Ground-based logistics: transport drones haul items and fluids between depots. Fork of Transport Drones (Continued)
Mods introducing new content into the game.
Release 107 is a pretty big overhaul and there are a lot of changes. I apologize if it breaks any current setups. I tried to make sure it would be as non-intrusive as I could.
Main couple of breaking things. I am fully separating fluid and item depots. Fluid depots will have 3 way pipes. Horizontal offset a little like a vanilla tank.
Depot reader/writers should merge into depots with their wiring.
Blueprints should be convertible. I plan to let that happen until the 2.1 update and then I want to clean some of the old stuff out instead of leaving dead code.
Finishing up on some small bugs and then doing some testing on an AngelBob save with 2k+ drones.
I was wondering why there has not been any new updated for several days... I was more figuring that you were taking some time off (i.e. Vacation and/or RL) but it is very good to see that you are working on this.
I just hope that the changes will not require a huge amount of changes in my stuff, as I have some very tight builds with multiple requesters, mixtures solid 7 Fluid with lots of Spaghetti... So I'll Try to loosen some things up around the fluid stuff... Although, offsetting the fluid output is sort of more of a personal preference, IMHO...
Anyway, keep up the good work
It was a little hard to decide if it should be like an angel or vanilla tank with the pipe setup. I went with vanilla so fluid depots can be next to each other.
will release 107 make it 2.1 compatible?
will release 107 make it 2.1 compatible?
As 2.1 is still being worked on, I do hope that he is working on things in prep for that release. I would hope that he can get some functionality for that, so that people like you, whom seem to be doing some of the Beta testing for the Experimentals, could help report any problems.
The thing about the lack of stability for the experimental IS that the Modders are having to play massive 'Whack-A-Mole" to things, when the base game Experimental goes and does big changes.
So, please be patient...
.107 is finally ready.
I tested what I could think of testing so please continue to post bugs.
Didn't really look at research in my testing so it may or may not make sense in an actual run. Testing was done with editor and cheat.
will release 107 make it 2.1 compatible?
I won't bother with 2.1 until it's stable. Shouldn't be too long.
Huge list of change notes.
Overall I think it is what I want it to look like or as close as the engine allows.
A few points I noticed during a first test of 2.0.107 on a large existing save:
Overall the new depot architecture looks much cleaner; these are mostly migration / usability issues I noticed when testing it on an established large save.
I am getting major Errors with this update. It's asking me to disable the mod itself to load the game
Actually, it is first asking me to disable the Nullius Compatability Mod. THEN, after disableing that it then asks me to disable Nullius & Transport Drone itself....
I had to go back to 106
Requester ALT-mode icons: Most item requester depots no longer show what they are requesting. For large factories this makes visual troubleshooting much harder. It would be nice to render at least the primary requested item again.
Limitation I couldn't solve
Requester setpoint UI: The requested amount is now hidden quite deep inside the request configuration. A direct checkbox / shortcut for “set requests from circuit” in the main depot GUI would make constant-combinator controlled requesters much easier to use.
I moved it to the vanilla UI.
Storage depot migration: Existing unfiltered storage depots suddenly behave like universal storage and start redistributing large amounts of inventory across the network. Keeping the previous behaviour for migrated depots, or at least warning about it, could avoid some surprises.
That is the intent of a storage depot.
Fluid connection compatibility: The new fluid depots / tanks do not connect directly to K2 steel pipes in my test; inserting a pump works. It may be worth preserving the original pipe connection category / metadata when creating the new tank connections.
I'll have to look into that.
Reader / writer wire migration: If the old reader and writer were intentionally connected to separate circuit networks, migrating both connections onto the depot itself can merge those networks. A warning for affected depots would be useful.
Could not do much about that one either.
Bridge migration: The Schema-2 bridge itself still integrates with 2.0.107, but some old settings now map to different systems (storage_limit → requester min value, ignore_capacity_bonus → payload override, full_stack_only → full loads only). These may be worth translating explicitly during bridge import.
I made a lot of changes and that was easiest to do.
I am getting major Errors with this update. It's asking me to disable the mod itself to load the game
Try now. A couple small changes broke compatibility.
trying it now
well, that worked, BUT, everything is now going haywire, because I had very limited gets for each of my 262 depots that are now just getting everything that they can at once... UGH!!!
well, that worked, BUT, everything is now going haywire, because I had very limited gets for each of my 262 depots that are now just getting everything that they can at once... UGH!!!
