[1.4] RT Mods - it's just gonna keep happening innit (2022-10-21)

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

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Ratys

21.04.16 CHANGELOG:

  • Migrated to new release scheme, now downloaded archives are packed and stamped automatically by GitHub.
  • RT Fusebox split into and re-released as RT Fuse and RT Solar Flare Shield (with new art!).
  • RT Storage re-released as RT Quantum Storage, chunk silos are now an unlockable mode for any quantum stockpile, tech tree rebalance.
  • Major rewrites in defs across all mods, numerous small patches and fixes here and there.
  • Reset versioning, changelog.
THESE RELEASES ARE NOT INHERENTLY COMPATIBLE WITH OLD SAVES.
It could be possible to migrate saves if you deconstruct all instances of everything the mods add prior to updating. Yet still, there will be errors thrown in the console, if you can't parse them yourself or they are repeating - post them here for diagnosis and possible fix.

Whew. All in all, this update was truly an ordeal, but it's all for the better - my work here will be that much easier in the future. Pardon the dust. Expect new mods.

Commander Beanbag

Great work on the update!
I'm seemingly too late with my suggestion though.
I've added quantum refrigerators to my game using CCL's refrigerator comp. It seems like the sort of thing that belongs in this mod. Best used for teleporting hay to your barn.

Also, "qunatum" in the post title.

Arigas

Quote from: Ratys on April 21, 2016, 12:54:16 AM
THESE RELEASES ARE NOT INHERENTLY COMPATIBLE WITH OLD SAVES.
It could be possible to migrate saves if you deconstruct all instances of everything the mods add prior to updating. Yet still, there will be errors thrown in the console, if you can't parse them yourself or they are repeating - post them here for diagnosis and possible fix.
Assuming I get rid of any currently placed items, then the main things that could be left would be the research, am I correct?

Ratys

Quote from: Commander Beanbag on April 21, 2016, 04:08:08 AM
Great work on the update!
I'm seemingly too late with my suggestion though.
I've added quantum refrigerators to my game using CCL's refrigerator comp. It seems like the sort of thing that belongs in this mod. Best used for teleporting hay to your barn.
...

You're not late, I'm not stopping the developement of those in the least.

I was entertaining the idea of refrigerated relays (maybe stockpiles as well) for quite a while, always deemed it rather overpowered though. And I don't really want a hard dependency on CCL. There are ways to go about both of those, of course, they're just not high on the list of stuff I want to work on right now.

Quote from: Commander Beanbag on April 21, 2016, 04:08:08 AM
...
Also, "qunatum" in the post title.

Heh, yeah, out of all the things I could've screwed up thread title just had to be it.

Quote from: Arigas on April 21, 2016, 05:42:14 PM
Assuming I get rid of any currently placed items, then the main things that could be left would be the research, am I correct?

Yes, that's correct. Research projects do throw an error upon loading, but fix themselves with a save-load; you'll have to research them anew, naturally. Then, there's a possiblity of a MapComponent from RT Fusebox sticking around and I'm not sure the game will like loading without it, but either way it's easy to cut out of the save file. And it's best to completely restart the game after prepping the save for migration and changing the active mods to new versions, because RT Fusebox modifies a couple of core defs at runtime.

Arigas

Getting screwed by the map component for Fusebox. Sadly don't have time or the knowledge on how to remove it right now, so will have to wait until after work to try these out.

roy2x


dj84722

Quote from: roy2x on April 27, 2016, 04:00:54 AM
Can a quantum relay send items back to a stockpile?
yes they will transfer items from a stockpile adjacent the relay
you will have to make sure this adjacent stockpile is set to accept the same items as the connected stockpile and that the priority is the same on both ends

hoochy

Is it possible to add some sort of "Deep storage" to the quantum storage stuff? Placing something like the 'quantum' storage box but it only takes one item and then removes all the "stacks" that would exist otherwise. The reason I ask is it seems the more "Stacks" of items the game has to process, the laggier the game gets. By reducing the "stacks" into a single storage device I think it may help performance. So not actually "Hiding" stacks, but removing them and adding that stack to the "quantum deep storage" number. When someone wants a stack it goes to the building and pulls out a stack. So you create a stack to give to the pawn and decrease the number shown for that item in the building itself.

