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RimWorld => Mods => Releases => Topic started by: historic_os on October 21, 2016, 01:06:09 AM

Title: [1.3-A15] Industrial Rollers 2.5.0 - Free your haulers!
Post by: historic_os on October 21, 2016, 01:06:09 AM

(http://i.imgur.com/hyJZBWX.png)

Industrial Rollers Version 2.5.0 - RimWorld 1.1!

What's new in 2.0? - new features, balance changes, new mechanics and QoL changes. read here! (https://ludeon.com/forums/index.php?topic=26967.msg345789#msg345789)





(http://i.imgur.com/apCSG3m.png)(http://i.imgur.com/pM57zVT.png)




(http://i.imgur.com/LZWMrYv.jpg)(http://i.imgur.com/EjIB1SE.jpg)(http://i.imgur.com/If6Vbvg.jpg)
(http://i.imgur.com/D7B0zFS.jpg)(http://i.imgur.com/vgK0yqL.jpg)


Description
Lets you set up automated rollers to transfer items to stockpiles and free hauler's time.
Use In-wall rollers to transfer items into rooms while keeping the room sealed and maintaining its temperature.
Roller pushers can scan and move items to a different roller system based on configured pusher storage settings.

While you can make use of a simple small belt system (for example: hauling chef's ready meals to fridge)
A well planned, broad and organized belt system can greatly benefit your hauling capabilities. I can't wait to see people's implementations!

Recommended mods
Some recommended mods that enhance automation experience:

Usage tips


FAQ

In-development / Future releases

Version log

Version 2.5.0 - RimWorld 1.1 and Underground Roller settings!
- Updated the mod for RimWorld 1.1
- You can now change the max distance between two connected underground belts in game options.
While I still recommend using the default 6 cell distance balance, you may extend or shorten it in the mod settings.

Version 2.4.03 (No version number change) - RimWorld 1.0 (DL link in main post)
RimWorld has finally hit version 1.0!
This update is only a version number change.
If you are still running B19, it will still work even if it appears red in your mod list.

Version 2.4.03 (No version number change) - RimWorld B19 (DL link for ver: https://goo.gl/ce4v9L)
Changes
- Just RimWorld version number change to match B19.

Version 2.4.03 - RimWorld 1.0 Unstable support first bug fix iteration (DL link in main post)
QoL
- Pullers will be now default to "DO FOREVER" once built instead of "STOPPED".

Bug fixes
- Fixed a bug that caused Pullers to pull built structures and furniture from stockpiles.
- Fixed a bug causing Puller buttons (widgets) to disappear when using the "Save Storage & Outfit Settings" mod. Support for the mod is back as well.

Version 2.4.00 - RimWorld 1.0 Unstable support! (DL link for ver: https://goo.gl/cAvkFN)
Features
- RimWorld 1.0 version.

Version 2.3.06 - Recovering from B18 Bugs, bringing back ModSync Ninja! (DL link in main post)
Features
- Added ModSync Ninja back!

Bug fixes
- Some users experienced disappearing pullers. while i couldn't reproduce the error myself, i did change the problematic method - should be fixed.
- Fixed Pushes and Pullers don't push\pull to storage buildings when there is a power conduit under the structure
- Underground rollers should now work on bridges and any other surface.
- In-Wall rollers should no longer disappear when loading a game if there was an item on the belt

Translations
- Fixed Japanese translation by ハグ & Proxyer. Thanks!

Version 2.2.0 - B18, Bug fixes, balance changes and translations (DL link for ver: https://goo.gl/1iW1rd)
Bug fixes:
- Power conduits are no longer visible on top of belts when built near by.
- XML refactored and cleaned up to allow easier access to editing if required.

Balance changes:
- In-Wall Roller: HP increased from 80 to 200.
- A18 Construction skill requirements added:
  - Construction skill 10: Normal belts(including directional), In-Wall and Splitter.
  - Construction skill 12: Pusher, Growzone Puller.
  - Construction skill 13: Puller, Underground belts.
 
Construction skill requirement is being used instead of research as a balance factor to the mod.
If for any reason, you are not happy with the change, you may edit the XML file and replace <constructionSkillPrerequisite> tags to whatever you see fit.

Translations:
- Fixed Japanese translation by ハグ (thanks for feedback!).

Version 2.1.25 - Bug fixes, balance changes and more translations (DL link in main post)
Bug fixes:
- Fixed a bug causing items to disappear into unknown void when placed on a belt next to almost built belt.

Balance changes:
- Hardcore mode puller range reduced from 20 to 15.
- You can now adjust puller pulling range in the mod settings(if using Hardcore mode). Allowed values 1-100.

Translations:
- Added Russian by meggerry(http://steamcommunity.com/id/meggerry/).
- Added Japanese by ハグ.
- Added Turkish by KemalKhan(http://steamcommunity.com/id/KemalKhan/).
- Added Hungarian by DevEagle.
- Dutch translation update by an anonymous translator.
- German translation update by an anonymous translator.

Version 2.1.1 - ModSync Ninja support! (DL link for ver: https://goo.gl/LWzkjP)
- Synced with ModSync ninja to allow update notifications for ModSync ninja users.

Version 2.1 - More translations, QoL changes, features and a bug fix! (DL link for ver: https://goo.gl/zZ3Mve)
Bug fixes:
- Fixed a bug allowing users to build Pushers right after Grow zone puller resulting in the Grow zone puller getting stuck.

New features:
- Added support for Saving/Loading storage settings for users using Save Storage & Outfit Settings by Kiame!

QoL changes:
- You can now build rollers on bridges and other structures that allows building on such as pipes and modded power cables.
- The new directional indication arrow was added to Pushers, Pullers and Grow zone pullers on placement phase.

New translations added:
- French by blaktek.
- Polish by Kubin & YoshyPL.
- German by eddy2k.
- Spanish by msxRL.
- Chinese(Traditional) translation by PostPack.
- Portuguese translation by Lucas.
- Korean translation by kms8610.

Thank you all for the amazing translations!

Version 2.0 - The huge update (DL link for ver: https://goo.gl/LVUAVR)
- Big update,  read here : https://ludeon.com/forums/index.php?topic=26967.msg345789#msg345789

Version 1.3.01 - A17b + Renameable destinations for pullers (DL link for ver: https://goo.gl/yeE7V4)
- Updated for A17b (no change, just to match version numbering)
- Pullers now gets storage buildings labels in a way that allows them to show renamed buildings.

Version 1.3.0 - A17 Version (DL link for ver: https://goo.gl/dW2zBd)
- Updated for A17

Version 1.2.3 - Pulling Intervals (DL link for ver: https://goo.gl/CP5pLH)
- New "Pulling Settings" added to Pullers. allows setting pulling intervals to reduce "over pulling" of resources.
- This change greatly improve performance as well since it reduces the number of unneeded pulls and draws less item transitions on the map.

Version 1.2.22 - Flammable changes and localizations (DL link for ver: https://goo.gl/sudCeT)
- Since in-wall roller, pusher and puller maintain room temperature, it only makes sense that they will not be flammable. Therefore, these 3 components are no longer flammable.
- 6 translations added: German, Korean, Spanish, Russian, Norwegian and French!

Version 1.2.21 - Graphic changes and fixes (DL link for ver: https://goo.gl/t2bKcP)
- Graphical update for both Puller and Pusher to better represent the fact they can be placed in walls and a new graphic to represent "Off" state
- Bug fixes:
-- Power cords from "PowerSwitch" now automatically removed when a roller is placed on them. no longer causes the belt to get stuck by power cords.
-- Graphical issue with Pusher displaying the "push" animation on every item instead of just filtered items has been fixed.
-- Missing graphic for Puller when pulling items from stockpile has been added.
-- In-Wall rollers now act as roof support

Version 1.2.10 - Custom storage buildings and mods support! (DL link for ver: https://goo.gl/Bl6pKy)
- LONG REQUESTED: Pusher can now push into storage buildings such as equipment rack, modded fridges, etc!
- Bugfix: rail and other machine blueprints properly appear as blueprints and not as already built structures.

Version 1.2.0 - A16! (DL link for ver: https://goo.gl/TAYMmF)
- Added support for A16
- QoL: Mod structures and machines moved to "Industrial" tab from "Misc"

Version 1.1.01 - Balance patch! (DL link for ver: https://goo.gl/ct66VS)
- Rollers power consumption been heavily reduced to 5W from 25W each
- Puller power consumption has been changed from 60W flat to 4.5W per connected stockpile cell(min 60W)
- QoL: Pullers now display a line between Puller and linked stockpile when selected

Update note: Puller's configured stockpile algorithm has been changed for a future storage buildings support. if you had any pullers configured to a stockpile you might need to take a second to reconfigure them (one time), sorry for that!

Version 1.1.0 - Puller patch! (DL link for ver: https://goo.gl/VUQyWm)
- NEW MACHINE! Puller - pull resources from a stockpile to a roller or another stockpile, has configuration to pull until selected stockpile is full.
- Pushers and pullers can directly replace a wall and maintain temps(like in-wall rollers)
- Pushers and pullers no longer hold an extra item on them if a destination is blocked
- Pusher no longer work without electricity(woops...)
- Selecting a roller will now highlight its direction

Version 1.0.01 - Small QoL patch (DL link for ver: https://goo.gl/91D5Xi)
- In-Wall rollers can directly replace a wall without the need to deconstruct it
- Pushers no longer start fires outdoors

Version 1.0.0 - Initial Release (DL link for ver: https://goo.gl/wOyAsr)

X.0.0 - Major changes | 0.XX.0 - New features  | 0.0.XX - Bug fixes, tiny features and QoL changes



Download

Latest RimWorld 1.3 (and 1.2, 1.1, 1.0) - Works even if shown as outdated version as the relevant game code didn't change.
Steam workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=784327493) | File (https://ludeon.com/forums/index.php?topic=26967.msg485886#msg485886)

A15 Version(v1.1.01) (https://goo.gl/ct66VS)
A16 Version(v1.2.3) (https://goo.gl/CP5pLH)
A17 Version(v2.1.25) (https://goo.gl/ZsFA3Q)
B18 Version(v2.3.06) (https://goo.gl/9FQUBa)
B19 Version(v2.4.03) (https://goo.gl/ce4v9L)
1.0 Version(v2.4.03) (https://goo.gl/Wdxjc4)


Modpacks
Feel free to add.

Author
historic_os (https://ludeon.com/forums/index.php?action=profile;u=64587)

(http://verify.modsync.ninja?b2afdcac-223f-49fd-8bd1-82b0c5771bd1) (http://www.modsync.ninja)
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: SURU on October 21, 2016, 01:32:30 AM
Great! Just as in Factorio. I miss it :) Will try soon
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: Commander Blackwatch on October 21, 2016, 02:53:13 AM
Genius and So Amazing i will try this mod and also i watch your video
:D ;D :D ;D :D
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: Ramsis on October 21, 2016, 12:24:15 PM
Hey there sport, love the mod, instantly fell in love with it, my only complaint is the lack of pictures to work with! Not everyone likes watching videos sadly.

So, if you can please toss up some extra screenshots of amazing builds! :D
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: zmadz on October 21, 2016, 01:11:58 PM
amazing mod, thx for sharing and welcome to the community
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: onebit on October 21, 2016, 01:32:46 PM
Epic!
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: 14m1337 on October 21, 2016, 04:15:38 PM
 :o legendary. gotta give it a try in my next colony.
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: Hydromancerx on October 21, 2016, 05:17:23 PM
So these are "Conveyor Belts" ?
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: historic_os on October 22, 2016, 01:48:17 AM
Thanks everyone for the great feedback both here and on steam!
yeah, these are conveyor belts and this mod is heavily inspired by Factorio :)

Updated the post to include version 1.0.01(adds some QoL changes) and added some more images!
haven't had the time yet since the mod release to actually play and make a fully automated belt system colony but ill be trying it myself soon once i finish working on some new updates.
if anyone started playing with the mod and has some cool builds to share, im excited to see!

And obviously, always wanting to get more feedback and feature ideas. thanks for the support!
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: zmadz on October 22, 2016, 12:01:57 PM
i thought resources were telepoting but they are just not showing cuz they are stuck in the wall roller
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: KTVSUN on October 22, 2016, 05:31:35 PM
Here is a screenshot:
https://dl.dropboxusercontent.com/u/10144/Capture%20plein%20%C3%A9cran%2022102016%20151843.jpg (https://dl.dropboxusercontent.com/u/10144/Capture%20plein%20%C3%A9cran%2022102016%20151843.jpg)

My cook has 2 zones around him one for meat, one for vegs. I m trying to feed these zones from the stockpiles setup on the adjacent rooms.

Since the belt only takes what is directly on it i made a lot of belts on the vegs room to the left.

What i believe happen is
- something gets picked up by one of the vertical belts, when it reaches the queue, since it is in a zone it gets teleported out of its position at a random spot in the stockpile. That s one thing and i understand the logic eventhought aht s not what i would want to happen.
- as it lands at its new position it is free to use and keep moving and remain free to use untill it reaches it s destination or another belt

Here are 4 sequential screenshot to show what i mean, the pile of potatoes keeps jumping like this (screens are taken like 1 sec apart):

https://dl.dropboxusercontent.com/u/10144/pile%20of%20potatoes%201.jpg (https://dl.dropboxusercontent.com/u/10144/pile%20of%20potatoes%201.jpg)

https://dl.dropboxusercontent.com/u/10144/pile%20of%20potatoes%202.jpg (https://dl.dropboxusercontent.com/u/10144/pile%20of%20potatoes%202.jpg)
https://dl.dropboxusercontent.com/u/10144/pile%20of%20potatoes%203.jpg (https://dl.dropboxusercontent.com/u/10144/pile%20of%20potatoes%203.jpg)

https://dl.dropboxusercontent.com/u/10144/pile%20of%20potatoes%204.jpg (https://dl.dropboxusercontent.com/u/10144/pile%20of%20potatoes%204.jpg)

Note that the 2 piles of rice which are marked as do not use, keeps swapping position too.  The one which isnt marked as do not use doesnt move. And i suppose it s here because it s been teleported through the same process and thus will remain untagged like the one in the kitchen.

I hope my explanation is clear otherwise i ll try to make a video.

Thank you

K
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: historic_os on October 22, 2016, 06:07:47 PM
Hey!

Quote from: KTVSUN on October 22, 2016, 05:31:35 PM
Here is a screenshot:
https://dl.dropboxusercontent.com/u/10144/Capture%20plein%20%C3%A9cran%2022102016%20151843.jpg (https://dl.dropboxusercontent.com/u/10144/Capture%20plein%20%C3%A9cran%2022102016%20151843.jpg)...
it seems, from what i understand by your description, that you are having is having too many supplies provided to your stockpile.
what you could do is set the belt with supplies next to the destination stockpile and have a pusher(configured to take these resources) redirecting items to your small stockpile. that way youll end up having always items to fill that small stockpile + 1 stack on the belt next to the pile and one more in the pusher standby(overall 2 extra stacks near your stockpile). something like that - https://i1.someimage.com/62U9J55.png (https://i1.someimage.com/62U9J55.png).

its not ideal but thats the best solution atm. im currently actively working on another component which will be a "pusher" that lets you config which items and how many of them to send outside from a stockpile to another one. that will completely solve this specific problem.
the ETA on that is somewhere in the next day if all goes well

regarding the question on steam not being able to interact with items on belt - this is in order to prevent haulers from trying to haul from the belt. items will allow back once reaching a destination or when they are being detected as stuck

Quote from: zmadz on October 22, 2016, 12:01:57 PM
i thought resources were telepoting but they are just not showing cuz they are stuck in the wall roller
yeah, the in-wall unit needs better graphic representation of items in it, ill be working on it soon after the pusher component.


thanks for the feedback!
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: KTVSUN on October 22, 2016, 06:58:40 PM
Thank you for your quick reply.

So i experimented with a new setup to avoid belts feeding into belts.

