Helmod: Assistant for planning your factory

by Helfima

Assistant for planning your factory. Can calculate required ingredients, products, machines, modules, and beacons. Can also calculate power production / consumption.

Utilities
a day ago
0.14 - 2.0
435K

g Multiple Bugs/Issues, Discussed in Video Livestream

5 days ago

Good day Helfima! Thanks for all your hard work on Helmod and getting it going for 2.0.

I have started my pY season 3 run, and I dug into helmod a bit today and ran into a few issues. I wrote down the timestamps where they happened and I discussed them on stream, as it's FAR easier to communicate via video, rather than trying to write out the problems in paragraphs. Please don't take my feedback as negative thoughts on your mod. I really really like helmod and I'm passionate about it working properly, as a lot of people have stopped using it after the 1.0 update a while back that you did, but I believe in it and I think with a few more fixes, it'll be the best planner out there!

Here is the livestream where I talk about these issues: https://www.youtube.com/live/g1OcMbKfaLo

Issue #1) TIMESTAMP 2:04:50 Producers within a sub-block are making more than they "should" to meet the ingredients needs above them in the same block (making 150 formaldehyde when only 100 is needed. Unknown why it's making 150. A recipe makes 50 at a time, so it's not "1 recipe per sec", and only 100 is needed)

Issue #2) TIMESTAMP 2:31:22 - Weird bug with ingredient mode, where setting copper cable doesn't do anything, but setting the other ingredients works as expected.

Issue #3) TIMESTAMP 2:37:35 - Setting as "intermediate product linked" is adding 2 cable to an output for no clear reason

Issue #4) TIMESTAMP 3:14:25 - Pasting function seems broken in some way. I pasted a set of 3 recipes into another block and it spaced them out in the middle, rather than putting them all at the top (or all at the bottom) together. Expected behavior would be that your pasted block stays "together".

Issue #5) TIMESTAMP 2:09:00 - Issue with using a single block to create multiple products (which are used as ingredients in the parent block). It seems to default to setting the air core inductors to "5 per sec", but if you LINK the block, it changes ONLY one product to be the correct amount (either the cuzn batteries, OR the air core inductors, depending on which one you ctrl+click). However, this makes no sense, as the ratio of these two items is wrong in the first place.

I believe the issue here with #5 is that it's defaulting air core inductors to "5 per sec" because that's "one full recipe". This is fine if it's not linked, but the problem is that it's also needing to produce 1 CuZn battery per sec, for the parent block, so it's "locked in" the ratio of that building. Then it adds the air core inductors at the default of 5 AND changes it to be the same "ratio" as the CuZn batteries, which obviously is going to be the wrong amt of buildings.

However, instead, it should potentially default to ZERO air core inductors being produced when you add it to the block since it's a subblock (with LINK turned on) with a main output of CuZn batteries (and no air core inductors are needed to make CuZn batteries). And THEN, if you link air core inductors as a "linked intermediate" with ctrl+click at the top of the screen (giving it the "arrow icon", THEN it should make it so that the sub-block produces 3 CuZn batteries/sec, since that is what is needed as an ingredient above the sub-block in the parent block.

So basically, if you want to create a sub-block that produces multiple outputs for your block, you can have one thing as the main, and then the others can all be linked intermediates. But right now, it's just setting them all to some fixed value, and then changing them all in the same ratio, just to meet the requirement of ONE item.

4 days ago
(updated 4 days ago)

I wanted to add a couple other bugs/issues:

New livestream: https://www.youtube.com/live/dE5MkRU49E8

issue #6) 22:50 - Using a producer block INSIDE of a "ingredient input" block, seems to not work properly with steam (when it does work properly for something like iron plates)

issue #7) 30:50 - Icons missing when using 250* steam as the primary icon in pymods. (And in general, I would appreciate the ability to set the icon manually for a given production line (or blocks, but mainly lines)