* You create the quantum deep storage building. Select the item you want it to deep store, for this example we shall do steel. The building shows the icon of the steel resource, and the number 0, to show it has no steel.
* A pawn delivers a stack of 75 steel to the building.
* The building then shows the number 75. So we know we have 75 steel in it.
* When a pawn wants steel, it will find the building like it would any storage area, go to it and then pull out the steel it wants, the number the building shows will decrease.

Ratys

Quote from: dj84722 on April 27, 2016, 04:11:32 AM
Quote from: roy2x on April 27, 2016, 04:00:54 AM
Can a quantum relay send items back to a stockpile?
yes they will transfer items from a stockpile adjacent the relay
you will have to make sure this adjacent stockpile is set to accept the same items as the connected stockpile and that the priority is the same on both ends

Partially correct. Adjacent stockpile doesn't have to accept all items the warehouse can, only those you want to send from that relay, and it's priority needs to be equal or lower to that of the warehouse.

Quote from: hoochy on April 27, 2016, 05:38:33 AM
Is it possible to add some sort of "Deep storage" to the quantum storage stuff? Placing something like the 'quantum' storage box but it only takes one item and then removes all the "stacks" that would exist otherwise. The reason I ask is it seems the more "Stacks" of items the game has to process, the laggier the game gets. By reducing the "stacks" into a single storage device I think it may help performance. So not actually "Hiding" stacks, but removing them and adding that stack to the "quantum deep storage" number. When someone wants a stack it goes to the building and pulls out a stack. So you create a stack to give to the pawn and decrease the number shown for that item in the building itself.

* You create the quantum deep storage building. Select the item you want it to deep store, for this example we shall do steel. The building shows the icon of the steel resource, and the number 0, to show it has no steel.
* A pawn delivers a stack of 75 steel to the building.
* The building then shows the number 75. So we know we have 75 steel in it.
* When a pawn wants steel, it will find the building like it would any storage area, go to it and then pull out the steel it wants, the number the building shows will decrease.

This would require coding special AI routines, and solving the stored-items-not-showing-up-in-sidebar-counts problem, which to my knowledge is the bane of all storage mods that attempt what you describe. My solution, the one the mod's built upon, is more or less an 'elegant hack'.

A compromise is possible, however: a while ago an idea resurfaced to have items combined into stacks higher than their normal limits, rather than just have several stacks in a single space. I dismissed it, because I did try it and found that pawns would just grab the entire stack of however many items are in it, and now it seems that a carry capacity check was implemented in the base game, solving the issue. I'll run some tests, if it's stable then I'll rewrite the defragmentation algorithms to make those mega-stacks.

hoochy

Quote from: Ratys on April 27, 2016, 06:22:25 AM
Quote from: dj84722 on April 27, 2016, 04:11:32 AM
Quote from: roy2x on April 27, 2016, 04:00:54 AM
Can a quantum relay send items back to a stockpile?
yes they will transfer items from a stockpile adjacent the relay
you will have to make sure this adjacent stockpile is set to accept the same items as the connected stockpile and that the priority is the same on both ends

Partially correct. Adjacent stockpile doesn't have to accept all items the warehouse can, only those you want to send from that relay, and it's priority needs to be equal or lower to that of the warehouse.

Quote from: hoochy on April 27, 2016, 05:38:33 AM
Is it possible to add some sort of "Deep storage" to the quantum storage stuff? Placing something like the 'quantum' storage box but it only takes one item and then removes all the "stacks" that would exist otherwise. The reason I ask is it seems the more "Stacks" of items the game has to process, the laggier the game gets. By reducing the "stacks" into a single storage device I think it may help performance. So not actually "Hiding" stacks, but removing them and adding that stack to the "quantum deep storage" number. When someone wants a stack it goes to the building and pulls out a stack. So you create a stack to give to the pawn and decrease the number shown for that item in the building itself.

* You create the quantum deep storage building. Select the item you want it to deep store, for this example we shall do steel. The building shows the icon of the steel resource, and the number 0, to show it has no steel.
* A pawn delivers a stack of 75 steel to the building.
* The building then shows the number 75. So we know we have 75 steel in it.
* When a pawn wants steel, it will find the building like it would any storage area, go to it and then pull out the steel it wants, the number the building shows will decrease.

This would require coding special AI routines, and solving the stored-items-not-showing-up-in-sidebar-counts problem, which to my knowledge is the bane of all storage mods that attempt what you describe. My solution, the one the mod's built upon, is more or less an 'elegant hack'.

