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#31
Quote from: nuschler22 on December 29, 2014, 08:27:10 AM
Power needed, 45, transporter and 20, receiver.

This is the correct amount of power required by the teleporter (it varies with distance) which means it has found the receiver (i.e. the receiver was detected to be in the correct orientation at the correct distance). I tried re-building your setup, and it works fine for me. I really have no clue what is going on here. Another suggestion could be to build a teleporter+receiver pair rotated by 90deg or 180deg and see if these work better. Restarting a world is also a good idea. Do you have any other mod turned on ?

Quote from: millenium on December 29, 2014, 11:05:15 AM
question can a single receiver hook up with multiple teleporters think i saw a yes but just want to confirm.
Yes, it 'should' work fine. Only limited testing was done in this direction, but it will work. Note that you may get overlapping transport beam so that items will look weird on the receiver pad, but will behave again afterwards. Our engineers are working on making these behave nicer.

Quote from: millenium on December 29, 2014, 11:05:15 AM
theres an issue with the angle blocks only sending items in one direction no matter how i feed items into it.
Again, that isn't much of a bug report to debug ... screenshots and more details would help a lot. But a wild guess for now: have you tried rotating them in the correct orientation ?

Quote from: millenium on December 29, 2014, 11:05:15 AM
theres also an issue with the selector block only going in one direction feed bottom left output up right. i also need on some builds feed bottom right output top left. it something i can work around but it takes up a bit of space.
Again, what about a) rotating the selector and b) changing the output line from 2 to 1 (via the selection menu) ?
#32
Alright, this is indeed the correct setup. So the fact that it doesn't work is puzzling. Without any error message, it is somewhat hard to diagnose this just like that. Can you confirm that you are using v0.8.0 of the mod ? Which version did you get (with or without source) ? Which element did you build first : the receiver or the teleporter (i.e. which one was actually constructed first) ?

If you are willing to do some more tests, it would be interesting:
1) to check what power requirement is listed in the teleporter panel
2) to unbuild the receiver and rebuild it at the exact same location
3) to unbuild the receiver and rebuild it one step further

Also, do you happen to have another receiver with the correct orientation further down the line ?


#33
Quote from: nuschler22 on December 28, 2014, 05:20:00 PM
I have it set up exactly as shown.   

Teleporter
V
00
0 (Red)
Receiver
0 (Green)
00
Link
V
Unloader

Ideas?

Are the '0' marking the physical sizes of the elements ? Then it looks like your receiver is in the wrong direction ... The 'green' zone must be located towards the receiver, with the belt going out away from it (i.e. rotate by 90 deg. from the current set-up). Attaching a screenshot to the post would help clarifying the setup ...
#34
Quote from: harpo99999 on December 27, 2014, 04:27:32 AM
my wild guess is that it is related to the new variations of rock chunks for the different rock types

Yes, that would make sense. Rock chunks and slags always were a bit different than the rest, so this is most likely the cause of the error message. I suspect that the 'haulable' property has been altered somehow ...

Quote from: PapaDookie on December 27, 2014, 04:46:02 AM
i'm having an issue with the bends in the conveyors. nothing wants to move past a bend. am i doing something majorly wrong by rotating them so they look like the curve is going the right way or something ?

Curves do not 'initialize' themselves - they get the direction to which to send items from the previous element feeding it. Provided that the curve is in the good orientation, and that the feeding belt is correctly connected, it should all work fine. If the items stop half-way on the curve, then your problem lies with the connection after the curve (either wrong alignment or something alike). A screenshot could help diagnose the issue better.

Quote from: Katamari on December 27, 2014, 01:24:08 PM
All it is is a loader, one straight (through a wall), and an unloader, but items just sit on the loader and don't move...

I had this happening once, but was unable to diagnose/reproduce since then. Not sure what the problem is, so I call this a 'feature' of the mod, rather than a proper bug. Your loader got stuck (probably some dust on the sensors). Turn it off - that will free the stuck item. Get a colonist to take it away, then turn the loader on, and see if it works. If not, then "your colonists must have messed up the wire polarization when assembling the loader", and it is now faulty. Deconstruct it, rebuild another one, and see if it works better.

