.
Edit: Managed to get rid of the overlay with:
Code: Select all
/c for _, entity in pairs(game.local_player.surface.find_entities_filtered{area={{game.local_player.position.x-20, game.local_player.position.y-20}, {game.local_player.position.x+20, game.local_player.position.y+20}}, name="logistics_mining_70_red_overlay"}) do entity.destroy() end
Re: [MOD 0.12.20+] Logistics Mining 0.2.2 - Mining With Robots
Posted: Thu Apr 07, 2016 11:50 pm
by Afforess
Roktaal wrote:Two issues:
1. If you place a pylon and then remove it before it finishes scanning the ore field, the red overlay remains forever.
2. Mining Logistics Hubs still request more drills than available in network.
Edit: Managed to get rid of the overlay with:
Code: Select all
/c for _, entity in pairs(game.local_player.surface.find_entities_filtered{area={{game.local_player.position.x-20, game.local_player.position.y-20}, {game.local_player.position.x+20, game.local_player.position.y+20}}, name="logistics_mining_70_red_overlay"}) do entity.destroy() end
Okay, I'll take a look at debugging both issues this weekend. Thanks for pointing these out.
Re: [MOD 0.12.20+] Logistics Mining 0.2.2 - Mining With Robots
Posted: Fri Apr 08, 2016 2:47 pm
by Roktaal
Hey I managed to fix the issue number 2 by changing line 164 of control.lua from
to
Re: [MOD 0.12.20+] Logistics Mining 0.2.2 - Mining With Robots
Posted: Sat Apr 09, 2016 12:53 am
by Afforess
Roktaal wrote:Hey I managed to fix the issue number 2 by changing line 164 of control.lua from
to
Thanks for the help! I've released version 0.2.3, which fixes both issues
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Re: [MOD 0.12.20+] Logistics Mining 0.2.3 - Mining With Robots
Posted: Sat Apr 09, 2016 11:39 am
by Endlesstyme
Getting this error when I try to move a logistic mining hub if all the ore hasn't been mined. Error while running the event handler: __LogisticsMining__/control.lua:79: bad argument #1 to 'pairs' (table expected, got nil).
Re: [MOD 0.12.20+] Logistics Mining 0.2.3 - Mining With Robots
Posted: Sat Apr 09, 2016 4:01 pm
by Afforess
Endlesstyme wrote:Getting this error when I try to move a logistic mining hub if all the ore hasn't been mined. Error while running the event handler: __LogisticsMining__/control.lua:79: bad argument #1 to 'pairs' (table expected, got nil).
Thanks!
(I swear I test this stuff)...
I uploaded version 0.2.4, which should correct that.
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Re: [MOD 0.12.20+] Logistics Mining 0.2.4 - Mining With Robots
Posted: Sun Apr 10, 2016 5:18 pm
by NoriSilverrage
I like the changes. Energy use feels pretty good and mining speed/miner duration is good.
Also, I think your chargers have the dubious distinction of being the only thing in the game where efficiency beacons actually makes sense.
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Re: [MOD 0.12.20+] Logistics Mining 0.2.4 - Mining With Robots
Posted: Sun Apr 10, 2016 5:42 pm
by Afforess
NoriSilverrage wrote:I like the changes. Energy use feels pretty good and mining speed/miner duration is good.
Also, I think your chargers have the dubious distinction of being the only thing in the game where efficiency beacons actually makes sense.
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That's a pretty cool side-effect, and I love unintended strategies. I won't do anything to prevent/stop it
A week ago I said I would evaluate moving this out of Alpha if no major issues were discovered. Well, plenty of minor bugs did crop up, so I am going to wait yet another week, and if nothing shows up for 0.2.4, then I'll create a 1.0.0 release.
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Re: [MOD 0.12.20+] Logistics Mining 0.2.4 - Mining With Robots
Posted: Sun Apr 10, 2016 6:09 pm
by Roktaal
Think this is ready for 1.0.0
As it is now, works like charm
Re: [MOD 0.12.20+] Logistics Mining 0.2.4 - Mining With Robots
Posted: Sun Apr 10, 2016 9:59 pm
by Endlesstyme
Working good now.
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Re: [MOD 0.12.20+] Logistics Mining 0.2.4 - Mining With Robots
Posted: Sun Apr 10, 2016 10:22 pm
by NoriSilverrage
Afforess wrote:NoriSilverrage wrote:I like the changes. Energy use feels pretty good and mining speed/miner duration is good.
Also, I think your chargers have the dubious distinction of being the only thing in the game where efficiency beacons actually makes sense.

That's a pretty cool side-effect, and I love unintended strategies. I won't do anything to prevent/stop it
A week ago I said I would evaluate moving this out of Alpha if no major issues were discovered. Well, plenty of minor bugs did crop up, so I am going to wait yet another week, and if nothing shows up for 0.2.4, then I'll create a 1.0.0 release.
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Yeah I was trying to figured out how to manage the 90MW drop of 9 chargers and was like, hey wait, what about beacons. Was pleased when it worked out. I have all the chargers at 30-80% energy reduction now. Still is significant, but quite manageable.
Re: [MOD 0.12.20+] Logistics Mining 0.2.4 - Mining With Robots
Posted: Sun Apr 10, 2016 11:13 pm
by NoriSilverrage
Attempting to decommission (using planner) gave me this error:
https://www.dropbox.com/s/tyuwvbm14ucww ... 5.jpg?dl=0
I removed a few things manually and didn't get any errors.
Re: [MOD 0.12.20+] Logistics Mining 0.2.4 - Mining With Robots
Posted: Mon Apr 11, 2016 1:34 am
by Afforess
Fixed in 0.2.5. It was actually caused by dead code I forgot to remove...
Re: [MOD 0.12.20+] Logistics Mining 0.2.5 - Mining With Robots
Posted: Mon Apr 11, 2016 8:30 pm
by untrioctium
Really neat mod, I don't dread setting up new mining outposts any more. The convenience doesn't feel overpowered either, because if you intend to charge batteries on-site, you're going to spew lots of biter-attracting pollution. I tried a few other mods for late game mining, but this is by far my favorite. I did notice one bug, though: one of the rotations of the charged miner is 3x3 instead of 1x1. Probably not a big deal since they're intended to be placed by the bots anyway.