Drop your pre .107 save in https://www.dropbox.com/scl/fo/4kvpv2849zyljoldky1nb/AGBddBSRs3BodCofA6rs5vk?rlkey=4qvv6p6w00ggyfcfpismp396v&st=ph4q6psr&dl=0
I need to see what I broke. Everything should carry over and not change. So if something is different, that will need fixing.
@e_t_01 I don't think you have a problem yet... 😄
My Nauvis road network currently has 2,248 depots and 5,702 drones, plus a few smaller networks on other surfaces.
For now I've stayed on 2.0.106. My first test with 2.0.107 showed that a factory of this size needs a bit of preparation before migrating properly, especially around fluids, circuits and existing depot behaviour.
So I’ll probably do a bit of cleanup first and then move over to 107.
@e_t_01 I don't think you have a problem yet... 😄
My Nauvis road network currently has 2,248 depots and 5,702 drones, plus a few smaller networks on other surfaces.
For now I've stayed on 2.0.106. My first test with 2.0.107 showed that a factory of this size needs a bit of preparation before migrating properly, especially around fluids, circuits and existing depot behaviour.
So I’ll probably do a bit of cleanup first and then move over to 107.
It is now 108
@e_t_01 Yeah, I know it's 2.0.108 now. 😄
The version number isn't really the problem on my side — my factory simply isn't ready for the migration yet.
I still have some cleanup/rebuilding to do, and I haven't researched the SE spaceship yet, so my three off-world colonies are currently a little... isolated. I also don't have a rocket silo anymore. whistles innocently 😅
The main blocker for me, though, is the new fluid depots: at the moment they don't connect directly to K2 steel pipes. A pump between them works, but having to put pumps everywhere would require a fairly major rebuild of my fluid infrastructure.
So I'll stay on 2.0.106 for a little longer and migrate once that part is sorted out and I've prepared the rest of the network.
well, that worked, BUT, everything is now going haywire, because I had very limited gets for each of my 262 depots that are now just getting everything that they can at once... UGH!!!
Drop your pre .107 save in https://www.dropbox.com/scl/fo/4kvpv2849zyljoldky1nb/AGBddBSRs3BodCofA6rs5vk?rlkey=4qvv6p6w00ggyfcfpismp396v&st=ph4q6psr&dl=0
I need to see what I broke. Everything should carry over and not change. So if something is different, that will need fixing.
Also using several other Mods as well, so let me know if you need a full list
Failed to load mods: Error while running setup for recipe prototype "request-breeder-fuel-cell-waste-solution" (recipe): Recipe is in 'crafting' category but has a non-item ingredient 'petroleum-gas' (fluid).
granted...maybe this is because it's loading my previous saves which is cursed beyond belief.
Unlike e_t_01, im using TONS of mods, by the way.
Failed to load mods: Error while running setup for recipe prototype "request-breeder-fuel-cell-waste-solution" (recipe): Recipe is in 'crafting' category but has a non-item ingredient 'petroleum-gas' (fluid).
granted...maybe this is because it's loading my previous saves which is cursed beyond belief.
Unlike e_t_01, im using TONS of mods, by the way.
Should be fixed in 115
Failed to load mods: Error while running setup for recipe prototype "request-breeder-fuel-cell-waste-solution" (recipe): Recipe is in 'crafting' category but has a non-item ingredient 'petroleum-gas' (fluid).
granted...maybe this is because it's loading my previous saves which is cursed beyond belief.
Unlike e_t_01, im using TONS of mods, by the way.
Should be fixed in 115
confirmed loaded. Aparentrtly also technologies was removed too. Appreicated.
Hey HellWatcher,
I found the actual cause of the K2 steel-pipe connection issue.
The Transport Drones fluid depot only needs to accept K2's steel-pipe connection category in addition to the normal one:
connection_category = {"default", "kr-steel-pipe"},
This should be added to the normal pipe_connections of the fluid depot prototype(s).
That way the depots accept both:
normal/default pipes
K2 steel pipes
without changing K2's steel-pipe behaviour globally.
