Auto Trash


Allows saving of different logistic request setups Enable autotrash only in certain logistic networks Load your spidertron with different setups with a single click Load one or more preset after respawning Trash unrequested items

Content
3 years ago
0.13 - 1.1
37.5K
Logistic network

b [fixed]Feedback/ UPS drop

3 years ago

Hi,
first of all, after the latest patches, I really like the mod as the UI fits perfectly with the rest of Factorio :). Secondly, thanks for your mod in general, this really helps with games with a whole bunch of mods increasing the complexity of the game (such as Krastorio2 and Space Exploration) I really want you to know your work is really worth, but hey, I think you already know ^^'

Ok so the reason why I'm posting the thread is I found 2 Bugs:
1st is pretty straight forward; After clicking "Autostrash above request" (the original state was unticked): http://prntscr.com/va9tck
2nd will be a bit shadier (or at least from my perspective); I've spotted odd freezes in certain situations. All happened when I give a deconstruction order (the bigger order the bigger FPS/UPS drop). However, I noticed, or it looks to me like that at least, that these lags are in relation to roboport (and maybe with construction robots). Here's the screenshot of a time usage when the drop occurred: https://imgur.com/a/Wwd6dmE

The second mod that seems to be affected is Repair Turret by Klonan, although the usage time is significantly lower than Auto Trash's time at the same time.

Cheers,
Jouki

3 years ago
(updated 3 years ago)

Thanks, glad you like the new UI, it was long overdue to update it.

Ok so the reason why I'm posting the thread is I found 2 Bugs:
1st is pretty straight forward; After clicking "Autostrash above request" (the original state was unticked): http://prntscr.com/va9tck
2nd will be a bit shadier (or at least from my perspective); I've spotted odd freezes in certain situations. All happened when I give a deconstruction order (the bigger order the bigger FPS/UPS drop). However, I noticed, or it looks to me like that at least, that these lags are in relation to roboport (and maybe with construction robots). Here's the screenshot of a time usage when the drop occurred: https://imgur.com/a/Wwd6dmE

Thanks for the reports, the first one is fixed in the latest version.
The second one will take a bit more time, i have a few suspicions but they are untested yet. Can you upload the save somewhere?

3 years ago

Sure thing, although the save is quite big with whole bunch of mods. On the other hand, I'm sure you can replicate the problem whenever you deconstruct a bunch of roboports (with construction drones).

Additionally, I'd like to ask if would be feasible for you to make the logistic window closeable with ESC?
Expected outcome: Auto Trash window can be closed by pressing ESC (when it's opened)
Actual outcome: Factorio Menu Window appears instead of closing the Mod's window
Example: Inventory Window behaviour after hitting ESC

Save: https://mega.nz/file/rgB3VKYY#aDylk_RRY1UYm7Yy7seZyKvpghby_TmoPNJfWh3rEeg

Thanks for fix :)
Jouki

3 years ago

Alright, the UPS drop should be fixed in the latest update. I used the wrong event for robots deconstructing entities. It gets fired even when construction robots take out the robots in the roboport, so for a roboport with 50 bots in it, the event would fire 26 times (with robot cargo size 2) and AutoTrash only cares when the roboport gets picked up..

I've added a pin button to the top right in the gui. This lets you toggle whether you want it to close with E/Esc. By default it doesn't close, since that's how it worked until now.

3 years ago

Thank you for the all news <3
It really makes me glad that the feedback was able to change the mod for better :)

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