[A10R293] Zulser Ltd

Some models were made. Not sure about the code side of things though (I’ve been basically skimming the streams because I’m way behind on them & like you they’re on at the wrong time for me).

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The problem is, if we resort to “There’s a drone/roboter that picks up items dropped off at location X and puts them into a stockpile”, the question arises “Well, why do we need conveyors then in the first place, why not just have lots of drones”… And that’s where it gets icky. I mean, it’s a real life issue too, and there’s various ways to tackle it. There’s Kiva which Amazon uses, for example - robots that just move shelves with boxes around. There’s completely other approaches, such as AutoStore, which is “a grid of boxes that robots pick out”. You can find lots of ideas over at /r/logisticsporn (despite its name, it’s rather safe).

I have yet to think about how I want conveyors to work. Do I want the current approach, which is similar to Minecraft pipes, i.e. items don’t collide with each other, each conveyor has infinite capacity? Items that leave the conveyor are just “spilled out” on the floor, maybe colliding with each other?

Or do I want to go down Factorio’s line, where items on conveyors do collide, so each conveyor has a fixed capacity. If an item can’t be put down, the conveyor jams. This makes managing with items much more interesting, and probably real, but may cause all sorts of issues down the road (for example, putting items on the conveyor becomes infinitely more difficult; drops like we currently have would also become more complicated to work with… Would the items just fall on top of each other and sort of “stack”?).

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Side note: more than 1 ‘unit’ of matter (ie an electron) can totally occupy the same space as another so long as at least 1 of their quantum numbers differs. I can do science me :smiley:

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great mod… It save a max time of the ‘Stony’.
I have a little glich. 1 free space on the conveyor and the item… when the item fall from above.

Sorry i cant send image. i cant do picture when the game is Fullscreen.

Another glich. i cant place it when i have only 2 space free on convoyer and the stone wall.

Great mod… I like the game factorio. too :slight_smile:

Now i need to save max f wood… 100unit fr 20 items…
.
With the new game, i dont have any merchand selling wood… it is normal ?
(after 2 hours of play) only merchand seelling stone, or whool.

i once didnt get any merchants for about 5 hours… so im gonna say its normal :stuck_out_tongue:

wha… never for me. i have mini 1-2 /hour. after that i have 1600-2000 gold…
it easy to have stone of whool.

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Bug !! :slight_smile:
i have undeploy the last of the train., Stony take it and place on the last, i wait the item boarding the next, undeploy the last… worked 2 times but after… no.
here bug for 2 try…

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Seems like there is some AI/component issue going on. I’ll see what I can do.

How to use this mod :stuck_out_tongue:

Can you add a option for the stockpick ? i need to set ‘all’ if i want to stock this item. When i deselect one, the item is not storage anymore.

:smile:

I have 28 stony…

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I’ve fixed both your bugs but until a new, official version gets out I would like to add one or two more things.

Regarding stockpiles, I’ve looked into adding a new category. However, to make it really pretty, I would not only have to override the stockpile view, but also the material-component (in order to allow proper mixintos). So that’s a lot, a lot, of work, up to the boundary of “not really possible without messing around with Stonehearth directly”. I doubt that this will be in A10 either, so for now, machines count as “tools”.

I’ve pushed a new release, r3, to GitHub. Zulser worked, and continues to work, with Alpha 10 without a need to update, but updating is recommended.

Besides various fixes (for example, every one @artifus reported hopefully), we’ve also added a new tier of conveyor belts: The stone conveyors. They are crafted by the mason, require stone and wood and are therefore more expensive (and, worst of all, not renewable - but then again, neither is wood at the moment…). They make this up by looking slightly cooler and, of course, by being faster.

Speaking of faster, the speed has been slightly rebalanced. Wooden conveyors are now down to 60% of their original speed, and the animation should match much better now. The recipes have generally been made cheaper.

I’ve also added net worth to the machines. I’ve tried to figure out how net worth was really calculated in the alpha game and found out that there isn’t a real logic behind it (a mean bed: 20, consists of 1 log that costs 2 and is craftable about right from the start), so I’ve pushed the boundaries a bit.

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Not working with alpha 11 :
release-450 (x64)
stonehearth/components/ai/ai_component.luac:7: assertion failed!
stack traceback:
radiant/modules/events.luac:68: in function <radiant/modules/events.luac:65>
[C]: in function 'assert’
stonehearth/components/ai/ai_component.luac:7: in function 'obj’
radiant/modules/events.luac:15: in function 'self’
radiant/modules/events.luac:80: in function <radiant/modules/events.luac:78>
[C]: in function 'xpcall’
radiant/modules/events.luac:78: in function <radiant/modules/events.luac:70>
[C]: in function 'create_entity’
radiant/modules/entities.luac:9: in function ‘create_entity’
…h/services/server/population/population_faction.luac:59: in function ‘create_new_citizen’
…ices/server/game_creation/game_creation_service.luac:96: in function ‘_generate_citizen’
…ices/server/game_creation/game_creation_service.luac:15: in function <…ices/server/game_creation/game_creation_service.luac:10>

for each guy… (7 error)

The GitHub version has this fixed, but it has the bug that for some reason, entities that are dropped off the conveyor (i.e. have their parent set from the conveyor “container” item to the terrain again) disappear.

I’ve asked @Ponder about it on a stream, he said I should try to get a testcase so Chris could take a look at it if I remember correctly. I was, and still am, way too unnerved to do that.

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the error comme from the r3a version of github

There’s no release yet that fixes the issue. You’d have to download the current master and do rename magic I’m afraid.

Zulser will likely stay broken for Alpha 11, maybe longer, until Radiant gets around to fix the disappearance bug/tells me what I’m doing wrong all of a sudden.

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huhu something new? ^^

When will there be an Update tu A17+ ?

I really need those Belts :smiley:

No idea. Probably whenever I feel like doing stuff for Stonehearth again.

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