The small k2-steel-pipes-default mod fixes the issue from the opposite side by adding "default" to the K2 steel pipes themselves. It works, but patching the TD depot side seems cleaner to me because K2's intended separation between normal pipes and steel pipes stays intact.
Might be an easy compatibility fix if you want to include it. :)
greetings
MoSII
connection_category = {"default", "kr-steel-pipe"},
I'll put that in but I will point out that I can't reproduce with only transport drones and K2 Steel Pipes in the mod list.
I'm trying the 115 now
So, when I update, why is the depots fetching stuff WHEN they are disabled due to circuit signals (they have the enable set to Green check = 1) AND they are still continually fetching more and more.
I'm going back to 106 for now...
So, when I update, why is the depots fetching stuff WHEN they are disabled due to circuit signals (they have the enable set to Green check = 1) AND they are still continually fetching more and more.
I'm going back to 106 for now...
The issue is that when the reader and writer migrate into the depot they pull the wire connection with them and combine them. This bridges your logic circuits input and output causing a tick flicker on/off.
My idea to fix this is to have, based on your base design, setup the migration to change the wire colors if both sides match. You have some already setup like this and those ones are working fine.
Is that a terrible idea? It would be a fix for a single circuit design that would be incompatible with others but that design seems pretty normal to me. It may be better in general compared to the current system. I would like some opinions.
I'll look into that. As they won't be separating the two Circuits internal to various buildings UNTIL 2.1, I did not think that doing that would have any difference. I was using the different colors for various things but accidentally had different ones at times. So, I'll look into it...
K2 Steel Pipes should be good.
Hey
thanks i will take a look :)
greetings
uh weird question. Where's the manual limiter for liquid requesters? I cant find it.
uh weird question. Where's the manual limiter for liquid requesters? I cant find it.
Essentially you control them like you would any vanilla furnace. I can't use the same vanilla logistics menu since that filters out fluids.
K, so I think that I have gotten all of the circuit lines changed out so that when they merge, they will have both red and green and let's see how this goes...
Trying now...
Still continuing to get lots of things when they shouldn't. But I think I can see what I need to do now,,, I think... Back to 106 for the moment... I wish I could pause while I do the stuff, but I can't.... sigh
I uploaded the Pre-Update save here... https://www.dropbox.com/scl/fi/u0v9kubtoff37s4f06mwo/Nullius1FH1-Weavimg-2-Pre_Update.zip?rlkey=55runc6e1yknz0wbn45df2x4a&st=7my8eidy&dl=0
Mining drones don't recognise ore patches anymore while playing Nulius.
Dang it, I though that I had posted this yesterday, so here it is...
Well, I am still getting things requested in one hit, but only a few are NOT getting something immediately. Don't know why...
So, two things:
In Nullius, with the Requestor & Buffer now being 'Old', what is being used in their place?
Also, In Nullius, since the Active Provider & Storage Depot BOTH are requiring things that have NOT YET BEEN Researched in my current play (not far from where I currently am), they should not be available to be built in the Assemblers UNTIL the items they need (Large Storage Chest 1 & Large Supply Chest 1) can be produced (after the Distribution 2 Tech is completed). IIRC, I posted about this a while ago, but it might have been in the old version mod page that I posted about this....
Nulius, setup (options different from deafaults):
I have 2 requester depots. Both are in channel 1. Both have the same request (100 iron ingot). Both have "Full loads only" checked and Payload set to 10.
Passive provider depot is in channel 1.
Problem:
Closest requester gets all the items. I would expect rtoation.
One thing, post update, that I REALLY don't like, is that BECAUSE, you don't set the Depot's Recipe, you NO LONGER get an ALT view of what it is getting, So, I NOW have rows of Requestor's that I can NOT see what they are getting at a glance... S*CKs big time...
IIRC, the ingame text for the Update showed that you can flip the Passive Provider Fluid Depot so that you can get the 2nd/3rd fluid I/O's into different places ... Well, I can't flip them...
You know, with the 2.1 supposed to be separating the Green & Red Circuits internally to the various buildings, I would have kept either the Writer or Reader which would have allowed similar things in 2.0 for the Depots.
I'll see what I can do to get this different.
Also, even though they are now 'OLD', why won't Construction Bots still place them?