It works fine but.. you see that pile of corn? it was forbidden until it reached that last spot where it is waiting in front of the zone. It vant get to the zone because the zone is full. Once it reached this spot it became unforbidden.

edit: forgot the link
https://dl.dropboxusercontent.com/u/10144/new%20setup.jpg (https://dl.dropboxusercontent.com/u/10144/new%20setup.jpg)

I m not complaining, i ll just keep on experimenting and posting wierd or unexpected behaviours.

I ll give a try to your advice in the previous post.

K
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: KTVSUN on October 22, 2016, 07:05:35 PM
Ok last update and i stop bothering you.

https://dl.dropboxusercontent.com/u/10144/working.jpg (https://dl.dropboxusercontent.com/u/10144/working.jpg)

I first added a zone at same priority to the selected tiles but the stuff as still getting untagged as do not touch inside the wall and i cant place a zone inside the wall.

So i removed the wall and added the whole of the belt as stockpile and now everything is fine.

K
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: historic_os on October 23, 2016, 06:00:10 AM
no problem always looking for more feedback and ideas!
as mentioned before, im currently working on a puller that will take items from stockpiles, it will have a setting to "take until stockpile X is full" and should handle small stockpiles just like these near the chef.
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: historic_os on October 23, 2016, 08:50:42 PM
Hey guys, checkout the new puller that answers the issue many people have posted both here and on the steam page! (quick preview: https://www.youtube.com/watch?v=HRCvRsNgt6I (https://www.youtube.com/watch?v=HRCvRsNgt6I))

also, a short tutorial video being edited now and released soon, showing the creation of that kitchen example in above video.
and as always, thanks for all the support on the mod!
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: laokangz2 on October 23, 2016, 11:19:51 PM
Great mod, this mod seems like the A2B mod,
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: laokangz2 on October 23, 2016, 11:23:36 PM
the A2B moder do no update now, So very thanks for your mod, and can you make more function like the A2B mod, not copy, just learn. I very like the undergroud transfer.

[attachment deleted by admin due to age]
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: kaptain_kavern on October 23, 2016, 11:45:25 PM
A2B will certainly be updated after CCL is done (it's the same author)
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: laokangz2 on October 24, 2016, 12:06:03 AM
Quote from: kaptain_kavern on October 23, 2016, 11:45:25 PM
A2B will certainly be updated after CCL is done (it's the same author)
the same author? Oh, The CCL seems can not come out until A16, how long will wait :-X :-[ :-[ :-[
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: kaptain_kavern on October 24, 2016, 12:17:13 AM
Last ETA was for Halloween :p (link to E/1000101's post (https://ludeon.com/forums/index.php?topic=16599.msg272001#msg272001))
And last A16 ETA I've seen was : several months (link to one of Tynan tweet about it (https://twitter.com/tynansylvester/status/778481187618553856))
So keep hope, friend  ;)

More seriously, i'm working on a French translation for the next CCL release and just by looking at the Github repo amount's of activities, you could tell something is coming up. Hence I choose to work on the translation now
edit: I forgot it's already translated ;op


EDIT : Damn, I'm sorry historic_os ...
Where are my French manners?
Thanks for the mod and congratulation on your first release ;D (I wish my first one was quite that ambitious/complex ^^)
Folks can go full Factorio again, now  8)
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: 1000101 on October 24, 2016, 02:38:56 AM
I'm actually glad to see A2B now has some competition in the conveyor arena.  I rather like the idea of not having explicit loaders for your belt system and that pawns can just drop the items on your belts.
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: manelmp66 on October 24, 2016, 06:20:35 AM
what is the path for locate this items?
I´m not seeing in misc.
Is necessary a working table specific?
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: manelmp66 on October 24, 2016, 01:19:44 PM
My apologies.
Forget my previous post.
Error in folders anidated
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: kspdrgn on October 25, 2016, 02:07:16 PM
Hi, mod is awesome and works very well already. Thanks!

Any support for RimFridge https://steamcommunity.com/sharedfiles/filedetails/?id=780996548 (https://steamcommunity.com/sharedfiles/filedetails/?id=780996548)? Pusher won't push into it. Havn't tried pushing a weapon into an equipment rack but I assume it'd be the same issue.
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: historic_os on October 26, 2016, 10:46:52 AM
for everyone still confused about how to use the mod there is finally a quick tutorial with an implementation of an automated kitchen (http://steamcommunity.com/sharedfiles/filedetails/?id=784327493)!

Quote from: kspdrgn on October 25, 2016, 02:07:16 PM
Any support for RimFridge https://steamcommunity.com/sharedfiles/filedetails/?id=780996548 (https://steamcommunity.com/sharedfiles/filedetails/?id=780996548)? Pusher won't push into it. Havn't tried pushing a weapon into an equipment rack but I assume it'd be the same issue.
oh wow, i didn't know that, RimFrigde is awesome! ill take a look, if its something at my end ill see if i can fix it for sure!

regarding A2B mod, i only joined RimWorld recently at A15. so obviously, i wasn't aware of the mod. but it looks cool and i really dont mind people bringing it up! modding is community driven, not a competition. and as someone here mentioned before already, giving more choices is always good :-)
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: 1000101 on October 26, 2016, 11:48:44 AM
Life is competition.  But I didn't really mean it in the "you vs. me" sense but simply that until you made this mod there was only one choice for this type of thing.
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: kspdrgn on October 26, 2016, 12:05:54 PM
Quote from: historic_os on October 26, 2016, 10:46:52 AM
RimFrigde is awesome! ill take a look, if its something at my end ill see if i can fix it for sure!

Is your source on github or similar? I'd love to take a look.
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: lc-soz on October 26, 2016, 12:56:14 PM
Someone with a not so powerful computer tested this mod? I am worried that my 3-year-old notebook will lag even more in end game with this mod (even though I think this is just AWESOME  :D).
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: Wishmaster on October 27, 2016, 12:53:07 PM
Seems like you can't push items to hoppers... too bad ! I wanted to supply my distant prison with those.
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: asquirrel on October 27, 2016, 02:14:13 PM
Will the rollers short out if in the rain?
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: historic_os on October 27, 2016, 02:42:35 PM
Quote from: asquirrel on October 27, 2016, 02:14:13 PM
Will the rollers short out if in the rain?
Nope, they wont start electrical fires

Quote from: Wishmaster on October 27, 2016, 12:53:07 PM
Seems like you can't push items to hoppers... too bad ! I wanted to supply my distant prison with those.
I'm working on adding support for storage furniture such as equipment racks and the fridges from rimfridge mod. totally forgot about hoppers tho, thanks for letting me know!

Quote from: kspdrgn on October 26, 2016, 12:05:54 PM
Is your source on github or similar? I'd love to take a look.
The project is not open-source at the moment, sorry. this might be changed it in the near future, if so ill make sure to add it to the main post!
if you have a question regarding any specific implementation in the mod feel free to PM me here in the forum or in the modding discord channel.
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: asquirrel on October 27, 2016, 03:15:16 PM
Thanks for the info!
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: Nanao-kun on October 29, 2016, 01:26:52 AM
It seems that if a pipe from the RedistHeat mod is in the way, the stuff on the belt can't get past.
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: historic_os on October 29, 2016, 11:10:16 AM
Quote from: Nanao-kun on October 29, 2016, 01:26:52 AM
It seems that if a pipe from the RedistHeat mod is in the way, the stuff on the belt can't get past.

Hey, iv'e downloaded the mod and setup the following test case(image (https://i1.someimage.com/HSKgMzp.png)). Didn't have any issue with transferring items on the belt, can you post a screenshot of your scenario?
P.S. my test was made using both mods at the latest version.
Title: Re: [A15] Industrial Rollers 1.1.01 - Free your haulers!
Post by: asquirrel on October 29, 2016, 01:58:37 PM
Does miniaturization overloaded work with this mod?  Thanks for the info! :)
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: Nanao-kun on October 29, 2016, 02:30:52 PM
Quote from: historic_os on October 29, 2016, 11:10:16 AM
Quote from: Nanao-kun on October 29, 2016, 01:26:52 AM
It seems that if a pipe from the RedistHeat mod is in the way, the stuff on the belt can't get past.

Hey, iv'e downloaded the mod and setup the following test case(image (https://i1.someimage.com/HSKgMzp.png)). Didn't have any issue with transferring items on the belt, can you post a screenshot of your scenario?
P.S. my test was made using both mods at the latest version.

That's weird, I tested it again myself, and it suddenly worked. Huh, odd.
Title: Re: [A15] Industrial Rollers 1.1.01 - Free your haulers!
Post by: Nanao-kun on November 05, 2016, 03:08:23 AM
Didn't get a screenshot, but it seems fuel puddles block the roller.
Title: Re: [A15] Industrial Rollers 1.1.01 - Free your haulers!
Post by: caesius on November 05, 2016, 03:26:54 AM
a2b was quite heavy mod. required many computer resources.
i hope this mod dont.
Title: Re: [A15] Industrial Rollers 1.1.01 - Free your haulers!
Post by: Wishmaster on November 05, 2016, 08:58:16 AM
Quote from: asquirrel on October 29, 2016, 01:58:37 PM
Does miniaturization overloaded work with this mod?  Thanks for the info! :)

No it doesn't. But perhaps you can add a Def in miniaturization to make it work.
Title: Re: [A15] Industrial Rollers 1.1.01 - Free your haulers!
Post by: SteelRev on November 05, 2016, 12:59:42 PM
Any possibility of retexturing the pullers and pushers.  They look weird when built directly in the wall.
Title: Re: [A15] Industrial Rollers 1.1.01 - Free your haulers!
Post by: picatso on November 05, 2016, 02:19:37 PM
Amazing mod, industrial revolution now in rimworld :)
Title: Re: [A15] Industrial Rollers 1.1.01 - Free your haulers!
Post by: kspdrgn on November 05, 2016, 07:00:58 PM
Quote from: caesius on November 05, 2016, 03:26:54 AM
a2b was quite heavy mod. required many computer resources.
i hope this mod dont.
I made a roller loop around my whole base with lots of automation, and it doesn't run any slower than usual. It only slowed down if there was a configuration problem that had stacks staying on the loop going round and round, more and more.. Game would slow down a little with a lot of things on the belts, but it only piled up because my pushers/storage were misconfigured.

Quote from: SteelRev on November 05, 2016, 12:59:42 PM
Any possibility of retexturing the pullers and pushers.  They look weird when built directly in the wall.
This may change in an update but pullers and pushers don't block airflow by themselves, you need to use 'in-wall roller' to separate temperatures.

Looking forward to rimfridge compatibility, this mod is a lot of fun.
Title: Re: [A15] Industrial Rollers 1.1.01 - Free your haulers!
Post by: kspdrgn on November 05, 2016, 07:31:53 PM
Functional test base, playing with robots and rollers with god mode. Pullers into kitchen fridges pending mod update.
http://imgur.com/a/3zKIB (http://imgur.com/a/3zKIB)

A loop is very useful for moving supplies from A to B or for spreading supplies around to multiple stations. You can put everything-goes stockpiles all along it so haulers have very short runs. Just make sure there's a pusher and a stockpile ready for anything that ends up on the loop.

[attachment deleted by admin due to age]
Title: Re: [A15] Industrial Rollers 1.1.01 - Free your haulers!
Post by: SteelRev on November 05, 2016, 07:34:22 PM
Quote from: kspdrgn on November 05, 2016, 07:00:58 PM
Quote from: caesius on November 05, 2016, 03:26:54 AM
a2b was quite heavy mod. required many computer resources.
i hope this mod dont.
I made a roller loop around my whole base with lots of automation, and it doesn't run any slower than usual. It only slowed down if there was a configuration problem that had stacks staying on the loop going round and round, more and more.. Game would slow down a little with a lot of things on the belts, but it only piled up because my pushers/storage were misconfigured.

Quote from: SteelRev on November 05, 2016, 12:59:42 PM
Any possibility of retexturing the pullers and pushers.  They look weird when built directly in the wall.
This may change in an update but pullers and pushers don't block airflow by themselves, you need to use 'in-wall roller' to separate temperatures.

Looking forward to rimfridge compatibility, this mod is a lot of fun.
Not worried about temperatures. Using the puller to supply the stone cutting table etc.  Looks funny in the wall tho.
Title: Re: [A15] Industrial Rollers 1.1.01 - Free your haulers!
Post by: lc-soz on November 05, 2016, 08:59:48 PM
Quote from: kspdrgn on November 05, 2016, 07:31:53 PM
http://imgur.com/a/3zKIB (http://imgur.com/a/3zKIB)
A loop is very useful for moving supplies from A to B or for spreading supplies around to multiple stations. You can put everything-goes stockpiles all along it so haulers have very short runs. Just make sure there's a pusher and a stockpile ready for anything that ends up on the loop.

This colony looks very good, congratulations! My only fear in doing that is to see my CPU melting..
Title: Re: [A15] Industrial Rollers 1.1.01 - Free your haulers!
Post by: SteelRev on November 06, 2016, 12:18:00 PM
My pos laptop doesn't lag from this mod. But 80 warg manhunter packs make a big fps  drop
Title: Re: [A15] Industrial Rollers 1.1.01 - Free your haulers!
Post by: lc-soz on November 06, 2016, 10:18:42 PM
Quote from: SteelRev on November 06, 2016, 12:18:00 PM
My pos laptop doesn't lag from this mod. But 80 warg manhunter packs make a big fps  drop

My tip is delete yours "deadpawns" from your save file, here is how with images (look for my reply, there's more than one):

https://ludeon.com/forums/index.php?topic=26906.15

If you want to delete "<pawnsalive>" read all my replys, in my computer deleting almost all of it double FPS in comparasion when I deleted only "deadpawns" (which increase in like 50% or something).

I have a 3 years old notebook with very bad hardware and this works just like magic!
Title: Re: [A15] Industrial Rollers 1.1.01 - Free your haulers!
Post by: SteelRev on November 06, 2016, 10:35:03 PM
Good read but in my situation  not needed.  It's large number pathing that chugs my system. After I thin the numbers a bit the fps returns to normal. From my best guess.  My system can handle 50-70 pawn paths at average.  Colonist &animals.  When the total paths double in a large manhunter pack.  That when I get hit.
Title: Re: [A15] Industrial Rollers 1.1.01 - Free your haulers!
Post by: kspdrgn on November 09, 2016, 02:40:29 PM
Having too much fun with this mod, can't wait until fridges are supported!


[attachment deleted by admin due to age]
Title: Re: [A15] Industrial Rollers 1.1.01 - Free your haulers!
Post by: masterpain on November 12, 2016, 01:19:28 AM
Amazing mod.  So much fun.  Hope this mod is supported when A16 is released.
Title: Re: [A15] Industrial Rollers 1.1.01 - Free your haulers!
Post by: Spdskatr on December 07, 2016, 05:38:30 AM
Finally! A way to leech siege bases. Just set a stockpile around their base and use industrial rollers to suck the resources right out of their hands. And for a bit more power, you can do this from the safety of your home!  Also useful for logging wild trees.

This wasn't the intended purpose of the mod, was it?

EDIT: I tried covering the whole map with that stockpile and that little roller ended up using 120 000 watts  :o
Title: Re: [A15] Industrial Rollers 1.1.01 - Free your haulers!
Post by: Canute on December 07, 2016, 06:22:57 AM
Dang, i just the video about the mod.
The ability to push and take from stockpiles are realy nice but far to unbalanced.
I would suggest you create stockpile pad, which can build next to the push/take module, and they only can push/take item from/to these stockpile pads.
Title: Re: [A15] Industrial Rollers 1.1.01 - Free your haulers!
Post by: Spdskatr on December 07, 2016, 11:56:13 PM
Quote from: Canute on December 07, 2016, 06:22:57 AM
Dang, i just the video about the mod.
The ability to push and take from stockpiles are realy nice but far to unbalanced.
I would suggest you create stockpile pad, which can build next to the push/take module, and they only can push/take item from/to these stockpile pads.
Actually I would consider it balanced, because the bigger the stockpile that the roller is sucking from, the more power the roller would suck up. 100000 watts, to be precise.
Title: Re: [A15] Industrial Rollers 1.1.01 - Free your haulers!
Post by: Canute on December 08, 2016, 12:30:40 AM
No sorry. Yes it need alot energy, but you don't need to keep it up all the time.
You just need to connect the stockpile to the module when it should haul something, then you just can delete the connecting the the module and the poweruseage is back to normal.

