[1.5] RT Mods - expansion o'clock again (2024-04-20)

Started by Ratys, March 07, 2015, 05:23:09 PM

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1000101

Loving the storage mod but I also am having the relay issue - that is - some relays do their job and some don't.  Save/Load and "soft" reset (changing storage item/connected quantum warehouse/power toggle) don't fix it.  It seems to only happen when the quantum warehouse has more than four items in a given cell (ie, after upgrade research) and it has more than one type of item in the same cell (ie, steel and plasteel) but if it has one item (steel or plasteel) it works fine.  Other than that I can't determine where the fault lies nor can I provide a sure way to reproduce the error.

I have found that sometimes the enumeration functions sometimes lie about cell contents and for my own personal mods I've had to resort to manually iterating the cell contents.  For example, using an enumerator to return ThingsWithComps will not return Meals despite the Meals class inheriting ThingWithComps and being a valid object to return as a ThingWithComps.
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Ratys

Quote from: nmid on June 06, 2015, 01:01:29 AM
Quantum storage is one of the best MM-reducing mods ever and which let us get down to actually enjoying the game..
I came across this in the Overhaul Mod pack, then followed it back to the SCA thread and finally here.

Thank you so much for the concept and coding the mod.

Just a small observation, be careful when placing QS next to a production table. When making a complex recipe which uses 2 or more items, the QS has a high chance of sucking up the items before you can start work on the recipe.
The QS (Quantum Stockpiles) ideally shouldn't take things from the table space of production tables.

(The other MM reducing mods that I love? - Edb prepare carefully, Edb interface, PSI, AutoHuntBeacon, FastFloors .. and VeinMiner being an honorable mention).

Glad you like it. Yes, there are some oversights with stockpiles and relays being too grabby, most of them are patched up and ready to go once I bust that elusive relay bug.

Quote from: magei on June 07, 2015, 09:53:59 AM
I believe your Quantum Stockpiles do create alot of lag, Not all the time, I'll explain my test:

They are causing lag, no doubt about it, simply because it's quite a few calculations to shift items around like they do. In my tests it wasn't noticable except on highest speeds for truly humongous setups, along the lines of 8x8 field of 2x2 stockpiles.

Quote from: magei on June 07, 2015, 09:53:59 AM
Any way to optimize QS's as I really like the stacking ability but hate the lag as I always run on speed 3?

Probably, but not likely. I'm skipping enough cycles as it is, any more and they would quite visibly slow down. If I ever get around to creating a mod-wide config I'll put a few speed options there.

Quote from: magei on June 07, 2015, 09:53:59 AM
EDIT: Adding a Quantum Warehouse pretty much deletes the lag altogether!

Huh, neat. Try running the same test without a warehouse and without researching self-defrag, if possible. Warehouse forcibly turns off self-defrag for curated stockpiles, so this miraculous lag deletion is likely caused by that. Might have to look at that function then.

Quote from: 1000101 on June 07, 2015, 02:13:16 PM
Loving the storage mod but I also am having the relay issue - that is - some relays do their job and some don't.  Save/Load and "soft" reset (changing storage item/connected quantum warehouse/power toggle) don't fix it.  It seems to only happen when the quantum warehouse has more than four items in a given cell (ie, after upgrade research) and it has more than one type of item in the same cell (ie, steel and plasteel) but if it has one item (steel or plasteel) it works fine.  Other than that I can't determine where the fault lies nor can I provide a sure way to reproduce the error.

I have found that sometimes the enumeration functions sometimes lie about cell contents and for my own personal mods I've had to resort to manually iterating the cell contents.  For example, using an enumerator to return ThingsWithComps will not return Meals despite the Meals class inheriting ThingWithComps and being a valid object to return as a ThingWithComps.

... This is priceless, both parts. Thank you! Finally, concrete stuff, even if I can't reproduce it I can apply a blind fix - because I know exactly where to slap it on.

