Transport Drones


Adds transport drones and transport depots

Content
5 months ago
2.0
8.77K
Transportation Logistics Logistic network Storage

g issue with modded roads

12 days ago

I maintain transport drones on asphalt. I thought that I had updated my mod to work with 2.* against your mod. However, I now have a regression where modded road surfaces are being correctly registered but are not then forming part of road networks. For example, the asphalt road from the asphalt roads mod is correctly being assigned to the roadtd collision mask, but then when I place down a depot over asphalt road, it is not treating it as road. This used to work, so I am not sure what has changed. I have been reading through the source of your mod fork, but struggling to orient myself to where it is testing tiles as valid road for building networks.

12 days ago

I have had a poke about, and have at least a starting point for working this out. In scripts/proxy_tile.lua, lines 20-31, you have the logic for deciding if a tile being placed is a road tile or not. This seems to only use the core two tile types. However, in scripts/road_network.lua, it is scanning all tiles that collide with the road mask, which I think is the correct behaviour, but this is only used during a reset(). But I couldn't seem to edit the code in your mod quite right to make it work.

12 days ago

Sorry -- can't find a github issue tracker. So it looks like somewhere in the port from the klonan source to yours, you ripped out the road-tile-list item, which is the cached list of all road tiles. This disabled the guts that maintains the modded road tile support. This is more than a 5 min patch for me to try to figure out how to revert this -- I'd need to try to work through a 3-way diff between the klonan source, your source, and a fork. You can find me on github under this username, and also this name on discord, and hopefully we can work it out.

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