Cybersyn Combinator


A specialized combinator for the Project Cybersyn mod

Content
3 days ago
1.1 - 2.0
11.3K
Circuit network

b [FIXED] Crash when placing combinator with bots

21 days ago

This crash seems to happen with the attached blueprint

The mod Cybersyn Combinator (2.2.2) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event cybersyn-combinator::on_robot_built_entity (ID 14)
Filter conflicts with filter in slot 1.
stack traceback:
[C]: in function 'set_slot'
cybersyn-combinator/scripts/combinator.lua:501: in function 'sort_signals'
cybersyn-combinator/scripts/combinator.lua:56: in function 'validate'
cybersyn-combinator/scripts/combinator.lua:46: in function 'new'
cybersyn-combinator/control.lua:158: in function <cybersyn-combinator/control.lua:146>

Blueprint below

https://factoriobin.com/post/sg6jfh

save file below

https://transfer.aylear.com/qJ1E3xG9WCxr/2.3.zip

when you load the save just go to the transportation tab(the car) and craft some combinators and when it tries to place one itl crash

21 days ago

There's definitely something strange going on with some of the combinators in that blueprint. One of them has a total of 6 sections:

  • One with the Cybersyn signals
  • One with a -10k coal signal
  • One with the network signals
  • Two empty sections
  • Another with a -10k coal signal

Not sure how that happens. Were these combinators originally built as Cybersyn Constant Combinators or converted from regular constant combinators?

I will have to do some better testing when I'm home, only able to look at the raw blueprint for now.

21 days ago

I tore down existing combinators that were on those stations then i placed a blueprint that i have(that works fine) that is specific for those sizes of the stations then i go in and set the item request and threshold request and then updated the blueprint to include the combinators.

My guess is that the overwriting of the blueprint with the "new content for blueprint" option is holding onto what ever combinator's were on the locations of this mods combinators and messing with them somehow.

21 days ago
(updated 21 days ago)

I think I've identified why it's trying to set a duplicate signal now at least.

If there are two sections with the same item signal (however it got into that state), the sorting logic will set them each in turn into a new empty slot. This will of course fail on the second one because it was set in a different slot previously. So the code needs to be updated to probably just overwrite the previous signal of the same kind (so if the combinator being built somehow has two sections with a coal signal, the last one processed will "win").

Will have to wait until I get home to actually be able to verify the fix though. Also, what do you mean by "transportation tab(the car)"? (Edit: Oh of course, the transport category in the inventory.)

21 days ago

I've released v2.2.3 now which should fix this. I updated the logic for signal sorting when combinators are built so that duplicate signals during the sorting process will overwrite any previously set signals of the same item/quality.

I tested it with your save file and the combinators now build without error, and they seem to get the correct signals set (as far as I can tell).

20 days ago

So far as i can tell it works fine now yes thank you for the quick fix on it no fix when trying to place the combinators now

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