Title: Re: [A15] Industrial Rollers 1.1.01 - Free your haulers!
Post by: Spdskatr on December 08, 2016, 01:28:07 AM
100 000 watts is still a lot of power consumption. A siege leech requires three of these, making 300 000 watts. In other words, an in game hour with an active siege leech would eat up almost 13 full batteries.
Title: Re: [A15] Industrial Rollers 1.1.01 - Free your haulers!
Post by: masterpain on December 21, 2016, 10:09:58 AM
Great mod.  One of my favorites.  Hopefully gets an update for A16 soon.
Title: Re: [A16] [A15] Industrial Rollers 1.1.01 - Free your haulers!
Post by: historic_os on December 22, 2016, 04:40:51 PM
A16 support version added! Both on this post and in the steam workshop
Title: Re: [A16] [A15] Industrial Rollers 1.2.0 - Free your haulers!
Post by: Love on December 23, 2016, 02:06:34 AM
I really like the idea of this mod, but it should really require some in-game research.
Title: Re: [A16] [A15] Industrial Rollers 1.1.01 - Free your haulers!
Post by: kamikaze123 on December 26, 2016, 06:49:28 PM
Just noticed I had the puller on "hold". Thanks for this great mod and ignore this post!
Title: Re: [A16] [A15] Industrial Rollers 1.2.1 - Free your haulers!
Post by: historic_os on January 06, 2017, 07:13:00 PM
Hey
New version out, added a much requested feature - support for storage buildings!
Pushers can now push items into storage buildings such as custom fridges(RimFridge, etc), hoopers, equipment racks and more.
Pullers can now identify said storage buildings and show them in the destination setting.

Keep in mind that since each belt system is generic, Pullers cant tell if items they sent to a storage actually arrive.
therefore, they keep sending items until storage is full. its best to implement a loop!
this is even more important on storage buildings who usually have only one to two item slots.
Title: Re: [A16] [A15] Industrial Rollers 1.2.1 - Free your haulers!
Post by: Canute on January 07, 2017, 04:32:11 AM
Thanks for the new abilities. Does that work with generators too, can they auto. refuel them ?

But you are aware of the gigantic power of the puller ?
After an fight you just need to tentacle expand the stockpile to the fighting area and turn the puller on until he scooped all the corpse and things. And even when you stockpile the whole outer area around the base, you just let the puller on for until he scooped anything. The batteries can easiely cover these, special when you need alot power capacty for the solar flare shield.

I still suggest to create storate pad or floors, and puller/pusher can only work with them.
At this way the ability is less exploidable.

Edit:
Btw, couldn't you add some research prerequisite for it. Tribes can build that stuff from the beginning, very annoying.

Title: Re: [A16] [A15] Industrial Rollers 1.2.1 - Free your haulers!
Post by: Canute on January 11, 2017, 10:57:23 AM
And another request/suggestion
- In wall roller, should give support pillar ability.
I just wanted to put that through a support pillar, and bumm the ceiling came closer to ground :-(
Title: Re: [A16] [A15] Industrial Rollers 1.2.1 - Free your haulers!
Post by: historic_os on January 12, 2017, 05:11:52 AM
Quote from: Canute on January 11, 2017, 10:57:23 AM
- In wall roller, should give support pillar ability.

Thanks for the tip!
check out the latest update, it has been fixed!

regarding Puller being OP, im aware.
im currently working on an Extra's mod that will include machinery thats more focused on the factory building fun aspect and less about balance.
once that other mod it out, ill revisit the balance of the main mod making it more balanced and the new one more wild.
Title: Re: [A16] [A15] Industrial Rollers 1.2.21 - Free your haulers!
Post by: Stage on January 13, 2017, 08:09:41 PM
Hello!

I have two suggestions for your mod:
- maybe make the in wall rollers look like/have the same stats/buildable like standard walls (so granite/marble/etc.) - just for a nice looking base :)
- implement a "force forbidden"/"always forbidden" option to the belts - reason: I had my storage freezer connected to rimfridge freezers via your belts and implemented a loop. Sometimes however the loop got stuck, the items were allowed again and my haulers went crazy :(
Especially at the in wall rollers...they picked stuff up, placed it in the freezer, belts pulled it out again, transported it to the in wall roller, item got allowed again...yay for hauling loop :D

Otherwise a great mod, and nice addition to Rimworld.
Keep up the good work :)
Regards,
Stage
Title: Re: [A16] [A15] Industrial Rollers 1.2.21 - Free your haulers!
Post by: historic_os on January 14, 2017, 05:05:25 AM
Hey Stage!

Regarding adding options for in-wall rollers, its a possibility, but im still looking for someone to help me with a graphic redesign because my graphics skills are shit :)
I know its just recoloring, but id rather have it considered in the redesign instead of worked on both now and then.

Adding a "keep forbidden" option is kinda nice but it will require an implementation of some mod settings menu which might take a while.
i am curious tho, how did you manage to get in a situation when items inside a loop are not forbidden anymore? did the source stockpile fill so they couldn't move back?
Title: Re: [A16] [A15] Industrial Rollers 1.2.21 - Free your haulers!
Post by: Canute on January 14, 2017, 05:12:54 AM
For inwall rollers i would suggest just an overlay like conduits or pipes(redist heat/mars).
At this way the old wall should be still there.
Title: Re: [A16] [A15] Industrial Rollers 1.2.21 - Free your haulers!
Post by: Thyme on January 20, 2017, 01:14:46 PM
Is the DRM-free link already updated?
Title: Re: [A16] [A15] Industrial Rollers 1.2.21 - Free your haulers!
Post by: Stage on January 20, 2017, 07:25:08 PM
Quote from: historic_os on January 14, 2017, 05:05:25 AM
Adding a "keep forbidden" option is kinda nice but it will require an implementation of some mod settings menu which might take a while.
i am curious tho, how did you manage to get in a situation when items inside a loop are not forbidden anymore? did the source stockpile fill so they couldn't move back?

Yes, that's what happened. I had a system where my freezer was closed and only accessible via rollers, input on the outside, output to a RimFridge next to my stove. Once the stockpile zone filled up, the loop got stuck and all items got accessible. Inside the freezer no problem, but the one tile in-wall roller...the kept picking stuff up, running outside to the input stockpile zone and so an.

Would it be possible to implement an in-wall pusher/puller? Or some kind of 1-tile transport mechanism to transport items between 2 stockpile zones?
Title: Re: [A16] [A15] Industrial Rollers 1.2.21 - Free your haulers!
Post by: historic_os on January 20, 2017, 08:08:00 PM
Quote from: Thyme on January 20, 2017, 01:14:46 PM
Is the DRM-free link already updated?
It's latest version not including translations.
the main download link in post is always newest version, previous versions are in the changelog section in the title of each version.

Quote from: Stage on January 20, 2017, 07:25:08 PM
Quote from: historic_os on January 14, 2017, 05:05:25 AM
Adding a "keep forbidden" option is kinda nice but it will require an implementation of some mod settings menu which might take a while.
i am curious tho, how did you manage to get in a situation when items inside a loop are not forbidden anymore? did the source stockpile fill so they couldn't move back?

Yes, that's what happened. I had a system where my freezer was closed and only accessible via rollers, input on the outside, output to a RimFridge next to my stove. Once the stockpile zone filled up, the loop got stuck and all items got accessible. Inside the freezer no problem, but the one tile in-wall roller...the kept picking stuff up, running outside to the input stockpile zone and so an.

Would it be possible to implement an in-wall pusher/puller? Or some kind of 1-tile transport mechanism to transport items between 2 stockpile zones?

both Puller and Pusher can be placed in-wall and maintain room temp. however, they do not provide roof support like in-wall belts, so make sure you at least have some walls
Title: Re: [A16] [A15] Industrial Rollers 1.2.21 - Free your haulers!
Post by: Stage on January 23, 2017, 04:44:26 AM
Well that was strange.
In my last colony where I used the rollers, the puller and pusher did somehow not seperate the rooms, but now they do (I've reeinstalled some mods and changed my load list, so maybe there was an incompatability somewhere)
Thanks for answering anyways!

Could you give the pusher a bidirectional functionality? so he can pull/push from storage buildings, stockpiles and rollers? That would be awesome!
Title: Re: [A16] [A15] Industrial Rollers 1.2.21 - Free your haulers!
Post by: Canute on January 23, 2017, 07:10:05 AM
Quotethe puller and pusher did somehow not seperate the rooms,
They never did seperate room, because they don't work with rooms, they work with stockpiles.
You can assign 1 big stockpile to many rooms over the doors.
Or maybe you got a mod that interupt stockpiles at doors, but i didn't notice any so far.
Title: Re: [A16] [A15] Industrial Rollers 1.2.21 - Free your haulers!
Post by: EldVarg on January 23, 2017, 09:01:34 AM
Here are some graphics I have made:

[attachment deleted by admin due to age]
Title: Re: [A16] [A15] Industrial Rollers 1.2.21 - Free your haulers!
Post by: Canute on January 23, 2017, 11:19:53 AM
I don't think the game support GIF as texture, so these animated gif's are nice but i think the animation need to solved other way then with gif's.
Title: Re: [A16] [A15] Industrial Rollers 1.2.21 - Free your haulers!
Post by: EldVarg on January 23, 2017, 02:06:28 PM
That I know :p. Was just showing my work if interested.
E made an amimation feature to be used in buildings, but it's not updated to a16.
Title: Re: [A16] [A15] Industrial Rollers 1.2.21 - Free your haulers!
Post by: historic_os on January 24, 2017, 12:56:59 PM
Quote from: EldVarg on January 23, 2017, 09:01:34 AM
Here are some graphics I have made:

This is epic!
i was actually in modder discord few days ago looking for someone wanting to join me on the mod and take care of graphics but couldn't find a partner.

great looking design you have there, obviously i cant use it as it is because the rest of the belts\machines wont attach properly with different designs. but if you are interested in joining me and redesigning the rest of the components ill be glad to!

regarding animations, since each belt is 1x1, players normally end up with many of them. therefore, im avoiding giving them actual animations to reduce lag. belts currently have just two stages: normal and with item on them.

regardless, really cool design!
Title: Re: [A16] [A15] Industrial Rollers 1.2.22 - Free your haulers!
Post by: historic_os on January 24, 2017, 01:01:47 PM
Updated to version 1.2.22
Since in-wall roller, pusher and puller maintain room temperature, it only makes sense that they will not be flammable. Therefore, these 3 components are no longer flammable.
Also, now that i received 6 translations, i find it a good opportunity to release the first batch of translations. this version is translated to: German, Korean, Spanish, Russian, Norwegian, and French.
more about translations and credit to current translators could be found in this translation thread (http://steamcommunity.com/workshop/filedetails/discussion/784327493/144513524085038593/)
Title: Re: [A16] [A15] Industrial Rollers 1.2.22 - Free your haulers!
Post by: EldVarg on January 26, 2017, 09:12:08 AM
Well I would be willing to help, but only if animated :). Don't like the static.
Was about to improve the graphics of E's old mod and he use animations - but he never updates it to latest alpha. You could find the animation code there on how to animate.
Title: Re: [A16] [A15] Industrial Rollers 1.2.22 - Free your haulers!
Post by: kspdrgn on January 29, 2017, 02:52:15 PM
Quote from: historic_os on January 24, 2017, 01:01:47 PM
pusher and puller maintain room temperature

Thanks for making the pushers etc into temperature walls, can slim down my designs a bit. Love the fridge support, here's my auto kitchen..

(http://i.imgur.com/YEOrK2J.jpg)

Shared freezer with 3 stockpiles splitting meat, veggies, meals. Veggie and meat puller loops keep the cooking station fridges always full, while meals are shuttled away wherever they're needed. Can slim down the design now that pushers block temperature, had to use in-wall segments before.

Love playing with this mod, it's probably the one mod I miss the most in a new colony.

Quote from: EldVarg on January 26, 2017, 09:12:08 AM
only if animated :). Don't like the static.

Not much to animate, they're rollers not a belt, and the game slows down enough with lots of this mod as it is.. Pushers and pullers do flash their arrows when processing items, not sure what else you'd animate in them. The items on the rollers animate, shuffling around the rollers and that's pretty cool enough for me.

I wouldn't mind items disappearing and reappearing once an exit from the roller/pusher loop is found, if it would improve performance with lots of roller usage. Understand this is more coding work though.
Title: Re: [A16] [A15] Industrial Rollers 1.2.22 - Free your haulers!
Post by: sirgzu on February 02, 2017, 03:02:58 PM
Great mod! I made a miniaturisation plugin but the minified rollers seem to cause problems for some reason.

1) they don't draw, so you can see the minified item icon that looks like a cardboard box but it's empty.
2) they keep throwing a lot of errors in the log
3) it makes the caravan setup screen bug when you scroll down to the minified roller item in the items tab.
Title: Re: [A16] [A15] Industrial Rollers 1.2.22 - Free your haulers!
Post by: Spdskatr on March 01, 2017, 07:10:34 AM
Hmm... does this mod have source code? I decompiled it with ILSpy and took a peek at the amazingness of the code... Now I want more :P

...And while I'm here, Do you mind if I extend on some of your code in MovingFloor.RailLogicHelper.TryPlaceItemInStockpile for a part of my own mod? Mainly so I can then credit you for making such a fantastic mod ;)
Title: Re: [A16] [A15] Industrial Rollers 1.2.22 - Free your haulers!
Post by: historic_os on March 06, 2017, 07:37:00 PM
Quote from: Spdskatr on March 01, 2017, 07:10:34 AM
Hmm... does this mod have source code? I decompiled it with ILSpy and took a peek at the amazingness of the code... Now I want more :P

...And while I'm here, Do you mind if I extend on some of your code in MovingFloor.RailLogicHelper.TryPlaceItemInStockpile for a part of my own mod? Mainly so I can then credit you for making such a fantastic mod ;)

Hey, while i did not intend to opensource the project, i also intended to keep it maintained and unfortunately ive been too busy lately.
so, i think sharing the code would be a great idea! ill be working on doing it in coming days when i have some time and make sure i post it here :)
Title: Re: [A16] [A15] Industrial Rollers 1.2.22 - Free your haulers!
Post by: Celestial on March 16, 2017, 11:41:26 AM
A suggestion. Perhaps you could make the puller have a working radius like the beacon. I know the size of stockpile increases power usage, but you can literally tendril a stockpile far away to have it connect to the puller and save wayyyy to much hauling manpower this way.
Title: Re: [A16] [A15] Industrial Rollers 1.2.3 Pulling Intervals - Free your haulers!
Post by: historic_os on April 13, 2017, 05:00:04 PM
Hey all! sorry the mod has been going slow lately, couldn't afford working on it for a while.
The new version(1.2.3) adds "Pulling Settings" that lets you change the pulling intervals of pullers (for example, pull one item every 2 hours).
Use it when pulling to small stockpiles (like cook area) or for automated production when using S.A.L. Autocrafters!

Using this feature should also greatly increase the overall performance by not "over pulling" more resources than needed and reducing draw requests by moving less resources on the map.

