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

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

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mujina

I cant workout why, but this isn't working for me at all - ive unloaded every mod, restarted the game, loaded just the main mod (tried including the others also), restarted the game and then created a new world and colony - and it still isn't working for me. any ideas? :(

mujina

Ah im an idiot, I didn't take the mod folder, out of the extracted folder

1000101

There's been a lot of discussion on the RimWorld modding slackshat about components and cost.  It's a tough thing to balance as to be consistent with the rest of the game, belts should use components.  The issue as you pointed out is the cost of components and how long it takes to be able to make them.

I would recommend using the Cheaper Components mod to reduce the material (steel) cost of components.  It's still a bit of a "late game" option, but it will help.

Don't forget to trade with any trader that comes as they may have components and disassemble fallen ship parts for components too.
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Rock5

I agree, the standard belts shouldn't have components. It would be too expensive like that. Not everything in the vanilla game that could have components has them. And the fact that you suggest using Cheaper Components proves the point. In other words you can't use your mod without using another mod to compensate for the high cost of components.
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1000101

Alright, I'll remove the component requirements for "basic" belt sections.  Belt sections which perform more work than simple moving items will still have a component requirement, however.

Basic Components

  • Belt (10 steel)
  • Curved Belt (10 steel)
  • Loader (10 steel)
  • Unloader (10 steel)
  • Merger (10 steel)
  • Splitter (15 steel)
  • Underground Belt (20 steel)

Advanced Components

  • Selector (10 steel, 1 component)
  • Undertaker (20 steel, 2 components)
  • Teleporter (50 steel, 25 plasteel, 3 components)
  • Reciever (50 steel, 25 plasteel, 3 components)

If anyone has suggestions other than those outlined above, please give give feedback, we are always looking to keep out customers happy.
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1000101

There are a number of issues in that log file.

Can you reproduce the error with just A2B as the only mod enabled (aside from Core, of course)?

I can't seem to reproduce that error, but at the same time, I have removed mods from my own load which have errors that I can't correct directly (such as AutoEquip).
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1000101

Just to clarify, if the undertaker hasn't yet detected or been forced into it's operational mode, then it disappears on load?

I have a different bug which is fixed and I'm surprised nobody noticed (stacks dropped will be completely used, even if only part of the stack is dropped).

I'd like to confirm and fix this bug, however, before doing a bug-fix release.
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1000101

Unfortunately the component requirement is handled by the core "CompBreakdownable" even if the thing doesn't have any components in it's cost.

I'll see what I can do about this, however.
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Rock5

Not everything in the vanilla game breaks down. Maybe you should only set the parts that use components to be able to break down. I mean if you have even a medium sized conveyor belt system you probably have way more breakable parts than the whole rest of your map. It might balance things a bit to exclude normal belts, just so you're not getting breakdowns all the time.
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1000101

Ok, save bug fixed, now I just need to rebalance the breakdowns.

I think I will restrict them to just the belt sections which use components.
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1000101

The simple solution is...don't built surface belts outside.  Underground belts are already waterproof.  Build a small room for the loaders out by your fields and then user underground belts or the optional teleport/receiver pair to link back to your main network.
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A2Bcorp

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.

dj84722

#237
I found an interesting compatibility bug, if the glitter tech mod is placed below the A2B: conveyor belts mod, it causes both placed and map generated walls to have a power toggle button on them and make them able to have breakdowns

Because of how close those 2 mods were in close my mod order i was able to swap them without any issues in my current save, i don't know what will happen if they are far apart

I saved while one of my colonists was replacing a component in a wood wall, when i loaded it he was still trying to repair it even though there was no breakdown anymore, drafting and undrafting him fixed that

1000101

A2B doesn't change any core assets, especially walls or the like.  It obviously makes reference to core assets (steel, plasteel, components) but changes no core defs or classes.

Does this only happen with Glittertech?  Does it happen with any other mod?  Can it be reproduced with one mod alone?  Was this on an existing save?  Does it happen on a new world+colony?
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dj84722

#239
Quote from: 1000101 on May 11, 2016, 02:30:08 PM
A2B doesn't change any core assets, especially walls or the like.  It obviously makes reference to core assets (steel, plasteel, components) but changes no core defs or classes.

Does this only happen with Glittertech?  Does it happen with any other mod?  Can it be reproduced with one mod alone?  Was this on an existing save?  Does it happen on a new world+colony?

this was happening on new colony which has about 100 mods active, i had the same versions of glitter tech and a2b active before but with this new colony there was a load of new mods so i rebuilt my mod order.

i narrowed it down to a2b and glitter tech, i created a new colony with each mod change

the bug still occurred with this mod order, when i placed glitter tech above a2b it was fixed and removing either one also got rid of the bug

    <li>Core</li>
    <li>Community Core Library</li>
    <li>RW_A2B</li>
    <li>RW_A2B_Selector</li>
    <li>RW_A2B_Teleport</li>
    <li>GlitterTech</li>

edit:map generated walls won't display the power button till you claim them but they can still suffer from breakdowns