2 days ago
(updated 2 days ago)

issue #1 when input is not specified, the solver try find master element and set a value to resolve. no problem with solid but fluid is not simple with temperature. I mean found the error, I commit version asap

issue #2 I mean you are set 0 on the copper cable, there no reason. if you don't see pivot normaly a input value are zero

issue #3 When you link a product that compute another matrix with the linked product, one matrix by linked product. result=A+A'+A''+... . in your case that added 2 coppers. is not a real bug ;)

issue #4 yes I must fix the index in the copy

issue #5 The solver compute before the leaf, a sub block is a recipe for the parent block, in your case you must set main product "air-core inductors" and in the block link the CuZn Battery, the block must be linked. the pivot must be the greater production and other can be linked. result=A+A'+A''+... https://imgur.com/a/WviHoOA

issue #6 outch you want lost my solver with the ingredient input ;). but if you reverse the problem https://imgur.com/a/OmAOQQo that a solution no ?

issue #7 I saw, the ingredient input block is the hell. for information https://imgur.com/a/GJWNCdl

with ingredient input block the solver can be fail because more entry variable.
if the solver is lost, unlink the block en set value manualy.

2 days ago

2 - I'm confused what you mean. When I set copper to NOT zero (like 50), it still wouldn't show any wood processing units. Something was bugged. Cause when I set something like iron plates as an input, it would "use up" the iron plates in making the building. But NOT when I set copper cable as an input.

3 - I don't really understand why this isn't a bug. You're saying it just adds "one recipe per second" just because I linked it as an intermediate product? I don't really see how that makes any sense, it wasn't linked to anything, so I guess it's a bit harmless maybe, but I think adding amounts of things when players aren't changing anything (other than linking) does feel like weird behavior to me.

5 - "The pivot must be the greater production and the other can be linked" I will try this out and see if it works as expected. I will say that this still FEELS like buggy behavior, as that's more of a workaround than proper behavior. Why should you need to have the largest output be the "main" one? I don't really think that makes a ton of sense to require that, and I think a lot of players will think this is a bug. I would prefer if you could have any output as the "main output" and then link the others, and that would always work. [i realize this may not be easy/possible to code. I am simply speaking from a user experience perspective]

6 - That's not really a solution in my opinion, you just put the steam production AND consumption inside the same block. That's a workaround. The whole bug that I'm trying to point out here is that if you want to produce steam (via a producer sub-block), it doesn't seem to work properly. But it DOES work to "produce iron via a producer sub-block". So my point is that steam is not following the same behavior as something like iron, which means its a bug.

The hope is that helmod can do everything with fluids that it can do with solids =) If you can use a producer block to meet your iron needs inside of an ingredient-input-block, you "should" be able to do that with steam too.

[And please understand, I do know how hard this must be to figure out on the programming end. I know it's complicated, and fluids are more complicated than solids, etc. I am just trying to report these bugs/experiences to be helpful]

Thanks again for all of your hard work! it is very appreciated :)

a day ago

issue #1 Fix in v2.0.16 , you can confirm is ok and I have not broken the operation in other situations

issue #2 not reproductible.

issue #3 https://youtu.be/g1OcMbKfaLo?t=9456 at this point you set linked copper and I say the solver compute the block one time with required values and second time for linked copper and the second time add 2 copper. You have to understand how it works

issue #5 the problem here is that one day we want this operation and tomorrow the other, it is unmanageable by code

issue #6 reversing the calculation (product vs ingredient) seems obvious in its simplicity but it is not the same and yet it is what is done in the code.

the fluids are a horror because of the temperature ranges. for example:

  1. F1 = 25° <= steam <= 165°
  2. F2 = 165° <= steam <= 500°
  3. F3 = 500° <= steam <= 5000°

solver must link F1 = F2, F2 = F3 and unlink F1 <> F3, it will never be like a solid. there probably 500 code lines only for that.

I have no problem with bug or improvement reports but regarding calculations via linked products, pivot etc... I did my best and I don't have an alternative solution currently.

However, it is true that this is not documented.

a day ago

I mostly understand what you're saying. I'm sure fluids are indeed a horror with their temperature ranges =D And I also get that sometimes there aren't easy fixes to things, or even possible fixes to things, etc.

Thanks for your work on helmod! I really do prefer it to the other factory planner type mods! I just know a lot of people have stopped using it since the 1.0 update changed a lot of stuff and has made it "feel" like a lot of things are broken, so I'm mostly trying to report stuff that "feels" broken. Cause even if it's technically not a bug, if it feels like a bug (and is frustrating to workaround or you can't workaround it), players might give up/stop using the mod, etc.

I'll continue using it and will report back when I have more to say and hopefully that can be helpful! Thanks for listening and replying :)

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