Example usage - pulling a single resource every hour
(http://i.imgur.com/u34lJHU.gif)
Title: Re: [A16] [A15] Industrial Rollers 1.2.3 Pulling Intervals - Free your haulers!
Post by: Canute on April 13, 2017, 06:14:50 PM
I didn't use the S.A.L. yet, but i could imagine that some kind of pusher hopper/storage would be interesting.
It even should be possible to have adv. stock managment. Min. and max. item, so there arn't that many items outside a freezer if they need cooling.
Yep, you can setup the same with the current too, pusher with 1x1 stockpile, but i think it would be nice to have both integrated into one together with the managment.
Title: Re: [A16] [A15] Industrial Rollers 1.2.3 Pulling Intervals - Free your haulers!
Post by: sidfu on April 13, 2017, 08:18:49 PM
@historic_os  here is u a compabitly patch to have it work with Hardcore SK https://ludeon.com/forums/index.php?topic=12996.5550

this only has the things def to make it use hardcore sk stuff and to add it as researchable u welcome to add to first page


one thing can u update the art to make the arrows easier to see. when its dark u cant even see the arrows in the hologram before u place maybe have the arrows glow in the dark

[attachment deleted by admin due to age]
Title: Re: [A16] [A15] Industrial Rollers 1.2.3 Pulling Intervals - Free your haulers!
Post by: Spdskatr on April 14, 2017, 12:52:21 AM
Very nice. Although, fair warning for anyone attempting this design, one S.A.L. crafter uses 750 W of power. Better get those industrialisation nuclear towers up! :P
Title: Re: [A16] [A15] Industrial Rollers 1.2.3 Pulling Intervals - Free your haulers!
Post by: btofnc on April 29, 2017, 12:31:39 PM
Not work with redistheat system. The items on rollers will be gagged by redistheat's duct pipe.
Title: Re: [A17-A15] Industrial Rollers 1.3.0 A17 Update - Free your haulers!
Post by: historic_os on May 26, 2017, 01:53:29 PM
Sorry for the delay, A17 update is here!
Title: Re: [A17-A15] Industrial Rollers 1.3.0 A17 Update - Free your haulers!
Post by: faltonico on June 08, 2017, 02:04:46 PM
Could you please make the pullers only pull if the items are on top of a especially constructed tile? I strongly believe it is the way to balance them, because late game, more power is not really an issue, yet you can plop one of those anywhere and suck any resource you want from anyone (raiders included). In my A16 colony i just disabled the infestation event, because it was so easy to farm it with your mod (+45k jelly and +500k meat collected).
The tiles should be connected to the puller for the puller to "know" what items are available to pull.

I'll be very grateful if you can so something like that!
Title: Re: [A17-A15] Industrial Rollers 1.3.0 A17 Update - Free your haulers!
Post by: Ashardalon411 on June 08, 2017, 02:15:21 PM
Faltonico can you put an image of your megaspider's factory and say how you have done for catch them and keep them into ?
Title: Re: [A17-A15] Industrial Rollers 1.3.0 A17 Update - Free your haulers!
Post by: kutch on June 08, 2017, 02:45:44 PM
Thanks for such a great mod!

Is it possible to setup multiple pull settings, on a puller, to satisfy multiple small stockpiles down the line?  Example: Multiple crafting stations on the same line requires different materials. 

Could setup multiple lines / pullers to handle this but on a large stockpile need many nuke power plants just to power.
Title: Re: [A17-A15] Industrial Rollers 1.3.0 A17 Update - Free your haulers!
Post by: faltonico on June 08, 2017, 06:26:59 PM
Quote from: Ashardalon411 on June 08, 2017, 02:15:21 PM
Faltonico can you put an image of your megaspider's factory and say how you have done for catch them and keep them into ?
It is just a big (huge!) cave with a door, nothing especial to hold them, it probably changed on A17, but i think as long as you don't go near them they wont attack you.
Set a puller and pull all of their jelly, you can do that eternally. Some of them will die, if you want the corpses you can set up a killing squad to cull their numbers, or you can set up an oven to kill them by heatstroke. Once they die you can pull them over to a freezer:
(https://www.mediafire.com/convkey/ff22/lqalh1bsbidlrqh4g.jpg) (http://www.mediafire.com/view/lqalh1bsbidlrqh/farm5.jpg)
(https://www.mediafire.com/convkey/e2d1/4v14856v2xj8us64g.jpg) (http://www.mediafire.com/view/4v14856v2xj8us6/farm1.jpg)

Edit: in case you are wondering why i have an electric crematory in there is because that is the accessory freezer, i only carry rotten corpses and raiders there, the insects are only there temporarily.
Title: Re: [A17-A15] Industrial Rollers 1.3.0 A17 Update - Free your haulers!
Post by: Canute on June 09, 2017, 03:40:18 AM
Quote from: faltonico on June 08, 2017, 02:04:46 PM
Could you please make the pullers only pull if the items are on top of a especially constructed tile? I strongly believe it is the way to balance them, because late game, more power is not really an issue, yet you can plop one of those anywhere and suck any resource you want from anyone (raiders included).
I allready suggest this too :-)
historic_os said he is working on an overhaul, lets wait what he is doing. Until then it is up to you not to "cheat" with that :-)
Yeah it is hard not to use the puller as vacuum cleaner, thats why i switched back to hauler bots for more balance.
Title: Re: [A17-A15] Industrial Rollers 1.3.0 A17 Update - Free your haulers!
Post by: Mathyan on June 16, 2017, 04:19:08 PM
I don't know if RimFridge and Industrial Rollers were compatible before but right now in A17 RimFridge https://ludeon.com/forums/index.php?topic=32980.0 (https://ludeon.com/forums/index.php?topic=32980.0) does not accept insert from rollers or pushers. Seems like they don't recognise fridge as stockpile zone
Title: Re: [A17-A15] Industrial Rollers 1.3.0 A17 Update - Free your haulers!
Post by: Ashardalon411 on June 16, 2017, 04:25:20 PM
good to know, ty !
Title: Re: [A17-A15] Industrial Rollers 1.3.0 A17 Update - Free your haulers!
Post by: historic_os on June 16, 2017, 05:20:10 PM
Quote from: Mathyan on June 16, 2017, 04:19:08 PM
I don't know if RimFridge and Industrial Rollers were compatible before but right now in A17 RimFridge https://ludeon.com/forums/index.php?topic=32980.0 (https://ludeon.com/forums/index.php?topic=32980.0) does not accept insert from rollers or pushers. Seems like they don't recognise fridge as stockpile zone

Pushers are compatible with any storage container item in the game and should still be. I went on and tested inserting into RimFridge as well and had no issues. see images below(both mods are at latest version).
(http://i.imgur.com/TTvOC9z.png)(http://i.imgur.com/FNA4ITi.png)

Note that only Pushers are able to insert into storage containers, not simple belts.
Pullers should also recognize these storage containers in stockpile settings. however, since these mods dont offer the ability to rename them its hard to keep track on which one is which. thats why the Pullers display a line between the puller and the target when selected.
Title: Re: [A17-A15] Industrial Rollers 1.3.0 A17 Update - Free your haulers!
Post by: Mathyan on June 16, 2017, 06:02:48 PM
So I need to use red ones to insert. I didn't know that. Used it like this
(https://cdn.discordapp.com/attachments/268480122108117002/325359908700815360/unknown.png)
Title: Re: [A17-A15] Industrial Rollers 1.3.0 A17 Update - Free your haulers!
Post by: historic_os on June 16, 2017, 06:40:27 PM
Quote from: faltonico on June 08, 2017, 02:04:46 PM
Could you please make the pullers only pull if the items are on top of a especially constructed tile?
Quote from: kutch on June 08, 2017, 02:45:44 PM
Is it possible to setup multiple pull settings, on a puller, to satisfy multiple small stockpiles down the line?  Example: Multiple crafting stations on the same line requires different materials.
Quote from: Canute on June 09, 2017, 03:40:18 AM
historic_os said he is working on an overhaul, lets wait what he is doing. Until then it is up to you not to "cheat" with that :-)

Thanks everyone for the Pullers feedback. and as mentioned here before, its been something i was looking to balance for a while.
However, it is hard to determine how balanced a feature is when players play games with lots of mods that obviously effect the balance of this feature.
In this thread alone, there are multiple messages saying Pullers are overpowered and messages saying they are underpowered and consume too much energy. some messages just suggest the teleportation of the items make no sense.

Compared to vanilla, the most similar item to the Puller is the Orbital trade beacon (http://rimworldwiki.com/wiki/Orbital_trade_beacon).
The beacon is able to instantly teleport items away from stockpiles to trade ships. It consumes 40W and covers around 170 tiles.
Pullers consume 4.5W per tile(60W min), if they were to cover a stockpile the size of a beacon range they would consume 765W.
If you look at Pullers that way, you could say they are far from balanced and far from overpowered.

Don't get me wrong, i dont mind changing Pullers, im all into that. however, there are some key factors needed to be taken into account -
1. The mod is already hard to learn, adding something that could be confusing. for example, multiple pulling settings opposed to just placing multiple pullers. may end up making the mod harder to use.
2. Changes that will hurt game performance. I already dedicated multiple changes to improve performance, including removal of features that weren't required. we already know late game Rimworld especially modded tends to suffer from performance issues.

semi off topic this is, by the way, the reason why items on belts are set to "jump" from belt to belt instead of smoothly moving - making the smooth eye candy transition effect between belt means making smaller more frequent transitions. imagine each transition between belt making a UI update 10 times instead of one time.

Adding a specific tile that can be pulled from or something like a beacons that has to be chained and placed next to a Puller means having to scan these additions to discover the ground they cover each time Puller needs to perform and then searching in it. or alternatively, caching the data and reacquiring it each time a construction change happens. both not ideal for the game performance.
while you could avoid that by setting a static range, id much rather having the mod flexible and not limit original builds.

3. Save-game compatibility. even if the perfect solution is found, it is most likely to force players to rebuild, redesign or have the systems not working all out of a sudden. therefore, even if the best solution is found, id rather hold that change for when a new alpha is introduced and players are forced to make new games. currently, there are 20k players on steam that automatically gets updates pushed to them and id hate messing up their game.

Again, i really appreciate all the love to the mod and the feedback and always looking for balance ideas! (especially Pullers)
Thanks!
Title: Re: [A17-A15] Industrial Rollers 1.3.0 A17 Update - Free your haulers!
Post by: historic_os on June 16, 2017, 06:49:53 PM
Quote from: Mathyan on June 16, 2017, 06:02:48 PM
So I need to use red ones to insert. I didn't know that. Used it like this
Yep, red ones. Pullers(blue) are from pulling from a stockpile to a belt.

P.S. nice animal area you have there:)
last time i tried automated animal feeding area i ended up letting 100 fert eggs hatch in a 3x3 with a pusher to feed them hay and a puller to fetch the eggs (don't call PETA please).
Title: Re: [A17-A15] Industrial Rollers 1.3.0 A17 Update - Free your haulers!
Post by: Mathyan on June 16, 2017, 08:56:36 PM
This is just to start the farm. Later on I will split chicks from roosters.
Title: Re: [A17-A15] Industrial Rollers 1.3.0 A17 Update - Free your haulers!
Post by: Canute on June 17, 2017, 06:05:04 AM
historic_os,
about the puller balance.
Yes the power useage balance it abit, but that only count for perma on status.
But for outdoor puller you don't need to keep them perma on. You just flick them on after a fight/event to scoop all the remains. And for this use just 3-6 full batteries are enough.
And when the player want remove the power cost a bit he just create stockpiles around the stuff instead the whole outdoor area.
You can even scoop the stuff from a siege raid while they stiff build up their outpost.
Thats why i want that you limit the pusher/puller link to buildable stockpiles floors/pad/box/crates.
Title: Re: [A17-A15] Industrial Rollers 1.3.0 A17 Update - Free your haulers!
Post by: Famous Shoes on June 17, 2017, 06:53:21 PM
In the spirit of friendly debate: I feel you (historic_os) have found a good compromise with the current puller balancing. I think focusing your time and energy on blocking players looking to exploit the system, especially given the current state of vanilla, would be at worst futile, at best provide a little more fun to some and none to most. Instead, how about some underground belts? Perhaps some splitters too. And trains. (I jest of course, but should the mood strike you, undergrounds or splitters would be awesome, in yellow, red, and blue of course!)

One issue to report, the plumbing from Dub's Hygiene and Central Heating block the belts, someone else already reported this for RedistHeat and I assume it's the same thing. In builds with Dub's, plumbing tends to run all over the place, making Dub's + Rollers a tough combination. Maybe there's something we can change about those mods in our local installs to make them not block?
Title: Re: [A17-A15] Industrial Rollers 1.3.0 A17 Update - Free your haulers!
Post by: historic_os on June 17, 2017, 07:39:19 PM
@Famous Shoes
Splitters and underground belts are components i already have planned for future updates. unfortunately, due to time limitations, I can't find myself working on these new features currently.
I wish i could spare more time for it, these are just 2 components out of about 6 features i have on stand-by at the moment.

Trains would be amazing! however, out of scope of this mod. I wish i could spare time for developing such mod.
plus, i dont think my poor art skills can handle such task :)
it would be cool if someone decided to work on something like that and add transport trains into the game.
with each container being set as a storage building you could even use industrial rollers to set Factorio style load\unload stations!

Regarding the bug: due to the way Rimworld is built, All these mods (Industrial Rollers, Dub's Hygiene, Central Heating, RedisHeat) are forced to use the same method to implement these components (based on power conduit) there are only so many ways to have a building placed on the same tile.
while it is annoying, im not sure if theres anything we can do about it(any of the mods). however! underground rollers would be a perfect solution to this conflict :)


@Canute, honestly, I agree with both sides, i don't think the Pullers are overpowered. but i do think they can be abused.
maybe the best solution is to use the mod settings and adding "hardcore mode" option to reduce the distance pullers pull from, make them only work in-door or only where floors exist.
Title: Re: [A17-A15] Industrial Rollers 1.3.0 A17 Update - Free your haulers!
Post by: historic_os on June 18, 2017, 12:28:27 AM
Update!
Teamed up with Kiame to bring you the ability to rename fridges and Pullers the ability to properly show the fridges names!

This feature was long requested, get the latest version of both Industrial Rollers and RimFridge.
latest version link in main post.
Title: Re: [A17-A15] Industrial Rollers 1.3.01 A17b Update - Free your haulers!
Post by: Canute on June 18, 2017, 03:57:42 AM
Quote@Canute, honestly, I agree with both sides, i don't think the Pullers are overpowered. but i do think they can be abused.
maybe the best solution is to use the mod settings and adding "hardcore mode" option to reduce the distance pullers pull from, make them only work in-door or only where floors exist.
A distance could be a solution too, then a puller got the same pulling range like a trade beacon.
Title: Re: [A17-A15] Industrial Rollers 2.0 - The huge update is here!
Post by: historic_os on June 22, 2017, 06:40:22 AM
Industrial Rollers 2.0 - The huge update!

What's new in 2.0?
This version contains new features, balance changes, new mechanics and QoL changes!


New 2.0 Features




Underground rollers - Yep, underground belts are finally here!

Description: Inspired by Factorio's implementation of underground belts, each underground belt can be placed up to a distance of 6 tiles between entrance and exit.
You can freely build in between the belts with no restrictions.
Useful for more complex builds, reducing the beauty penalty of belts and building beside structures that can't co-exist with rollers on same tile.
Cost: A set of input and output underground belt will consume 60W and cost 120 Steel, 10 Plasteel and 2 Components to build.
(http://i.imgur.com/qJX4okn.png)
- Underground belt in a top secret chocolate factory (Plan tool for scale)
Splitters

Description: Inspired by Factorio again, not the most useful tool in the kit, but can be helpful in specific scenarios (For example: splitting hay between multiple feeding spots. or food between multiple fridges).
Unlike Pushers, that will let you filter the items to take from the belt. Splitters will simply split the items half in half. cheaper than a Pusher, but can't filter.
Cost: Since Splitters are mostly mechanic, they only consume 10W (same as 2 belts) and cost 35 Steel (slightly more than 2 belts).
(http://i.imgur.com/L2EOvpc.png)
- And they can be stacked to infinity!
Growing zone pullers - Pull from growing zones.