A compromise is possible, however: a while ago an idea resurfaced to have items combined into stacks higher than their normal limits, rather than just have several stacks in a single space. I dismissed it, because I did try it and found that pawns would just grab the entire stack of however many items are in it, and now it seems that a carry capacity check was implemented in the base game, solving the issue. I'll run some tests, if it's stable then I'll rewrite the defragmentation algorithms to make those mega-stacks.

That would be great because the performance penalty for having "10000 steel" shouldn't be there I feel. The base game needs a rewrite to make these things faster in general but in the mean time we will have to perform these hacks to get it playable. :)

The "deep storage" mod, which is for alpha 12, seemed to be similar to what you described. The quantum storage elements themselves would move the whole stack like it was one, but the pawns were fine with it. It helped a lot with performance having a "deep storage" element with a smaller quantum storage amount that the pawns could quickly grab. The problem with only having a single stack is only a single pawn can access it, which if a pawn across the map decided to go to your deep storage, it would stop any other pawn in the mean time using it! Which sucks. The deep storage mod had this problem, my fix was to mix it with quantum storage  so there were X stacks available, and deep storage was lower priority.

But mixing in the deep storage with your mod makes perfect sense since you already do a good job with it and maybe you can fix that problem the "Deep storage" mod had with only a single pawn able to access it at once. The main reason we need a deep storage is for the performance issues, but its also nice having some element on the map you can look at which shows you your "Steel amount" or "Silver" amount as well.

hoochy

Another cool idea, what I find myself doing is putting quantum relays next to production buildings to speed up the process of making things. So the pawn doesn't even have to move, he just grabs the item next to him and uses it. Speeds up production drastically for some items where the movement is the biggest factor.

So instead of having the relay work like it does now, if it could make any item in the "Room" work like a quantum relay too it would be nice. That way I wouldn't need to place two quantum relays next to each other , one to give the goods, and one to take them away. I could just place the building in a stockpile and the pawn should drop it in the stockpile. I'd still need to place a quantum relay next to him, but that is ok.

The current way where the "quantum stockpile" building has to be one square away from the thing it "Grabs" is kinda the limitation here. Having a way to put a building in any stockpile and have it act on that stockpiles behalf regardless of distance from item, or a reasonable distance, would be a nice option.

Also is it a bug where the quantum warehouse cycles through items in the stockpile continously, even when no new items are being added to it? Like it is trying to sort items but never actually finishes, or gets stuck in an endless loop.

hoochy

Quote from: Canute on April 27, 2016, 03:39:07 PM
I didn't played A13, but at A12 you can place relays next to each other without any space.
And you don't need and "sender" relay.
Build a workbench, build 2-3 relays behind the place the pawn would stay so he can grab the stuff he need.
And assign a stockpile between the workbench and the relays with the same stats like the main stockpile.
The pawn drop the produced items at the stockpile next to him, and the relays teleport the items back to the stockpile.

Well you do need more than one relay when they are different stockpiles. I usually have a "cold storage" and a "normal storage". But making one giant cooled stockpile seems to be the best approach anyhow, at least that's what I have done in my current map.

I made a nuclear power mod that uses fuel like uranium that is powering the whole thing.


hoochy

Small bug report, this is the second time it has happened.

Nearly randomly it seems, I will get an incorrect count of a certain item in a stockpile that has quantum warehouse. In the last case it thought I had 20000 meals, when I only had 110. I have a relay feeding it meals as they are made, so it could be connected to that.

I hovered over a couple of cells in the stockpile and there are all these "Ghost" simple meals x 10, in them. Even though when clicking through the tile they are not there, but the "Tooltip" shows them existing there. The main reason I notice this is because the stockpiles stopped working like they were full, but some were empty so obviously they weren't full. It seems sometimes items get stuck when it is shuffling them around or something, not sure. A save, and reload fixes it by removing the ghost items.


hoochy

Ok it happened again, took a screenshot this time. It must be happening quite regularly, this time with steel.


Astasia

Ran into a bit of an issue where every time I tried to sell a certain stack of items that was sitting in a quantum stockpile, it wouldn't be removed from the stockpile and would instead double in size. So after a few attempts to sell it I had a single stack of like 800 cougar skin. I was also having an issue where clicking the trade button wasn't working, I was trading a large amount of items stored in quantum stockpiles to a bulk goods trader, and after trying a few times with the full order I started breaking the order down and trading small sets of items at a time, which is why I noticed the cougar skin doubling. Not sure if that was the cause of the mass trade not working or not, I quit the game without saving at that point.