Renai Transportation


The most unhinged ways to transport items and yourself around your factory. Fling items around with Thrower Inserters, launch your trains off ramps, and soar through your base on electric ziplines! Updated for 2.0! No Space Age special features yet (gotta beat it myself first 🗿) but it's definitely coming

Content
26 days ago
0.18 - 2.0
38.0K
Transportation Logistics Trains

b Bug Report [Fixed ✅]

4 years ago

So I get this

The mod Renai Transportation (0.4.3) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event RenaiTransportation::on_script_trigger_effect (ID 150)
RenaiTransportation/control.lua:714: bad argument #1 of 3 to 'spill_item_stack' (table expected, got nil)
stack traceback:
[C]: in function 'spill_item_stack'
RenaiTransportation/control.lua:714: in function <RenaiTransportation/control.lua:586>

No idea what it means or how to fix it. I am trying to throw Uranium Fuel cells into a 5*5 reactor set up. Have 9 throwers hooked up to a timing/control circuit. Worked ok in a test setup, but now I am setting up the actual plant it throws up this error. Hope you know what it means. Will continue testing to try to isolate the error, but it occurs on the very first throw so difficult to isolate. Not sure if the miniloader, warehousing or armored inserter mods mod would have any influence, No other mods that affect inserters, belts or chests that I know of (no Bobs or angels)

Thanks.

4 years ago

Never mind, turns out I had a Hatch in the wrong spot.

4 years ago

I still appreciate the report 🙂, I'll see if I can fix it. Cant say for sure without pictures but 5x5 reactors sounds pretty huge. When an item lands, if it can't be used/input for anything it just drops on the ground, and at the moment I have it set to only search a 10x10 area around where it lands. 5x5 reactors would be 25x25 tiles so if something was thrown into the middle (without a hatch like you mentioned) I think it would crash because it cant find an open spot to drop the item. So it is worth fixing because if what I think is true, eventually if the reactor was ever full and you tried throwing something into it, the crash would happen again, so it is worth fixing. Can I see a screenshot of the setup?

4 years ago
(updated 4 years ago)

Cant find where they put screen shots so here's a blue print of the central setup. (Hope a Google Doc link is ok)

The combinators to either side control the injection of fuel cells. Will only allow 1 cell every 2 minutes and then only if steam storage is below a certain level. the one on the right controls the 8 inner ring reactors, and the one on the left the very center reactor. The outer ring is always fueled atm. The hatch on the reactor on the top right was one tile off target which caused the crash, so no your 10x10 spill box would be too small in this case.

During testing I couldn't get the throwers to fire even though they were getting the right signal. Turns out there were already more fuel cells in the reactor than it could take so what ever code prevents a normal inserter from over loading a target also works for a thrower. So that shouldn't be a problem.

The only issue with this set up is that you still have to manually empty dead cells. There is a built in counter which will set off an alarm when the reactors are nearly full which depending on load will be greater than 100 minutes. Don't suppose you could make an ejector (hatch) which would spit out empty cells about 15 tiles away?

Thanks for your help.

(Note the blue print doesn't seem to include the hatches on the 9 inner reactors)
Link here.

https://docs.google.com/document/d/1hG8xaM_Lc-9XTUPqnRMpWTqW0Y3xzlOQYQ5tqqzogaA/edit?usp=sharing

4 years ago

If you're on windows you can win+shift+s to screenshot a region of your screen to your clipboard. I'll try the blueprint when I get home today, and see if I can widen the search range for an open space for items. Not sure why the hatches wouldn't carry over in the blueprint, I'll take a look at that too. An ejector hatch actually sounds pretty hilarious, I'll have to try making that some time

4 years ago

I just uploaded 0.4.4 which, as far as I can tell in testing, has the 10x10 search crash fixed, and has hatches in blueprints fixed among other things. Try it out and let me know if you're still running into problems.

That reactor setup is really cool btw 👌

4 years ago

Wow thanks for the fast response. Just got to work will check it out when I get a chance.

4 years ago

Just some feed back. Those fixes worked a treat. The reactor setup ran for about 40 hours real time pumping out a consistent 3-4 GW and I had to empty the inner reactors about once in every 5 hours (depends on load). Really happy with the setup and couldn't have done it without your mod. Thanks

4 years ago

I get a script error, what should I do?

4 years ago

You should screenshot the error and post it here somewhere

New response