Description: Pulls from the growing zone. only pulls the products of the field - ignores anything else (no cheesy exploits with this one like the Puller).
Much simpler and more specific than the normal Puller in the fact that it has no settings or target storage. its only condition is having the product of the field on the zone.
Cost: Has the same cost of a normal Puller (100 Steel, 3 Components) but consumes less energy - 2.5W per tile (min 60W).
(http://i.imgur.com/xCi16rw.jpg)
- Pull from growing zones

New 2.0 Balance changes


Hardcore Mode
There were many requests both to nerf some things *ahem*Puller*ahem* and leave them as is. Iv'e decided on a solution that should hopefully fit all - Hardcore mode.
You can now activate Hardcore mode from the mod settings.

Puller balance
When in Hardcore mode, Pullers range is limited to a 20 tile radius.

The new Hardcore mode opens the window to better balance machines based on player's play-style.
Expect more balance changes added into Hardcore mode in the future focusing on making the mod less powerful for those interested.
(http://i.imgur.com/tQsCpP7.png)
- Milk out of range of Puller (sad face)

New 2.0 Mechanics
Some new mechanics were added in this version, the purpose of these is to open up more tools and allow to more automation possibilities.




Pushers can refuel
One day, we will go full Factorio.
Pullers can pull from storage buildings
You can basically pull from anywhere now.
(http://i.imgur.com/9wITmB7.jpg)(http://i.imgur.com/BoJf8No.png)

New 2.0 QoL Changes
QoL changes are the best!











(http://i.imgur.com/PxO2T1f.png)

Copy / Paste added to storage settings
You can now Copy & Paste the storage configurations of Pushers and Pullers.
(http://i.imgur.com/aRn6IvV.png)

Uninstall expensive machines
You can now uninstall Pushers, Pullers and Grow zone pullers.
Note: "Reinstall" seems to be bugged. however, since "Uninstall" works and and you can still install after uninstalling. also, since this is a huge update, i decided to let it slide (for now).
(http://i.imgur.com/bpvisQn.png)

New belt direction indicator
There's now a new direction indicator on all belts. both in select and build mode.
(http://i.imgur.com/Kfcjck2.png)

New approach for handing stuck items
From now on, whenever an item is stuck on belt, only the first item will unforbid instead of all the items on the stuck belt.
Most of the time, when a belt gets stuck its because the first item is an issue but the rest of the items on the belt can be completely fine. for example, having the first item about to be inserted to a stockpile that can't accept it.

instead of unforbiding all items, unforbiding the first problematic item forces your haulers to approach the source of the problem right away.
(http://i.imgur.com/dcbj6eD.png)


Disabled obvious animations in favor of performance
The item on belt animation(arrows color change) for all types of belts has been removed to increase performance.
Title: Re: [A17-A15] Industrial Rollers 2.0 - The huge update is here!
Post by: PreDiabetic on June 22, 2017, 08:22:38 AM
Can we upgrade from previous version? I wanted to continue with my current save if possible. I didn't install any Rollers so far (new colony)
Title: Re: [A17-A15] Industrial Rollers 2.0 - The huge update is here!
Post by: historic_os on June 22, 2017, 08:30:44 AM
Quote from: damngrl on June 22, 2017, 08:22:38 AM
Can we upgrade from previous version? I wanted to continue with my current save if possible. I didn't install any Rollers so far (new colony)
Yep, you can upgrade. even if you have installed machinery and belts.
Title: Re: [A17-A15] Industrial Rollers 2.0 - The huge update is here!
Post by: kaptain_kavern on June 22, 2017, 09:06:57 AM
Astounding works!

8)
Title: Re: [A17-A15] Industrial Rollers 2.0 - The huge update is here!
Post by: Lerin on June 22, 2017, 10:48:14 AM
I really want see this mod in SK Hardcore :D
Title: Re: [A17-A15] Industrial Rollers 2.0 - The huge update is here!
Post by: historic_os on June 23, 2017, 10:36:51 AM
Korean translation by kms8610 (https://ludeon.com/forums/index.php?action=profile;u=77533) added!
Portuguese translation by Lucas added!
Chinese(Traditional) translation by PostPack (http://steamcommunity.com/id/PostPack/) added!

The translation form (https://goo.gl/FTXMaj) has been updated with changes for version 2.0. feel free to it checkout and help!
if you are submitting for a language that is already partly translated(only missing 2.0 changes) feel free to ignore the old stuff and only translate the new changes.
Title: Re: [A17-A15] Industrial Rollers 2.0 - The huge update is here!
Post by: Hammerskyne on June 30, 2017, 06:22:21 PM
Historic, this looks amazing. The addition of underground belts solves about 90% of the reasons I don't currently make more use of these, and if I could just add a request for increasingly expensive tiers of ranged belts, that'd damn well solve em all. Thanks much for your work on this!

A slight aside: I had a bug a few weeks back I didn't end up posting because I eventually figured it out myself, involving the interaction of simple bridges and your rollers. I assume from reading the last page or so this has to do with the method used to implement the bridges and it's similarity to the base conduit method. However, I know the basic bridges mod specifically lets you place conduits on the bridges. There might be something there to help solve the conflicts with other mods using this method.

(the bug was the rollers placing on the bridge/floor squares, but being non-fucntional/impassible to items on the belts.)
Title: Re: [A17-A15] Industrial Rollers 2.0 - The huge update is here!
Post by: blaktek on June 30, 2017, 11:06:43 PM
This'll be fun !

Just transmitted my attempt at a French translation.
Title: Re: [A17-A15] Industrial Rollers 2.0 - The huge update is here!
Post by: historic_os on July 01, 2017, 11:15:50 AM
@Hammerskyne, thanks for the feedback and bug report! i did just test bridges and indeed belts seems to not work on them.
i have a few busy days now but ill look into it once i get a few minutes.
Regarding faster belts - its something planned for a future update but still needs balancing (requirements and cost).

@blaktek, seen it, thanks! ill be adding it with next update in a few days
Title: Re: [A17-A15] Industrial Rollers 2.0 - The huge update is here!
Post by: Canute on July 01, 2017, 12:04:04 PM
Quote from: historic_os on July 01, 2017, 11:15:50 AM
Regarding faster belts - its something planned for a future update but still needs balancing (requirements and cost).
About faster belt, you do a workaround or exploid. Just create stockpiles as belt system. You will need more power but your item get faster transpoted too. If you don't made these stockpiles to large, the power consume should be that hugh but still significant higher then with belt system. Speed on the cost of power.

Title: Re: [A17-A15] Industrial Rollers 2.0 - The huge update is here!
Post by: stigma on July 01, 2017, 10:12:47 PM
This mod seems very interesting. Everyone find Factorio's belts fun, so it seems like such a natural fit to Rimworld.

Especially since it offers up a way to alleviate some of those late-game problems that come from hauling starting to scale very badly with many items and large distances.

I hope balance (in hardcore) can become real tight so that the mod doesn't end up feeling cheezy or trivializing stuff. There needs to be high enough costs that you have to think if rollers really are necessary to build or not if it is a small job. If making rollers is always best then it's probably not balanced. Does this require research? It definitely should. I will mess around with it and look :)

-Stigma
Title: Re: [A17-A15] Industrial Rollers 2.0 - The huge update is here!
Post by: sidfu on July 04, 2017, 08:01:16 AM
btw historic we added this to the hcsk pack. just so u know we added it. ill try to remind sky to add credit on op.

we had no reports of problems but for poor late game fps if to many belts.
Title: Re: [A17-A15] Industrial Rollers 2.0 - The huge update is here!
Post by: Holvr on July 05, 2017, 12:26:12 PM
historic_os - added a Polish translation a couple days ago. The least I can do in return for such an awesome mod :D
Title: Re: [A17-A15] Industrial Rollers 2.0 - The huge update is here!
Post by: historic_os on July 05, 2017, 06:42:42 PM
@sidfu, sounds good, thanks. as for late game lag - i keep working on improving performance but honestly, at the current stage, theres not much left i can do. it lags the same way everything lags late-game, man-hunter packs and raids have the same issue. hopefully as the game itself gets more optimized late game for all mods and even vanilla will look smoother.

@Kubin, thanks! i saw it :-) i'll be adding it in the next update, releasing a new version takes some time updating all the posts and uploading links so i try to have an update or at least few translations before updating. i have some other things to update tho so probably in the next few days is when ill be adding it.
Title: Re: [A17-A15] Industrial Rollers 2.0 - The huge update is here!
Post by: Spdskatr on July 06, 2017, 08:28:44 PM
Well it took me a while to realise an update happened, wew.

It seems you've managed to make the underground belts! \o/ Nice job
Title: Re: [A17-A15] Industrial Rollers 2.0 - The huge update is here!
Post by: RiseKnight on July 08, 2017, 02:56:38 AM
Storage zone cover outside base + mortar + puller is really good combination
Title: Re: [A17-A15] Industrial Rollers 2.0 - The huge update is here!
Post by: historic_os on July 10, 2017, 09:17:21 AM
Quick note for translators:
Thanks for all the amazing translations!
Please note that the following languages are already translated for version 2.0 and will be added on next update:  German, Spanish, Polish, French.
If your language is on the list, you don't need to send a translation, it will be added soon.



Quote from: Spdskatr on July 06, 2017, 08:28:44 PM
It seems you've managed to make the underground belts! \o/ Nice job
yep! finally had time to release a huge update:) thanks!
Title: Re: [A17-A15] Industrial Rollers 2.1 - Free your haulers!
Post by: historic_os on July 10, 2017, 01:38:35 PM
Update - Version 2.1
More translations, QoL changes, features and a bug fix! (DL link in main post)
Bug fixes:
- Fixed a bug allowing users to build Pushers right after Grow zone puller resulting in the Grow zone puller getting stuck.

New features:
- Added support for Saving/Loading storage settings for users using Save Storage & Outfit Settings (http://steamcommunity.com/sharedfiles/filedetails/?id=957901497) by Kiame!

QoL changes:
- You can now build rollers on bridges and other structures that allows building on such as pipes and modded power cables.
- The new directional indication arrow was added to Pushers, Pullers and Grow zone pullers on placement phase.

New translations added:
- French by blaktek.
- Polish by Kubin & YoshyPL.
- German by eddy2k.
- Spanish by msxRL.
- Chinese(Traditional) translation by PostPack.
- Portuguese translation by Lucas.
- Korean translation by kms8610.
Thank you all for the amazing translations!
Title: Re: [A17-A15] Industrial Rollers 2.1 - Free your haulers!
Post by: christianmc1101 on July 25, 2017, 04:58:00 AM
Sorry if posted twice..
Why I could not place the rollers on the normal ground, but on watertiles?
Sample as Attachement
Sorry for .jng if you could not use it, but I need it to get under the 600 kb

[attachment deleted by admin due to age]
Title: Re: [A17-A15] Industrial Rollers 2.1 - Free your haulers!
Post by: LiteEmUp on July 25, 2017, 06:51:49 AM
is there a chance where underground pullers range gets increased to more than 6 tiles??? even as an option, i'd take it...

right now my supply room is more than 20 tiles away from my SAL room.. and its too time consuming for my engineers to decon and construct things, when they still got alot of building to do lol
Title: Re: [A17-A15] Industrial Rollers 2.1 - Free your haulers!
Post by: Koriath on August 09, 2017, 05:54:27 AM
Hi, new to the forums, but I really had to drop by to ask something.
Is there a reason the pullers don't work with hydroponics? It's all good to me, since I went back to using Spdskatr cultivator tools mod and some soil reclamation mod to use greenhouses instead. But I read throught this whole thread and didn't see anyone asking.
Title: Re: [A17-A15] Industrial Rollers 2.1 - Free your haulers!
Post by: Canute on August 09, 2017, 09:08:47 AM
They only works with zones, and hydroponics don't got zones.
The cultivator don't work on hydroponics too.
But good news, the sprinkler works on hydroponics ! :-)

When you want automat that whole farming process, you should use a terraform mod like Fertile fields, and don't use hydroponics.
Title: Re: [A17-A15] Industrial Rollers 2.1 - Free your haulers!
Post by: historic_os on August 09, 2017, 02:49:41 PM
Quote from: christianmc1101 on July 25, 2017, 04:58:00 AM
Why I could not place the rollers on the normal ground, but on watertiles?

This is a bug with some mod conflict, its been mentioned a few times on the steam workshop page as well but no one managed to pin point what mod causes that so unfortunately theres nothing i can do about it.
you could try making a new game(so you wont break your save) and removing mods you suspect are modifying terrain to find out whats causing this.

Quote from: LiteEmUp on July 25, 2017, 06:51:49 AM
is there a chance where underground pullers range gets increased to more than 6 tiles??? even as an option, i'd take it...

Theres no way to change the max length of an underground roller and its set to 6 from balance perspective to simulate the balance in Factorio.
I honestly don't think ill be buffing underground rollers range because they are already very effective. as a custom option - maybe, ill consider this for next update.

Quote from: Koriath on August 09, 2017, 05:54:27 AM
Is there a reason the pullers don't work with hydroponics? It's all good to me, since I went back to using Spdskatr cultivator tools mod and some

As Canute was pointing out, Hydroponics are a very specific and unique structure in the game. while in theory support for them can be added, im avoiding specific interactions and keeping this mod in a way that it handles more abstract game mechanics such as item transportation, zones and storage buildings.

There are many great mods that handle specific issues (Spdskatr did a great job with farming and auto-crafting). and i think crafting a mod list that has a good synergy is the best approach both for the player - its part of the fun in a modded game. and for the mods - so they can focus on what they are built for.
Title: Re: [A17-A15] Industrial Rollers 2.1 - Free your haulers!
Post by: King Dedede on August 11, 2017, 11:32:17 AM
Oh, shit I just send in a translation that already was made... oops sry great mod tho
Title: Re: [A17-A15] Industrial Rollers 2.1 - Free your haulers!
Post by: Drusek on August 11, 2017, 01:47:51 PM
Just one to say this is great mod! :)
Title: Re: [A17-A15] Industrial Rollers 2.1 - Free your haulers!
Post by: Smellfungus on August 30, 2017, 03:31:25 PM
Little quibble... My machine isn't the best by any means, and I've noticed that having 10+ stacks moving on the rollers at any one time really hogs resources, lagging everything to the point of glitchy graphics. Is there anything you can do to overcome this? While I like seeing masses of item stacks moving down the line at once, I can't help but suggest that pullers (especially grow zone pullers) attempt to create a full stack when possible. I can't come up with a design to do this without having multiple pullers aimed at a stockpile behind them and another puller behind that, which would be grossly ineffective. I've considered using mergers, but it's not very space efficient and, again, means more pullers. :p
Title: Re: [A17-A15] Industrial Rollers 2.1 - Free your haulers!
Post by: mangalores on September 03, 2017, 10:07:54 AM
Quote from: historic_os on August 09, 2017, 02:49:41 PM
Quote from: christianmc1101 on July 25, 2017, 04:58:00 AM
Why I could not place the rollers on the normal ground, but on watertiles?

This is a bug with some mod conflict, its been mentioned a few times on the steam workshop page as well but no one managed to pin point what mod causes that so unfortunately theres nothing i can do about it.
you could try making a new game(so you wont break your save) and removing mods you suspect are modifying terrain to find out whats causing this.


Had the same problem. After plugging in and out a couple of mods it now works. I would guess it is "Water power" which makes sense as I could build rollers and some other mod's item on water supposedly, but nowhere else. It works with water power at the end of the mod list though.

All my other mods I plugged in and out would not have this level of terrain modification necessary.


edit: have some problems with some puillers, mainly a couple that have no rollers but are meant to push certain food from the fridge stockpile to the kitchen stockpile. The meals back do work so I'm not sure what I'm missing. One did work for a while and now seems to have stopped working. Can it get finnicky when I attach multiple pullers to the same stockpile?

I have similarily a problem with the puller which was supposed to keep a furniture stockpile full in the eating area so pawns don't need  to get meals from the fridge. Not sure if it is because the stockpile is a furniture?
Title: Re: [A17-A15] Industrial Rollers 2.1 - Free your haulers!
Post by: Ian_Suffix on September 10, 2017, 10:40:04 AM
I just submitted a Japanese translation (I'm a partial translator, in Japan). It should be 95% acceptable, although a native speaker could probably do a better job with the full mod description.