Hope that helps ! Let me know how things work out ....
#35
Quote from: harpo99999 on December 23, 2014, 05:31:55 AM
noone, I am also getting a large number of errors in the log from chunks on the belts
one of the MANY thousands of similar error messages is (copied directly from the log)
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
Holder of ChunkGranite710455 has null owner.

Hum, thanks for the bug report, much appreciated. I'll add this to my to-do list. Not sure when I'll get time to look at it in detail, but I added it to the Github issues so as to not forget it. Can you confirm that this is a 'silent' error, i.e. the error log does not pop open on its own ?

EDIT: added the direct link to the issue tracker on Github to the main post: https://github.com/noone57/RW_A2B/issues
Offered the glory and fame (possibly but not certainly) resulting from being added to the mod contributors' list to anyone helping implement/solve any bug listed there  :)
#36
Quote from: Mikhail Reign on December 16, 2014, 10:38:37 PM
Do conveyor belts count as walls?

Well, they support roofs, so, I guess they sort of count as walls ... :) This being said I don't really know their thermal insulation level - no idea whether they would leak heat or not. Haven't had much time to test these things yet ...
#37
Updated to Alpha 8 and added the long range teleportation modifications of FredrikLH. It'll increase the power consumption of the teleporter linearly as a function of the teleportation distance, and you still need the receiver to be aligned with the teleporter, but you are now free to teleport items over thick walls, wide paths, etc ...

All credits to FredrikLH for this update !
#38
@ FredrikLH,

That sounds like a very sensible update. If you want, you could submit a pull request on Github, as I'd be happy to include it in the main mod (and of course add you to the contributor list on post #1).  But in any case, you're free to share your update with anyone and advertise it here if you like (although if you decide to bridge off the mod, I'd suggest a dedicated post - although I'd certainly hope you'd rather merge than split ;) ).

Also, it would be nice if the teleporter uses more electricity if they have to teleport further. Say, have a base consumption and then an extra amount that scales with distance. Ideally, I'd have the teleporter consume more than a straight belt to make teleporters (and large gaps) valuable devices (rather than simply use them everywhere).

@ Iwillbenicetou

Yes, Teleporters and receivers will short-circuit in the rain. Water doesn't mix well with their lasers. Not sure what you mean by 'rotator', as there's no such thing in the A2B mod. Do you mean "curve" or "selector" ?
#39
How is this different from the selector (other than not having an un-used exit) ? There's already so many items that I am reluctant to add anything else that is redundant, simply because it'll be a mess otherwise ...
#40
You can use the selector to merge two belt lines in one. Did you have something else in mind ?
#41
Hey, this is cool. It would indeed be a great complement to the A2B conveyor belts - I'd keep the '1-step' teleporter in there as a cheap way to get by, but now people that want to by-pass larger walls/ structure will get the chance to do that as well (I had some requests in that direction).

Haven't got time to test compatibility right now, but if these are just 'storage' spaces, the A2B unloaders should work fine. And if they don't, we should make sure they do ;)
#42
Hey mipen,

Cool droids ! Just added your mod to the main A2B post on the first page. Cheers !
#43
Hey Vas,

These are good suggestions. I would definitely give it a go - but I have no time at the moment, and I am unlikely to get much of it anytime soon. If anyone reads this and feels like making a pull request on Github (for either suggestions or both) I'd include these modifications right away ... but I won't be able to implement them myself right away unfortunately.




#44
The selector is what you seek. It has two possible entry points (black arrows) - then simply allow 'all' items (to go along direction 1) or forbid 'all' items (to go along direction 2). Hope that helps.
#45
Quote from: Pear on November 11, 2014, 05:41:56 PM
Did you get a chance to look into the bug I was having?

Not yet, unfortunately. It's been rather busy for me recently ... have you found more clues about what may be going wrong on your end ?