[A13] A2B: conveyor belts & co. [v0.13.2]

Started by A2Bcorp, February 21, 2015, 01:23:14 AM

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1000101

Yeah, just simply corner when appropriate.  I'll see what can be done.
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SteelRev

will this A11b version work with the A11a game version? not all the mods i'm using are updated yet and there is no link for the A11a version of this mod.

1000101

#137
Quote from: SteelRevwill this A11b version work with the A11a game version? not all the mods i'm using are updated yet and there is no link for the A11a version of this mod.

When on github, select Tags instead of Releases.

Be aware when using an earlier release, you may experience bugs which have been fixed since.
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

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SteelRev

#138
Thanks Binary, I had never used github before.

EDIT:
Why is this rice stuck??
it won't move down the line, it was the first item put there.


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hairlessOrphan

Quote from: SteelRev on July 12, 2015, 03:01:35 PM
Why is this rice stuck??
it won't move down the line, it was the first item put there.

Did you build the underground conveyor under that wall? It looks like that's what's missing, but I can't tell with the wall in the way.

1000101

Quote from: hairlessOrphan on July 13, 2015, 09:54:18 AM
Quote from: SteelRev on July 12, 2015, 03:01:35 PM
Why is this rice stuck??
it won't move down the line, it was the first item put there.

Did you build the underground conveyor under that wall? It looks like that's what's missing, but I can't tell with the wall in the way.

Yes, the slide not using power and showing the "I lack power" icon is a dead give away that there is a missing undercover between the slide and lift under that wall stub.
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

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SteelRev

nope, there is an undercover under the wall. original setup i made had them going all the way to food storage but the belts under the storage wall were frezzing up in the -50f temp. I noticed after i made the post that the no power thing was a bug patched between A11a and A11b versions of the mod. a bit disappointing while i wait for my other mods to be updated to 11b

1000101

If you plan on playing on very cold biomes, you may want to look into Mods/RW_A2B/Defs/A2BDataDefs/A2BData.xml at the temperature stuff.
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Kulac


1000101

That's great!

It's better to do a pull/push requests on the github repositories though, then we can include changes directly.
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

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1000101

A2B v0.11.3 Test Release
Built against RimWorld Alpha 11b

This has not been pushed to github yet and right now is in my dropbox.  This is to let people test the new functionality of the underground system and alert me if it's not save compatible.

Changes:
  • Undercovers can path!  Cornering, crossovers, splitting, merging!
  • You can remove the cover from undercover components.  This will (a) help you with setting up your undercover belt network and (b) let you recover things from undercover belts if they lose power.
    Notes:
    • Belts with covers toggled off will incur a movement penalty to pawns crossing them.
    • Covers can not be removed if the belt is under anything (wall, work table, etc).
    • Toggling covers is a "flick" job. Further plant-cutting, hauling and cleaning jobs will automagically be issued to clear the area before a cover can be toggled.
  • Covers are destoyable!  If a cover is destoyed toggling the cover on will create a blueprint to build a new one (you get the initial cover with the belt itself).
  • A2B research no longer has a "load game delay."  On game load, research will apply instantly as it should.

The official update to v0.11.3 will be built against the latest RW update (currently 11d).

Downloads
Core v0.11.3 no source
Selector v0.11.3 no source
Teleport v0.11.3 no source
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

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sagitarius_2k

Hello

I am using this, but it occored in loop.

So, i built loader, and unloader directly to warehouse. The problem is, everytime the stuff get to WH, some one will out it again at loader, so the loop happen.

1. Colonist name A put bodies at loader.
2. Loader proceed it.
3 The come to unloader directly to WH.
4. Stuff get sorted buy someone on there.
5. Someone take other bodies in WH, the dump again at loader in 1 step.

I built, loader have higher priority that warehouse.

So, any ting wrong with my setup?

donoya

     I realize that you don't want to make this a big mod, but I would like for the belts to have some way of automatically crafting. Maybe make an expensive item that you place in the work spot for the bench and it will slowly craft stuff that you have ordered to be crafted in that workbench. The only alternative method that I can think of is to make an assembling plant for each workbench or- if that's too overpowered or difficult to code- one for each recipe. I personally think the first choice would be way easier. And if it uses a specific crafting level to determine the speed at which it crafts, I would imagine that it would be easy to add a configuration option for different users. Of course, the machine being able to be placed in a spot blocked by the crafting apparatus could be quite tricky to code, so if you can't do it, I don't blame you. I just really want to make a working factory, and I feel like since your mod already has the belts to automatically move things from machine to machine, it should also have a way to use them, too.

     Also on the suggestion list: crossover belts, stack seperators (which splits stacked items similar to how the splitter does except with one item on the belt being split up instead of one stack is sent one way while the other stack is sent the other way (this might already be what your splitter does as I haven't used them that much, in which case, make one that does what the other one doesn't)), stack combiners (which stops one stack and waits for another of the same kind to arrive (in the event that two different items show up, make it unstop the first one and instead stop the second one)), a whitelist belt which stops when the specified item is not detected, and a blacklist belt which allows everything but the specified item through. Also, a variant of your belts that automatically stop consuming power when an item is not currently being transported would be nice, too.

     Sorry for the length of this post. I just wanted to get my ideas out there and hopefully make some of them a reality.

1000101

You can do direct cross-throughs with underground belts, surface belts you can cross-under with an underground belt.

The merging of item stacks on belts is something which has been in the back of our minds (noone, TehJoes and my own) for a while but is a low priority.  It's something that will "one day" get implemented though.  :P

As to everything else, those would be good as separate add-on mods.  A2B is about conveying goods, not production but those are some good ideas.  :)
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

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donoya

Quote from: 1000101 on August 06, 2015, 03:20:38 PM
You can do direct cross-throughs with underground belts, surface belts you can cross-under with an underground belt.

The merging of item stacks on belts is something which has been in the back of our minds (noone, TehJoes and my own) for a while but is a low priority.  It's something that will "one day" get implemented though.  :P

As to everything else, those would be good as separate add-on mods.  A2B is about conveying goods, not production but those are some good ideas.  :)

Well, it's good to know that at least some of my ideas will be implemented. Is there any specific individuals who might be able to make specified production machine a reality? It's kind-of hard to tell if the "addons" are only made by you and your team, or if anyone is able to make an addon for your mod. Should I just ask anyone willing to do it on the mod request forum, or should I ask someone specific (such as yourself) via private message(if that's even a thing here)?