But what I came over here to ask about first was about the splitter rollers. Their description says they can join two rails, but I haven't witnessed any function of the sort. Am I missing something?

EDIT: Looks like there's a third-party translation mod already available. I didn't think to check if one existed or not... Depending on whether or not having a first-party translation is a priority, I'd like to revise mine. Not to mention, I misread "Select the language this form will be translated to" as "translated from," for some reason. I need to go to sleep.
Title: Re: [A17-A15] Industrial Rollers 2.1 - Free your haulers!
Post by: Smellfungus on September 19, 2017, 03:05:44 PM
A bug I've noticed and assumed was known: industrial rollers aimed at incomplete industrial rollers that have the materials added will destroy items placed on them and give a debug warning.
Title: Re: [A17-A15] Industrial Rollers 2.1 - Free your haulers!
Post by: Sylph on September 28, 2017, 05:26:34 AM
Quote from: Smellfungus on September 19, 2017, 03:05:44 PM
A bug I've noticed and assumed was known: industrial rollers aimed at incomplete industrial rollers that have the materials added will destroy items placed on them and give a debug warning.

I've also seen this happen. Tested it and happened every time, stuff gets rolled into oblivion. Oops.
Title: Re: [A17-A15] Industrial Rollers 2.1 - Free your haulers!
Post by: Sylph on October 10, 2017, 11:52:08 AM
Could you please please please make the range limit for "hardcore mode" user-modifiable. 20 tiles imho is far too much, I'd like to make it 1 or 2.
Title: Re: [A17-A15] Industrial Rollers 2.1 - Free your haulers!
Post by: mangalores on October 12, 2017, 02:11:05 PM
Just a note and a note/question:

- It seems that you cannot uninstall / install pullers. The button is there and they start deconstructing the wall but you cannot order to prioritize moving the puller and it is never done by the builders.

- Question: I tried to have pullers fill a fridge / shelf from a freezer stockpile without a roller in between and it doesn't seem to work. Is that intended or should it work? I envisioned using pullers to reshuffle stockpiles into some kind of order and have e.g. a fridge in the eating room being filled with meals. I also wanted to create a very fast kitchen by having pullers constantly refill fridges in reach of the cook so they do not move but with rollers you often end up with meat outside the fridge as the puller doesn't stop precisely when the fridge is full so you can end up with meat that might spoil.

With growers I wonder if there'd be a way to prevent pawns from dropping harvest outside the growth zone. Currently local one tile stockpiles allow them to move those rows by hand.

Otherwise great mod.
Title: Re: [A17-A15] Industrial Rollers 2.1 - Free your haulers!
Post by: Canute on October 12, 2017, 04:17:46 PM
The reinstall is a known problem.
You need to uninstall it, and after it is minified, you can install it somewhere so far i remember (it is a while ago since i used this mod).

Alternativ, you just could use the dev. tools instant build it with god mode, and use "destroy" to delete the old one.
Title: Re: [A17-A15] Industrial Rollers 2.1 - Free your haulers!
Post by: Nightinggale on October 13, 2017, 06:53:28 PM
I have a feature request. Make a roller, which doesn't have buildin power. In most cases it's a good thing that it spreads power, but if you build a big roller network and run out of power? Right now you can set a switch to turn the entire roller network on or off. If there is a roller, which is connected like most power using furniture, then it will be possible to set a switch for each section and turn the sections off one by one, possibly based on different criteria and that is without shutting down the critical core of the system. One obvious trigger for turning non-essential parts off would be battery level. It looks like it would just be a matter of copy pasting the xml info and then change one bool. However it would likely be a good idea to recolor it to make gaps clearly visible.

In short having rollers with and without power lines will make power management a lot easier.

Another thing I have always wondered about is why there are turns? They all act the same and it's just a graphical issue. Wouldn't it be possible to make just strait rollers and then make them change sprite depending on surroundings, just like doors and walls? Make it trigger on roller build or removed and then look at the 3 tiles leading to the roller in question and pick a sprite accordingly. This is certainly not a problem and it's fine as it is. It's more like it's something I have been wondering about ever since I first tried this mod.
Title: Re: [A17-A15] Industrial Rollers 2.1 - Free your haulers!
Post by: Sylph on October 14, 2017, 09:24:37 AM
Two separate rollers running parallel to one another on directly adjacent stretches of tiles. At the end of the straightaway you want the leftmost one to turn to the left, and the rightmost one to turn to the right. How would you go about writing code to know that this was what the user intended, and not to have one, or both, tracks go the other way, to combine with one another? Your computer doesn't know what you are thinking. (Yet, sadly.)
Title: Re: [A17-A15] Industrial Rollers 2.1 - Free your haulers!
Post by: Nightinggale on October 14, 2017, 01:54:57 PM
That's actually quite easy to tell when you want strait or turning rollers. Say we have a roller, which moves upwards. It will then pick sprite based on this:
If the sprite is checked in this order and stopped once it finds one, then it will always use one, which makes sense to the surroundings. In the case of parallel rollers, they will not care for each other because each roller will only care for rollers moving items on to itself. Performance shouldn't be an issue if the selected sprite is cached and the cache is only updated on roller placed/built/removed.

Another feature request I have been thinking off today. When the roller jams, the item in front becomes allowed, allowing colonists to pick it up. What if there is a special kind of roller, which in that case would push the item to the side, effectively using the move code, but in another direction. The item should still be allowed to be picked up, but colonists have time to do so without jamming the roller. I bet I'm not the only one, who experienced hunters shooting animals on rollers or other similar scenarios where the wrong thing ends up on a roller.
Title: Re: [A17-A15] Industrial Rollers 2.1 - Free your haulers!
Post by: PreDiabetic on October 24, 2017, 07:45:43 AM
Is it possible to add Harvester style puller such as Growing puller but will auto harvest plants then Growing puller will pull from zone?
Title: Re: [A17-A15] Industrial Rollers 2.1 - Free your haulers!
Post by: Nightinggale on October 24, 2017, 08:16:37 AM
Would you please release the source code. I would like to take a shot at fixing the bug where items vanish if moved onto a yet to be constructed roller.
Title: Re: [A17-A15] Industrial Rollers 2.1 - Free your haulers!
Post by: Canute on October 24, 2017, 09:05:36 AM
Quote from: damngrl on October 24, 2017, 07:45:43 AM
Is it possible to add Harvester style puller such as Growing puller but will auto harvest plants then Growing puller will pull from zone?
Why you don't combine this mod with SS Cultivator Tools ?
https://ludeon.com/forums/index.php?topic=30813.0
Title: Re: [A17-A15] Industrial Rollers 2.1 - Free your haulers!
Post by: PreDiabetic on October 24, 2017, 11:19:34 AM
Quote from: Canute on October 24, 2017, 09:05:36 AM
Quote from: damngrl on October 24, 2017, 07:45:43 AM
Is it possible to add Harvester style puller such as Growing puller but will auto harvest plants then Growing puller will pull from zone?
Why you don't combine this mod with SS Cultivator Tools ?
https://ludeon.com/forums/index.php?topic=30813.0

I did with little modification to Mod. Made cultivators smaller (3x3 basically half size) with lower materials and powercost to fit my 5x15 room 3 of them almost fit perfectly. Blocked doors. Now I have 7/24 growing zone inside with Skylights on them plus growing pullers which auto pushes food to stockpile. Total automation.
Title: Re: [A17-A15] Industrial Rollers 2.1.25 - Free your haulers!
Post by: historic_os on October 24, 2017, 07:19:01 PM
Update - Version 2.1.25
Bug fixes, balance changes and more translations (DL link in main post)
Bug fixes:
- Fixed a bug causing items to disappear into unknown void when placed on a belt next to almost built belt.

Balance changes:
- Hardcore mode puller range reduced from 20 to 15.
- You can now adjust puller pulling range in the mod settings(if using Hardcore mode). Allowed values 1-100.

Translations:
- Added Russian by meggerry(http://steamcommunity.com/id/meggerry/).
- Added Japanese by ハグ.
- Added Turkish by KemalKhan(http://steamcommunity.com/id/KemalKhan/).
- Added Hungarian by DevEagle.
- Dutch translation update by an anonymous translator.
- German translation update by an anonymous translator.
Thank you all for the amazing translations!
Title: Re: [A17-A15] Industrial Rollers 2.1.25 - Free your haulers!
Post by: historic_os on October 24, 2017, 07:31:56 PM
To everyone, thanks for all the feedback and suggestions!
While i don't respond to everything, i do read it and keep it in mind for when im working on updates.

In regards to the suggestion to detect belt orientation based on user build - it is possible, and many games have implemented it that way. while i do agree that its better in terms of user experience, unfortunately its something that should have been implemented in the core of the mod at the design phase. making such change now will require too much changes(also, backwards compatibility will be a pain, if not impossible). 
Title: Re: [A17-A15] Industrial Rollers 2.1.25 - Free your haulers!
Post by: Nightinggale on October 24, 2017, 09:28:43 PM
It's really nice that you fixed the disappearing item bug. It was really annoying, particularly because the mod is so useful that I wouldn't want to just stop using it until it was fixed. Great work, on both the update and the mod in general.

I did make a strait roller, which breaks the powerline and just needs to be connected like normal electric buildings. It turned out that it is as simple as making a new mod, copy paste the xml code for strait roller and set contains wire to false and yes it performs precisely like I wished for, which is to allow shutting down parts of the roller network on low battery or whatever other criteria I set up. However it would be nice to have it with visible different graphics to easily identify the electric gap.

I do have one feature request left, which is to allow pullers to push directly into storage, like freezers. In other words take from a stockpile and put directly into the freezer. Right now it requires a puller, one tile of belt and then a pusher. It's not elegant and it has a tendency to screw up with something left on the belt.

I still wouldn't mind seeing the source code, but now that the serious bug has been fixed, it has moved to curiosity rather than wanting to do a specific task on it.

Quote from: historic_os on October 24, 2017, 07:31:56 PMIn regards to the suggestion to detect belt orientation based on user build - it is possible, and many games have implemented it that way. while i do agree that its better in terms of user experience, unfortunately its something that should have been implemented in the core of the mod at the design phase. making such change now will require too much changes(also, backwards compatibility will be a pain, if not impossible).
That's some good arguments for doing nothing about it. It's not like it's really important anyway.
Title: Re: [A17-A15] Industrial Rollers 2.1.25 - Free your haulers!
Post by: Ian_Suffix on October 25, 2017, 10:05:41 AM
Quote from: historic_os on October 24, 2017, 07:19:01 PM
Translations:
- Added Japanese by ハグ.

Whoa! I was pretty shocked just now when I playing along normally and realized that the Japanese translation I hammered out was right in front of me.

Unfortunately, it looks like what I gave for a "newline" didn't turn out right. To begin with, Pulling Settings has become '抽出頻度/n設定', where /n should break the parts into two lines. Also, the "Every (Hours)" string in the Pulling Settings reads... 数/n時間ご(newline)とに: where, again, /n should split the two parts.
Title: Re: [A17-A15] Industrial Rollers 2.1.25 - Free your haulers!
Post by: Nightinggale on October 25, 2017, 10:14:38 AM
Quote from: Ian_Suffix on October 25, 2017, 10:05:41 AM/n should break the parts into two lines.
Usually \ is used rather than / for writing special characters like that, meaning you should likely use \n as most encodings will view this as newline. However I can't tell for certain if it will work in this case because I don't know how this specific software is coded.
Title: Re: [A18|A17-A15] Industrial Rollers 2.2 - Free your haulers!
Post by: historic_os on October 26, 2017, 11:42:03 AM
Update - Version 2.2.0 A18 Build
A18, Bug fixes, balance changes and translations (DL link in main post)
Bug fixes:
- Power conduits are no longer visible on top of belts when built near by.
- XML refactored and cleaned up to allow easier access to editing if required.

Balance changes:
- In-Wall Roller: HP increased from 80 to 200.
- A18 Construction skill requirements added:
  - Construction skill 10: Normal belts(including directional), In-Wall and Splitter.
  - Construction skill 12: Pusher, Growzone Puller.
  - Construction skill 13: Puller, Underground belts.
 
Construction skill requirement is being used instead of research as a balance factor to the mod.
If for any reason, you are not happy with the change, you may edit the XML file and replace <constructionSkillPrerequisite> tags to whatever you see fit.

Translations:
- Fixed Japanese translation by ハグ (thanks for feedback!).
Title: Re: [A18|A17-A15] Industrial Rollers 2.2 - Free your haulers!
Post by: Canute on October 26, 2017, 12:47:16 PM
Free Industrial Rollers for all Tribal clans !! :-)

You should rethink your decission, and still add some research for this.
It don't made sense that tribals could build that without got access to power.
Sorry can't verify this yet, since i don't got A18 yet, just a reaction of your posting.


Title: Re: [A17-A15] Industrial Rollers 2.1.25 - Free your haulers!
Post by: Ian_Suffix on October 26, 2017, 10:13:18 PM
Quote from: Nightinggale on October 25, 2017, 10:14:38 AM
Quote from: Ian_Suffix on October 25, 2017, 10:05:41 AM/n should break the parts into two lines.
Usually \ is used rather than / for writing special characters like that, meaning you should likely use \n as most encodings will view this as newline. However I can't tell for certain if it will work in this case because I don't know how this specific software is coded.

I know... I wish I had some sort of excuse for messing up the newline character, but other than that I was in a rush and wasn't using a text editor, I have none.

Quote from: historic_os on October 26, 2017, 11:42:03 AM
Update - Version 2.2.0 A18 Build

- Fixed Japanese translation by ハグ (thanks for feedback!).

And I've confirmed it works! Looks fantastic. I'm presently working with the previous patch-mod translator so that I can improve upon the Japanese translation. It works, of course, and I ensured it's super easy to understand, but it's probably not perfect from a native speaker's POV. Should we come to a consensus, I'll post the new XML here and ask that "Proxyer" be added to the contributor list.
Title: Re: [A18|A17-A15] Industrial Rollers 2.2 - Free your haulers!
Post by: Ian_Suffix on October 27, 2017, 03:35:52 AM
@historic_os

Finished! I've attached the Japanese folder structure with all necessary XML. This is the final, proofread version until any new content is added.

Sorry I couldn't get this done before your last minor update. I hope you'll find the time to include this soon.

[attachment deleted by admin: too old]
Title: Re: [A18|A17-A15] Industrial Rollers 2.2 - Free your haulers!
Post by: nguadien on November 09, 2017, 01:05:40 PM
One of the most rage inducing mods for me.

I can build Grow zone pullers, then make long rollers chains from my grow zones to my stockpiles.

Then I cannot build even ONE Puller or Pusher. The game just repeat about how to properly build Pullers and Pushers again and again and again and again on too many ways, too many places without letting me build any Puller or Pusher.

Edit: I finally built one, as I deleted my Stockpiles many times and created new ones repeatedly, somehow the game allowed me to build Pullers.
Title: Re: [B18-A15] Industrial Rollers 2.2 - Free your haulers!
Post by: glitershroom on November 18, 2017, 07:33:00 PM
so, I love the mod, and everything seems to be working... until that is, I try to save and load, upon world reload, pullers disappear... they work fine when I build them... but I have to re build them every time I load it up... help?
Title: Re: [B18-A15] Industrial Rollers 2.2 - Free your haulers!
Post by: historic_os on November 18, 2017, 08:40:16 PM
Quote from: glitershroom on November 18, 2017, 07:33:00 PM
so, I love the mod, and everything seems to be working... until that is, I try to save and load, upon world reload, pullers disappear... they work fine when I build them... but I have to re build them every time I load it up... help?

That's weird, try running only the mod (Industrial Rollers and Core) in a new game and build them using developer tools. Do they still disappear?
if not, its probably a mod conflict.
Title: Re: [A15] Industrial Rollers - Free your haulers!
Post by: yaurtiss on November 18, 2017, 11:41:32 PM
 how do you download this when it says drive for beta 18 ?

