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Messages - A2Bcorp

#1
v0.13.2 - Less Breakdowns & Small Bug-fixes

This builds against RimWorld Alpha 13 (build 1135)

[changes]
  • Only belt sections which require "components" can breakdown

[fixes]
  • Underground belts "stalling" (if you see the "... to ...", the belt was stalled)
  • Items completely rotting are now properly removed from the belt
  • Partial stack drops would remove the whole stack

Just a warning, make sure any belts which are broken down are repaired before updating.  We're not sure what will happen with the CompBreakdownable being removed while a belt section is currently broken down.  Maybe nothing, maybe your colony exploding.
#2
Alpha 13 Update

This builds against RimWorld Alpha 13 (build 1135)

[adds]

  • Loader "overloading"
  • Stacks on can "roll forward"
  • Selectors can output directly to the floor/non-belts
  • Selectors can be programmed by stockpiles or any storage building they output to (on the "1" output)
  • "Low power mode" for belts which are not actively moving items
  • Surface belts are minifiable, no need to rebuild what you can just move!

[fixes]

  • Underground belts "no power on game load"
  • Undertakers disappearing when switching operational mode
#3
Mods / A2B Alpha 13 Changes Poll
April 01, 2016, 02:16:37 PM
Current A2B uses it's own xml def (A2BDataDef) to allow users and mod packers to tweak it's global settings.  These global settings allow various tweaks to it's responsiveness and how research interacts with it.  We are looking for feedback from A2B users as to how to move forward with the mod for the next release.
#4
Outdated / Re: [A12d] A2B: conveyor belts & co. [v0.12.1]
September 08, 2015, 07:20:17 AM
Alpha 12d Update & Unloader Fix

This builds against RimWorld Alpha 12d.

Issue #47 is now resolved.
#5
Outdated / Re: [A12c] A2B: conveyor belts & co. [v0.12.0b]
September 06, 2015, 10:22:27 AM
v0.12.0b - Research Fix

This is just a fix for bad edits.

Affects core mod and teleporter add-on.
#6
Quote from: 686d7066 on August 28, 2015, 01:33:18 PM
I´ve sent a Pull-Request on GitHub for a fixed version for Alpha 12. Hope I used the correct branch (development) for those changes.

Indeed that is the correct channel to submit changes, patches or updates.  We appreciate you doing this but our team was already hard at work.  :)

That being said...

Alpha 12 Update!

All parts of the mod (core and add-ons) are updated to Alpha 12c!  This update adds the features described in the v0.11.3 Testing Release.
#7
v0.11.2:  Alpha 11b Update

This optimizes and addresses issues with the underground components, including fixing the slide power issue.

Also adds French translation by kaptain-kavern.
#8
Major Update v0.11.1

Our team of engineers have worked hard to optimize the core and overhaul the teleporters!

Teleportation is not limited to a straight line anymore.  Assign your teleporter and receivers wireless network channels and they can go anywhere.  Not enough channels available?  Research is available to expand on your teleports capabilities and reliability!
#9
Alpha 11 is ready!

Teleporter/receiver form their own add-on now.  Don't worry about the graphic glitch with them, that will be fixed.  It's just a visual anomaly, the components themselves work fine.

People seem to be on the fence about the power transmission issue.  Nothing on that front will change right now and if it does, it will be in Alpha 12.  If you have an opinion on the subject, please feel free to share it and discuss it.

A2B is committed to bringing you the tools you need to build a successful colony.  As such, we want feedback from our users on how to improve our products.
#10
It will come.

;D
#11
Thanks for the link, Ninefinger. Any help is always very appreciated.

Although if anyone manages to update the mod faster than we do, why not email it to us first via pm so we can use it to create the official release faster - without confusing the mod users with official and non official updates ?