Flaxarn

Im glad someone else can explain better than me :) didnt think about if the item i wanted drawn was showing on top of the warehouse but after i tried with just 1 stockpile conneted tto1 qs and 1 qw, having a "couple" simple meal and lavish meals connected o 1 relay each, the lavish wouldnt go through to the relay when i only saw simple meals on top and vice versa.
Hope this help some more

MsMeiriona

This is the last of my essentials that needs to be updated for 11. Then I can squee in peace.

nmid

Yes please.. I really want the Quantum Stockpiles again!!!
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. StorymasterQ

glyph


Ratys

Quote from: nmid on June 16, 2015, 02:30:02 AM
Yes please.. I really want the Quantum Stockpiles again!!!

Don't worry, it's coming. Hoping to roll updates out before weekend.

Quote from: glyph on June 16, 2015, 04:07:12 AM
Does the fuse mod work on Alpha 11?

No. At least, it shouldn't. But, you know, weirder stuff happens.

nmid

I like how this game can result in quotes that would be quite unnerving when said in public, out of context. StorymasterQ

Ratys

Quote from: nmid on June 16, 2015, 02:16:08 PM
cool... I'll wait on starting my A11 colony then :)

You don't have to wait - my mods are guaranteed to work plug'n'play, meaning you can add them into an ongoing game without any problems or additional setup whatsoever, it'll just work. I've spent a good deal of time figuring this feature out when I was first starting on modding RimWorld, it's only fair that my mods should wield it.

Ratys

18.06.15 CHANGELOG:

  • RT Fusebox: updated to Alpha 11.
  • RT Storage: updated to Alpha 11, hopefully fixed that elusive issue with relays.
  • Updated Korean translations (thanks again Latta; could've sworn I did a silent update for them earlier).
  • Temporarily discontinued RT Neuromancy - relevant RimWorld code changes too much with each Alpha, I might revisit the idea later in the developement. Until then, it's up for grabs; source code can be found on my github.

LanMc

Hi, my name is Lan and I am a Rimworld addict...

Ninefinger

Getting this error when building the stockpiles relays and wharehouses

Exception in Tick (pawn=Min, job=FinishFrame A=Building_RTQuantumStockpileSmall_Frame58109): System.NullReferenceException: Object reference not set to an instance of an object

  at RTStorage.Utilities_RTStorage.RegisterQS (RTStorage.CompRTQuantumStockpile quantumStockpile, RimWorld.Zone_Stockpile zone) [0x00000] in <filename unknown>:0

  at RTStorage.CompRTQuantumStockpile.PostSpawnSetup () [0x00000] in <filename unknown>:0

  at Verse.ThingWithComps.SpawnSetup () [0x00000] in <filename unknown>:0

  at Verse.Building.SpawnSetup () [0x00000] in <filename unknown>:0

  at Verse.GenSpawn.Spawn (Verse.Thing newThing, IntVec3 loc, Rot4 rot) [0x00000] in <filename unknown>:0

  at RimWorld.Frame.CompleteConstruction () [0x00000] in <filename unknown>:0

  at RimWorld.JobDriver_ConstructFinishFrame+<MakeNewToils>c__Iterator1.<>m__7 () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0

Ratys

Quote from: Ninefinger on June 19, 2015, 11:32:40 PM
Getting this error when building the stockpiles relays and wharehouses

I'm going to need more specifics: does this happen consistently? What is exact sequence of actions you do that makes this happen? It's important.

EDIT: Nevermind, it's really that simple. Weird, something must've changed that I haven't caught, that shouldn't ever happen. I'll fix it in a few hours.

nmid

still on day 2.. plenty of time before I start building QW and relays...
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. StorymasterQ

Ratys

Heh, yeah... Sorry about that, folks! That's why playtesting things is important, and why I love feedback. Anyway:

20.06.15 CHANGELOG:

  • RT Storage: fixed an error when building (or loading a game with) stockpiles and warehouses not on storage zones.
  • RT Storage: handled a few cases when building warehouses, now it should be possible to build a warehouse first, then designate storage zone underneath it.
  • RT Storage: added a skip for non-warehouse-connected stockpiles, so that they don't try to find a warehouse in their zone quite as often, resulting in substantially less lag.