PLz help >:( >:(
Title: Re: [B18-A15] Industrial Rollers 2.2 - Free your haulers!
Post by: yaurtiss on November 18, 2017, 11:43:12 PM
how do you download this thing for beta 18 if it says drive

plz help
Title: Re: [B18-A15] Industrial Rollers 2.2 - Free your haulers!
Post by: Canute on November 19, 2017, 03:47:24 AM
Click on "Drive" this open a drive.google link.
There you find the Rimworld_IndustrialRoller2.2.0.rar to download.
Title: Re: [B18-A15] Industrial Rollers 2.2 - Free your haulers!
Post by: glitershroom on November 22, 2017, 03:33:33 AM
Sorry it took so long to reply, new job has mandatory overtime and working 11 hours a day now leaves little time for games when I also have to spend time with the wifey-wife.

I have tried that and it still has the 'crash' that results in them not loading in

Quote
Exception spawning loaded thing MovingRailPuller60433: UnityEngine.UnityException: RandomRangeInt can only be called from the main thread.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
  at (wrapper managed-to-native) UnityEngine.Random:RandomRangeInt (int,int)
  at UnityEngine.Random.Range (Int32 min, Int32 max) [0x00003] in C:\buildslave\unity\build\artifacts\generated\common\runtime\RandomBindings.gen.cs:63
  at MovingFloor.MovingRailPuller.SpawnSetup (Verse.Map map, Boolean respawnAfterLoad) [0x00000] in <filename unknown>:0
  at Verse.GenSpawn.Spawn (Verse.Thing newThing, IntVec3 loc, Verse.Map map, Rot4 rot, Boolean respawningAfterLoad) [0x000ef] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\Placement\GenSpawn.cs:65
  at Verse.GenSpawn.SpawnBuildingAsPossible (Verse.Building building, Verse.Map map, Boolean respawningAfterLoad) [0x00178] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\Placement\GenSpawn.cs:141
  at Verse.Map.FinalizeLoading () [0x0017a] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:414
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.Map:FinalizeLoading() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:418)
Verse.Game:LoadGame() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:473)
Verse.SavedGameLoader:LoadGameFromSaveFile(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoader.cs:35)
Verse.Root_Play:<Start>m__0() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:30)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:453)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)


Quote from: historic_os on November 18, 2017, 08:40:16 PM
Quote from: glitershroom on November 18, 2017, 07:33:00 PM
so, I love the mod, and everything seems to be working... until that is, I try to save and load, upon world reload, pullers disappear... they work fine when I build them... but I have to re build them every time I load it up... help?

That's weird, try running only the mod (Industrial Rollers and Core) in a new game and build them using developer tools. Do they still disappear?
if not, its probably a mod conflict.
Title: Re: [B18-A15] Industrial Rollers 2.2 - Free your haulers!
Post by: historic_os on November 27, 2017, 09:06:51 PM
Hey, it seems that the transition to B18 introduced some bugs to the mod.
I'm going to be very busy until Monday and won't be able to spare time to release a new update.
I figured i'll at least post the reported bugs so you guys know about them and the status of each.

1. Pullers disappear when loading a game(reported by glitershroom) - while i wasn't able to reproduce the error myself, i was able to (hopefully) resolve it by replacing the problematic method. Already fixed, will be added to next update.
2. Pushes and Pullers don't push\pull to storage buildings when there is a power conduit under the structure(reported by Kateye) - Already fixed, will be added to next update.
3. In-Wall rollers disappear when loading a game if there was an item on the belt(reported by Sjonnar) - Open issue, will be fixed in the next update.
Title: Re: [B18-A15] Industrial Rollers 2.2 - Free your haulers!
Post by: Ian_Suffix on November 27, 2017, 11:38:00 PM
Quote from: historic_os on November 27, 2017, 09:06:51 PM
I'm going to be very busy until Monday and won't be able to spare time to release a new update.

I hate to pester, but please don't forget my final Japanese translation XML! It's worth including if only to offer respect to Proxyer, who had an interim patch translation up until now.
Title: Re: [B18-A15] Industrial Rollers 2.3 - Free your haulers!
Post by: historic_os on December 03, 2017, 07:13:38 PM
Update - Version 2.3.06
Recovering from B18 Bugs, bringing back ModSync Ninja! (DL link in main post)

Features
- Added ModSync Ninja back!

Bug fixes
- Some users experienced disappearing pullers. while i couldn't reproduce the error myself, i did change the problematic method - should be fixed.
- Fixed Pushes and Pullers don't push\pull to storage buildings when there is a power conduit under the structure.
- Underground rollers should now work on bridges and any other surface.
- In-Wall rollers should no longer disappear when loading a game if there was an item on the belt.

Translations
- Fixed Japanese translation by ハグ & Proxyer. Thanks!

ModSync Ninja note: ModSync Ninja forum post (https://ludeon.com/forums/index.php?topic=34447.0) will be updated shortly after this.
Title: Re: [B18-A15] Industrial Rollers 2.3 - Free your haulers!
Post by: Ian_Suffix on December 03, 2017, 07:19:06 PM
Thanks a bunch! Looking forward to explaining all the things you can do with rollers in my "Gilligan's Island" parody.

Quote from: historic_os on December 03, 2017, 07:13:38 PM
Update - Version 2.3.06
Recovering from B18 Bugs, bringing back ModSync Ninja! (DL link in main post)

Features
- Added ModSync Ninja back!

Bug fixes
- Some users experienced disappearing pullers. while i couldn't reproduce the error myself, i did change the problematic method - should be fixed.
- Fixed Pushes and Pullers don't push\pull to storage buildings when there is a power conduit under the structure.
- Underground rollers should now work on bridges and any other surface.
- In-Wall rollers should no longer disappear when loading a game if there was an item on the belt.

Translations
- Fixed Japanese translation by ハグ & Proxyer. Thanks!

ModSync Ninja note: ModSync Ninja forum post (https://ludeon.com/forums/index.php?topic=34447.0) will be updated shortly after this.

Edit: Started a new page, so I added a full quote
Title: Re: [B18-A15] Industrial Rollers 2.3 - Free your haulers! [ModSync]
Post by: greentealeave on December 13, 2017, 04:59:36 AM
Just bumped into this post calling for localizers. I am a mandarin translator (https://www.actranslation.com/mandarin/mandarin-translator.htm) and willing to put my efforts in. But it seems I got here too late? Quite a number of languages including Chinese had already been taken care of? Good to see that anyway. I am sure more Chinese players are going to benefit from that.  :)
Title: Re: [B18-A15] Industrial Rollers 2.3 - Free your haulers! [ModSync]
Post by: publicuser on December 28, 2017, 11:06:36 PM
Can you upload it to Nexus or GitHub?
Title: Re: [B18-A15] Industrial Rollers 2.3 - Free your haulers! [ModSync]
Post by: Harry_Dicks on December 29, 2017, 01:27:01 PM
Quote from: publicuser on December 28, 2017, 11:06:36 PM
Can you upload it to Nexus or GitHub?

Just curious, but what's wrong with Google Drive?
Title: Re: [B18-A15] Industrial Rollers 2.3 - Free your haulers! [ModSync]
Post by: Ian_Suffix on February 08, 2018, 04:28:11 AM
Since upgrading to B18, has there been any reports of shelves becoming unusable? I can't get pullers or regular conveyor belts to feed into a shelf. I'll have to do some experimenting; I've got a lot of mods right now.
Title: Re: [B18-A15] Industrial Rollers 2.4 - Free your haulers! [ModSync]
Post by: historic_os on June 18, 2018, 09:35:59 AM
Update - Version 2.4.00 RimWorld 1.0 Unstable Build
RimWorld 1.0 (DL link in main post)
Features
- RimWorld 1.0 version.


Note, this is a test build for RimWorld build 1.0.1938. Please report any issues.
Title: Re: [1.0 Unstable][B18-A15] Industrial Rollers 2.4 - Free your haulers!
Post by: Caelumpanache on July 03, 2018, 11:15:09 AM
First off, thanks for this mod, it's one of the better ones. I've discovered an issue with the test build. The puller will pick up placed buildings, (specifically lamps and chairs so far.) Basically I set up my crafting area and had crafted toss it on the floor to an empty zone with a puller attached and when I put up a lamp it would take the lamp and replace the first roller, since it considered it still installed. Same with chairs. Let me know if this isn't clear or reproducible, since it might just be a mod conflict, there are too many good ones.
Title: Re: [1.0 Unstable][B18-A15] Industrial Rollers 2.4 - Free your haulers!
Post by: hadiyanfaz on July 06, 2018, 07:47:02 PM
thanks bro for your mod, its awesome. the only problem in 1.0 is, the pullers not work at all.its not pulling any item that i set at storage menu.
Title: Re: [1.0 Unstable][B18-A15] Industrial Rollers 2.4 - Free your haulers!
Post by: Resurak on July 08, 2018, 07:26:38 AM
Quote from: hadiyanfaz on July 06, 2018, 07:47:02 PM
thanks bro for your mod, its awesome. the only problem in 1.0 is, the pullers not work at all.its not pulling any item that i set at storage menu.
Maybe you have to set the zone. There is a button where you can select in what zone you want your things go. If you go in the steam workshop page of the mod you'll see some examples and a video tutorial. Hope it will fix your problem :)
Title: Re: [1.0 Unstable][B18-A15] Industrial Rollers 2.4 - Free your haulers!
Post by: hadiyanfaz on July 08, 2018, 02:33:28 PM
Quote from: Resurak on July 08, 2018, 07:26:38 AM
Quote from: hadiyanfaz on July 06, 2018, 07:47:02 PM
thanks bro for your mod, its awesome. the only problem in 1.0 is, the pullers not work at all.its not pulling any item that i set at storage menu.
Maybe you have to set the zone. There is a button where you can select in what zone you want your things go. If you go in the steam workshop page of the mod you'll see some examples and a video tutorial. Hope it will fix your problem :)

thanks dude, but it was, i just set all as proper as the guide, find another tutorial from youtuber and etc. but nothing, nothing can make my puller even pull one item from the stockpile to other stockpile/roller. its not like the pusher and other things, its work perfect. this make me frustated, cuz this puller have the most important role. btw, this is great mod, make my pawn doing nothing. xD
Title: Re: [1.0 Unstable][B18-A15] Industrial Rollers 2.4 - Free your haulers!
Post by: Ian_Suffix on July 08, 2018, 09:14:11 PM
Quote from: hadiyanfaz on July 08, 2018, 02:33:28 PM
Quote from: Resurak on July 08, 2018, 07:26:38 AM
Quote from: hadiyanfaz on July 06, 2018, 07:47:02 PM
thanks bro for your mod, its awesome. the only problem in 1.0 is, the pullers not work at all.its not pulling any item that i set at storage menu.
Maybe you have to set the zone. There is a button where you can select in what zone you want your things go. If you go in the steam workshop page of the mod you'll see some examples and a video tutorial. Hope it will fix your problem :)

thanks dude, but it was, i just set all as proper as the guide, find another tutorial from youtuber and etc. but nothing, nothing can make my puller even pull one item from the stockpile to other stockpile/roller. its not like the pusher and other things, its work perfect. this make me frustated, cuz this puller have the most important role. btw, this is great mod, make my pawn doing nothing. xD

Pullers have a troublingly large set of conditions that must be met before they'll even budge. I'd first test it on a regular stockpile zone, with all items set as active, an infinite pull amount, and set to "continuous operation" in the zone limit setting, and make it pull onto a straight conveyor belt.
Title: Re: [1.0 Unstable][B18-A15] Industrial Rollers 2.4 - Free your haulers!
Post by: hadiyanfaz on July 09, 2018, 02:59:40 AM
thanks dude, i try every option and every condition, nothing change. in 1.0, i dont find configuration menu to set amount and timing, only "hardcore". since it still unstable version for 1.0, i hope historic_os fix this problem soon.
Title: Re: [1.0 Unstable][B18-A15] Industrial Rollers 2.4 - Free your haulers!
Post by: Ian_Suffix on July 09, 2018, 03:03:07 AM
Quote from: hadiyanfaz on July 09, 2018, 02:59:40 AM
thanks dude, i try every option and every condition, nothing change. in 1.0, i dont find configuration menu to set amount and timing, only "hardcore". since it still unstable version for 1.0, i hope historic_os fix this problem soon.

The configuration menu I'm talking about is the widgets that appear when you select a puller. A screenshot of the selected puller along with the system where it's being used would help.
Title: Re: [1.0 Unstable][B18-A15] Industrial Rollers 2.4 - Free your haulers!
Post by: hadiyanfaz on July 09, 2018, 04:30:36 PM
theres nothing like that in my game :(
Title: Re: [1.0 Unstable][B18-A15] Industrial Rollers 2.4 - Free your haulers!
Post by: Resurak on July 09, 2018, 04:44:36 PM
Quote from: hadiyanfaz on July 09, 2018, 04:30:36 PM
theres nothing like that in my game :(
Are you in hardcore mode? In hardcore mode the puller have a maximum radius (that you can set), and if you put the puller in a deposit but the items that you want to pull are far away from the puller (specifically, not in its radius) it won't work. If nothing here helps, try to execute the game only with this mod without other ones active, start a new game, go god mode and do some experiments
Title: Re: [1.0 Unstable][B18-A15] Industrial Rollers 2.4 - Free your haulers!
Post by: hadiyanfaz on July 10, 2018, 01:44:48 AM
Quote from: Resurak on July 09, 2018, 04:44:36 PM
Quote from: hadiyanfaz on July 09, 2018, 04:30:36 PM
theres nothing like that in my game :(
Are you in hardcore mode? In hardcore mode the puller have a maximum radius (that you can set), and if you put the puller in a deposit but the items that you want to pull are far away from the puller (specifically, not in its radius) it won't work. If nothing here helps, try to execute the game only with this mod without other ones active, start a new game, go god mode and do some experiments

i know about that, and i try both... idk, till now, still figure it out how to mskr my puller work. i'll send my screenshoot here next...
Title: Re: [1.0 Unstable][B18-A15] Industrial Rollers 2.4 - Free your haulers!
Post by: historic_os on July 10, 2018, 09:31:15 AM
Hey,

@hadiyanfaz
I'm gonna refer to this image from the main post image
(https://i.imgur.com/DhTAcWO.png)

Try to set your puller to zero restrictions to better understand the problem:
1. select your puller
2. press the storage tab - allow all items
3. press the zone button (in the image the one that says "Woodsen shelf..."). change it to "DO FOREVER".
4. press the "Pulling Settings" button. make sure both sliders are all the way to the far left. it should say do pulls every hour and unlimited pulls.

If the steps above did not solve your issue, attach a screen shot of your setup. Also, try to test with no other mods active to make sure its not a mod conflict.

@Ian_Suffix,@Resurak ty for helping out!

@Caelumpanache
As for the bug reported above where pullers pull furniture:
That sounds hilarious, just the type of bug to expect from a new game version:)
I'm a bit busy but ill try to take a look at it in the next couple of days(no promise).
Title: Re: [1.0 Unstable][B18-A15] Industrial Rollers 2.4 - Free your haulers!
Post by: hadiyanfaz on July 10, 2018, 10:57:52 AM
Quote from: historic_os on July 10, 2018, 09:31:15 AM
Hey,

@hadiyanfaz
I'm gonna refer to this image from the main post image
(https://i.imgur.com/DhTAcWO.png)

Try to set your puller to zero restrictions to better understand the problem:
1. select your puller
2. press the storage tab - allow all items
3. press the zone button (in the image the one that says "Woodsen shelf..."). change it to "DO FOREVER".
4. press the "Pulling Settings" button. make sure both sliders are all the way to the far left. it should say do pulls every hour and unlimited pulls.

If the steps above did not solve your issue, attach a screen shot of your setup. Also, try to test with no other mods active to make sure its not a mod conflict.

@Ian_Suffix,@Resurak ty for helping out!