Please (please!) don't take this as an angry/negative/sarcastic comment - we at A2B are certainly glad to see the mod being updated and used and shared ! But we are also very happy to get help via Github or pm to speed things up and make things better - this is why the A2B corporation was set up in the first place: to ensure that the mod does not rest with a single user, but keeps living and evolving beyond us all ! And so we're always looking for new contributors to join us on Github - be it for one alpha update, or for longer endeavors !

As 1000101 wrote above:
Quote from: 1000101 on June 16, 2015, 11:58:47 AM
it's 99.9% ready, it's the 0.1% that has been holding it back for a couple days now.

Basically, we have a small visual glitch, but the official A11 version should come out very soon. This update will contain good things here and there, and teleporters+receivers will now form their own "extension" to the base mod (alongside the expanded Selectors extension). More details when the release actually happen.
#12
We at A2B are pleased to announce the pre-release of v0.10.1 of the mod, introducing underground belts !

These much awaited and much requested belt elements will allow you to send items underground for a while (straight lines only !). The new 'Undertaker' and 'Undercover' pairs are intended as replacement for the Teleporter and Receiver pairs. Both systems are present in v0.10.1, but our teleportation system will be retired in the next release.

v0.10.1 is tagged as a pre-release, because the underground transport time is at present incorrect (i.e. fixed, no matter how long the underground stretch is). We are working hard on fixing this, but this process is taking more time than anticipated. Nonetheless, the mod is fully usable and should not give rise to any issue (restarting a game is probably required). As usual please report all issues on this list.

Final note to existing mod users: a pair of 'Undertaker' MUST be connected by a series of 'Undercover' element at every location between them. These can be build almost anywhere, and under existing buildings, walls, etc ...  But unlike teleporters, you won't be able to ship items under mountains anymore !
#13
Mods / Meanwhile in Russia ...
April 27, 2015, 05:20:18 AM
So, our legal department at A2B stumbled on this ...
http://rimworld.ru/mods/a2b-conveyor-belts-0.10.0

Obviously, we at A2B are more than happy to see our products expand beyond the reach of our linguistic abilities. This being said, we would certainly also welcome the direct inclusion of the translation inside the core mod itself. That's precisely why we're a Github organization, after all. Which of course goes for any language out there ! So, by all means, if you feel like A2B ought to be translated into something else, get in touch. :)


#14
Thanks for that feedback, much appreciated.

The Selector was made symmetric recently in the wake of including symmetric Splitter and Mergers. Some users were highly in favor of a symmetric Selector because it would give them more freedom in their design.

We still maintain that in the current state of affairs, the "old Selector" would be equivalent to a Merger+ New Selector together, with two inputs connected to the merger, and only 2 exits connected to the Selector. So, your 2x3 blocks example could still be build as a 2x4 blocks (with an additional straight belt between the two top left blocks).

This being said:
- The selector is binary (items can be selected or not), hence only two exists are warranted.
- Having the exits back-to-back is probably not the best (as you say), given that belts "usually" flow in one global direction (rather than meet head-on).
- Having two "2" exists offers possibly more flexibility, but this is technically the role of the Splitter.
- We don't like un-happy people. There will always be unhappy people, it's just a matter of minimizing their number ;)

Long-story short, we at A2B are now leaning towards reverting back to the old Selector (2 in's+2 out's). While both designs can be "recovered" in both cases by combining different blocks, an additional "input" seems useful in more cases than an additional "2" exit would be. Especially as the old Selector still was suitable for splitting-off to the left or two the right (either by selecting all-minus-one-item, or one-item-only).

If anyone else vividly disagrees with reverting to non-symmetric selector, raise your voice ! Otherwise, we will go ahead with the downgrade in the next release - that should also include undergound belts (these will eventually replace the teleporters/receiver pairs, but will be introduced along-side them first because they are not perfect just yet) !



#15
Interesting. Could you explain why the old design was better for your belt system ?

You ought to be able to replicate it by adding a merger just before the Selector, and only connect one of the Selector exit (if only one is available, all items will go there). Same effect as the old Selector, but in a 2x1 structure.