@Caelumpanache
As for the bug reported above where pullers pull furniture:
That sounds hilarious, just the type of bug to expect from a new game version:)
I'm a bit busy but ill try to take a look at it in the next couple of days(no promise).

thanks historic, the problem is, i didn't find anything like in your image... only "storage" menu...
Title: Re: [1.0 Unstable][B18-A15] Industrial Rollers 2.4 - Free your haulers!
Post by: historic_os on July 10, 2018, 11:41:35 AM
you should have those buttons(also often referred in this forum as gizmos or widgets) on every puller. are you sure you didn't place a "pusher" instead? (pusher is red puller is blue).

if you did place everything correctly then it's most likely a mod conflicting thats removing the buttons. try a new game with just Industrial Rollers and see if you have them.

I did encounter this issue with pullers at v1.0 when using Kiame's save storage and outfit settings mod. so if you have this one it might be the problem. if that's the case, I already received a fix from him but haven't had the chance to add it yet.

as mentioned before, a screenshot generally helps to better understand the issue.
Title: Re: [1.0 Unstable][B18-A15] Industrial Rollers 2.4 - Free your haulers!
Post by: hadiyanfaz on July 10, 2018, 11:52:21 AM
Quote from: historic_os on July 10, 2018, 11:41:35 AM
you should have those buttons(also often referred in this forum as gizmos or widgets) on every puller. are you sure you didn't place a "pusher" instead? (pusher is red puller is blue).

if you did place everything correctly then it's most likely a mod conflicting thats removing the buttons. try a new game with just Industrial Rollers and see if you have them.

I did encounter this issue with pullers at v1.0 when using Kiame's save storage and outfit settings mod. so if you have this one it might be the problem. if that's the case, I already received a fix from him but haven't had the chance to add it yet.

as mentioned before, a screenshot generally helps to better understand the issue.
i didnt find those button.

i used pusher intensively because i cannot use puller, pusher works perfect, the red one.

but the puller, the blue one, not gonna pull a thing.

oh i see, that kiames mod, ill try to disable that mod first

UPDATE :

i disable the mod you refer, the puller now work properly... thanks Historic :D
Title: Re: [1.0 Unstable][B18-A15] Industrial Rollers 2.4 - Free your haulers!
Post by: Resurak on July 10, 2018, 12:09:37 PM
Yes like @historic_os said it's crearly a mod conflict. I had this issue too, and resolved putting this mod as close to the core as possible (as shown in screenshot).
You can see I have a bunch of mods, and everything is fine.

[attachment deleted due to age]
Title: Re: [1.0 Unstable][B18-A15] Industrial Rollers 2.4 - Free your haulers!
Post by: historic_os on July 10, 2018, 12:10:45 PM
no problem! the save storage settings mod is great, I'll try to fix this during the weekend so both mods could work together again
Title: Re: [1.0 Unstable][B18-A15] Industrial Rollers 2.4 - Free your haulers!
Post by: Resurak on July 10, 2018, 12:14:57 PM
Well, i'm glad everything now is fixed :D
Title: Re: [1.0 Unstable][B18-A15] Industrial Rollers 2.4 - Free your haulers!
Post by: hadiyanfaz on July 10, 2018, 02:51:09 PM
thanks all, great game, great community... glad to know this game and it community...
Title: Re: [1.0 Unstable][B18-A15] Industrial Rollers 2.4.03 - Free your haulers!
Post by: historic_os on July 13, 2018, 08:34:44 PM
Update - Version 2.4.03
RimWorld 1.0 Unstable support first bug fix iteration (DL link in main post)
QoL
- Pullers will be now default to "DO FOREVER" once built instead of "STOPPED".

Bug fixes
- Fixed a bug that caused Pullers to pull built structures and furniture from stockpiles.
- Fixed a bug causing Puller buttons (widgets) to disappear when using the Save Storage & Outfit Settings (https://ludeon.com/forums/index.php?topic=34075) mod. Support for the mod is back as well!


Note, this is a test build for RimWorld build 1.0.1938. Please report any issues.
Title: Re: [1.0 Unstable][B18-A15] Industrial Rollers 2.4.03 - Free your haulers!
Post by: targetingyou78 on July 21, 2018, 01:02:46 AM
Is there a way to get the industrial rollers, pullers to be precise, to work with hydroponics? Unfortunately, placing hydroponics down removes the growing zone underneath of them.
Title: Re: [1.0 Unstable][B18-A15] Industrial Rollers 2.4.03 - Free your haulers!
Post by: historic_os on August 29, 2018, 09:08:42 AM
Quote from: targetingyou78 on July 21, 2018, 01:02:46 AM
Is there a way to get the industrial rollers, pullers to be precise, to work with hydroponics? Unfortunately, placing hydroponics down removes the growing zone underneath of them.
Hydroponics work differently as they are (most of the time) multiple separated structures forming multiple stockpiles.
At the moment they are not supported. However, if you use Industrial Rollers with Project Rimfactory you can have Rimfactory harvest hydroponics and drop the crop to a cell in which you can place rollers and achieve the same effect.
Title: Re: [B19-A15] Industrial Rollers 2.4.03 - Free your haulers!
Post by: historic_os on August 29, 2018, 09:11:23 AM
Update - Version 2.4.03
RimWorld B19 Update (DL link in main post)
This version is exactly the same as previous 2.4.03.
The only difference is the game version number to make it work with B19. Hence, no mod version number change.
Title: Re: [B19-A15] Industrial Rollers 2.4.03 - Free your haulers!
Post by: viperwasp on October 18, 2018, 02:42:37 AM
So glad I thought this mod may have been dead. I have not played B18 or B19. I was into A17 so much. But I'm back for 1.0 and this is a great mod. Waiting patiently for 1.0 update. Thank you in advance.
Title: Re: [B19-A15] Industrial Rollers 2.4.03 - Free your haulers!
Post by: historic_os on October 18, 2018, 09:01:50 PM
Update - Version 2.4.03 (Again, no change)
RimWorld 1.0 Update (DL link in main post)
Same as previous version, just RimWorld version number change.

1.0 Finally!
No difference between B19 and 1.0 for Industrial Rollers.
You can use the mod in both versions of RW even if it appears red in your mod list.
Title: Re: [B19-A15] Industrial Rollers 2.4.03 - Free your haulers!
Post by: historic_os on October 18, 2018, 09:02:54 PM
Quote from: viperwasp on October 18, 2018, 02:42:37 AM
So glad I thought this mod may have been dead. I have not played B18 or B19. I was into A17 so much. But I'm back for 1.0 and this is a great mod. Waiting patiently for 1.0 update. Thank you in advance.
It's here! :-)
Title: Re: [B19-A15] Industrial Rollers 2.4.03 - Free your haulers!
Post by: viperwasp on October 18, 2018, 11:02:54 PM
Quote from: historic_os on October 18, 2018, 09:02:54 PM
Quote from: viperwasp on October 18, 2018, 02:42:37 AM
So glad I thought this mod may have been dead. I have not played B18 or B19. I was into A17 so much. But I'm back for 1.0 and this is a great mod. Waiting patiently for 1.0 update. Thank you in advance.
It's here! :-)

Thanks, Thanks and more Thanks!
Title: Re: [1.0][B19-A15] Industrial Rollers 2.4.03 - Free your haulers!
Post by: viperwasp on October 23, 2018, 02:30:05 AM
Does anyone know if this mod works for Hydroponics? Like taking crops from them like how they would a field?
Title: Re: [1.0][B19-A15] Industrial Rollers 2.4.03 - Free your haulers!
Post by: Canute on October 23, 2018, 04:36:13 AM
So far i remember, they don't.
The puller, the starter of the belt system need to assigned to a stockpile.

Maybe you take a look into RimFactory Cultivatio tools
https://ludeon.com/forums/index.php?topic=30813.msg378562#msg378562
Title: Re: [1.0][B19-A15] Industrial Rollers 2.4.03 - Free your haulers!
Post by: Roberius on November 21, 2018, 11:20:06 AM
Are underground rollers supposed to send power from one side to the other or not? Mine aren't.
Title: Re: [1.0][B19-A15] Industrial Rollers 2.4.03 - Free your haulers!
Post by: Reyghel on November 25, 2018, 09:25:23 PM
Thank you very much for creating this wonderful mod. I am still a rookie in the game, but this will help my colonists to prosper and grow, to become a great colony and escape the planet. I will name one of my colonists in his honor.
Title: Re: [1.0][B19-A15] Industrial Rollers 2.4.03 - Free your haulers!
Post by: Sandy on December 03, 2018, 01:13:33 AM
Hi. Awesome mod. Thanks.

Can u upgrade it to TRAINS?
Thx in advance.
Title: Re: [1.0][B19-A15] Industrial Rollers 2.4.03 - Free your haulers!
Post by: mangalores on January 04, 2019, 04:13:05 PM
Quote from: viperwasp on October 23, 2018, 02:30:05 AM
Does anyone know if this mod works for Hydroponics? Like taking crops from them like how they would a field?

They don't work with hydroponics. What you can do is put storage with the same settings and priority in or near your hydroponics and have a puller empty it onto your rollers to your target storage (e.g. barn/freezer). Pawns will use the closer storage, it will be emptied by your puller and as priority is the same they won't refill it if your target storages aren't full. I have six hydroponic bays running like it and while not as fast as emptying a growth zone it allows pawns to skip a lot of walking time.

Possibly it would be even a tad less exploitative if that behavior were the norm about it. :)
Title: Re: [1.0][B19-A15] Industrial Rollers 2.4.03 - Free your haulers!
Post by: Canute on January 05, 2019, 03:38:12 AM
I would use the
Cultivator Tools from Project RimFactory
https://ludeon.com/forums/index.php?topic=30813.msg378562#msg378562
They only work on regular growing zones (so far i remember), but the tools auto. harvest the stuff and put it on a output field.
And this output field you can use for the puller to put it on the belt system.
Together with some farming mod (Vegetable garden) and extra sprinkler from Dub's hygiene you can have a good growing speed.
Title: Re: [1.0][B19-A15] Industrial Rollers 2.4.03 - Free your haulers!
Post by: Mosart on March 09, 2019, 08:11:03 AM
I used them at a18. But rollers made too much trouble for game perfomance. Are that problem fixed at 1.0?
I really loved industrial rollers. But it's impossible to use in late game while they doing so big perfomance leak.
Title: Re: [1.0][B19-A15] Industrial Rollers 2.4.03 - Free your haulers!
Post by: monshoot on March 12, 2019, 04:30:33 AM
Hello historic, thanks for this mod, i play with it for one month without issue, however since yesterday I have a problem (i added the mod allow tools),  crops on the rollers are now unforbiden, my haulers take them, it's quite annoying, I tried to change the position of the mod but still not working, I tried to uninstall and install the mod again , i removed allow tools mod but doesn't work, can you help me please?
Title: Re: [1.0][B19-A15] Industrial Rollers 2.4.03 - Free your haulers!
Post by: Lupin III on March 25, 2019, 12:37:43 PM
Quote from: monshoot on March 12, 2019, 04:30:33 AM
however since yesterday I have a problem (i added the mod allow tools)
I am using rollers and allow tool at the same time without problem. I think you need to search elsewhere for the problem.
Title: Re: [1.1-1.0][B19-A15] Industrial Rollers 2.5.0 - Free your haulers!
Post by: historic_os on March 10, 2020, 07:14:23 PM
Hey guys! It's been a while!

Update - Version 2.5.0
RimWorld 1.1 Update (DL link in main post)
- Updated the mod for RimWorld 1.1
- You can now change the max distance between two connected underground belts in game options.
While I still recommend using the default 6 cell distance balance, you may extend or shorten it in the mod settings.
Title: Re: [1.1-A15] Industrial Rollers 2.5.0 - Free your haulers!
Post by: Canute on March 11, 2020, 04:04:02 AM
And now it roll again !! Thanks ! :-)

Not sure if i asked this before.
What do you think about some teleport belt's as hightech underground belts ?
Need an extra research and pretty high energy cost.
Title: Re: [1.1-A15] Industrial Rollers 2.5.0 - Free your haulers!
Post by: lunaticneko on March 11, 2020, 09:53:10 PM
I really, really missed this mod. Welcome back to my modlist :)
Title: Re: [1.1-A15] Industrial Rollers 2.5.0 - Free your haulers!
Post by: LWM on March 15, 2020, 02:33:57 PM
I have several reports that Industrial Rollers do not work with Deep Storage (or probably Extended Storage).

We both of us use Building_Storage (or a subclass) for each storage building, but have somehow modified things so that we can have more than one stack/item in each cell.

It looks like you are doing some sort of internal check if there is space to put the next thing on the belt into the Building_Storage (zone, etc?)  You might consider checking NoStorageBlockersIn (which should work seamlessly with my mod), or, if you want to be able to fill partially-full stacks, Mehni worked out a way to do that for Pick Up and Haul that could be used here too.

Let me know if you need anything.

--LWM

ps - in the event anything happens to you, or if you just lose interest in RimWorld, people would be able to continue working with your mod into the future if you were to release source under some sort of license - it could even be "This code switches to CC's Attribution-NC-ShareAlike if I haven't been heard from in a year"  Having the code released somewhere also makes debugging compatibility easier  ;D
Title: Re: [1.1-A15] Industrial Rollers 2.5.0 - Free your haulers!
Post by: phuhque on March 22, 2020, 02:13:35 PM
Any chance on a Github download option?  I don't use Steam for this game, and really don't have a lot of trust in other Cloud storage locations.  Everyone has access to Github, not so much for Dropbox, steam, or mediafire.
Title: Re: [1.1-A15] Industrial Rollers 2.5.0 - Free your haulers!
Post by: Waras on December 26, 2020, 01:15:58 PM
Any Way to use this for 1.2 or any equivalent mod? or any updates? or its long forgotten?
Title: Re: [1.1-A15] Industrial Rollers 2.5.0 - Free your haulers!
Post by: Canute on December 26, 2020, 01:59:32 PM
Look for Rimfactory on the workshop, i didn't checked it myself but that mod got the rollers included i read at the comments.
Title: Re: [1.1-A15] Industrial Rollers 2.5.0 - Free your haulers!
Post by: Waras on December 27, 2020, 04:29:49 AM
Actually this one is still working on 1.2, no bugs or errors so far, even if it shows yellow, as for Rimfactory, I don't want another factory mod as I already have one.
Title: Re: [1.1-A15] Industrial Rollers 2.5.0 - Free your haulers!
Post by: Patrick on December 28, 2020, 10:48:41 AM
Patiently waiting for a 1.2 update :)
Title: Re: [1.2-A15] Industrial Rollers 2.5.0 - Free your haulers!
Post by: historic_os on January 12, 2021, 08:15:27 PM
Updated to 1.2
No actual changes made to the mod.
Title: Re: [1.1-A15] Industrial Rollers 2.5.0 - Free your haulers!
Post by: LWM on April 18, 2021, 07:23:15 PM
Quote from: Waras on December 27, 2020, 04:29:49 AM
Actually this one is still working on 1.2, no bugs or errors so far, even if it shows yellow, as for Rimfactory, I don't want another factory mod as I already have one.
There's also Project RimFactory Lite, which is only conveyors/splitters/etc I think?  So, not a full factory mod.  I have Deep Storage working with PRF!

We found a (somewhat) easy approach to using Deep Storage with the belts; it should be doable with IR if the author would like to use it.
Title: Re: [1.2-A15] Industrial Rollers 2.5.0 - Free your haulers!
Post by: EVERYNAMEISUNAVAILABLE on May 15, 2021, 04:38:44 AM
there's a large bug that fucks up your TPS when using this mod
reply if you're still updating the mod
Title: Re: [1.2-A15] Industrial Rollers 2.5.0 - Free your haulers!
Post by: historic_os on July 09, 2021, 07:27:12 PM
Works with 1.3.
I pushed an update on steam. If you use manual download - just use the last version. It still works in 1.3 even if shown as "outdated".
Title: Re: [1.3-A15] Industrial Rollers 2.5.0 - Free your haulers!
Post by: Neros on July 25, 2021, 09:24:28 AM
Using the version for 1.3. I can't seem to set a destination stockpile.