alex-lawson / sb-automation Goto Github PK
View Code? Open in Web Editor NEWA comprehensive system of Starbound mods to automate the movement, production, and storage of materials, liquids, items, energy and data.
License: MIT License
A comprehensive system of Starbound mods to automate the movement, production, and storage of materials, liquids, items, energy and data.
License: MIT License
After realizing that the pump had to be reversible, I'm not sure that it's necessary to separate outbound and inbound liquid/item nodes. Removing this distinction would reduce complexity of the API and its usage, and should improve performance for objects which currently implement overlapping inbound and outbound nodes.
Does this analysis make sense? What disadvantages or limitations might result from this change?
If you pass the amount parameter the storage api should return only that amount, and subtract it from storage, rather than removing the whole stack.
Should only push items to an ejector when signaled to do so
For some reason it sits to the left side of the frame
Currenty fuelToEnergy conversion is 100.
Objects which use energy:
Think you had a solution to this in mind using absolute position, right?
boxes that haven't been placed yet and boxes that were broken while empty should stack
Not sure which object is the problem here
This will be a pain in the ass, but I think it's important to at least attempt. Recipe costs and materials should probably be balanced for tier 3. I like the idea of using a lot of copper for electronics since it's both realistic and underused.
There are a ton of broken images. We'll need to go through and fix them after the patch HOPEFULLY resolves the issues with flipped animations.
I think this happens when a wire is erroneously broken by the game during world loading. You'll get spam in your console something like this:
Info: DataWire: "linkdisplaysmall" received data of type "number" from UNRECOGNIZED "pipeliquiddetector" 68, not in table:
Info: []
Hopefully the wire disconnection will be fixed and this will go away, but if anyone is able to narrow it down more specifically please post anything you find here.
Should have a max and min amount. Returns a stack of the max amount, or whatever it has if it's higher than the min amount. If it has less than the min amount, return false.
Objects that will need changing to use this: Itembox, extractor, smelter
Should add a way to return the contents without removing them from storage
There is peekItem, maybe add peekContents?
onItemPut will return the number of items that were accepted.
Returning true will mean all items were taken.
Objects that will need changing to use this (basically all of them):
Hopper - should spit out the items that were not pushed
Itembox - must be changed so it will subtract the items used from storage rather than deleting the stack
Extractor - should return amount used on onItemPut
Smelter - should return amount used on onItemPut
Storage API should split into a new stack if count is over 1000
This could take the form of a hook triggered when the energy pulse occurs, or an internal reserve + transfer amount, or something else
getCount should return the actual count of items, not just the highest index.
Two possibilities that I can think of:
--change direction of the pump
--switch pump on/off
This will be fixed when we change the way liquids are placed
They are currently only background anchorable, but hopper should also have 'bottom' and ejector should also have 'top'
isFull() only returns capacity.
Maybe something like peekStoreItem() that returns true if the item can be stored? Should take merging stacks into account.
There was a lot of disagreement on this, so let's see how well it works and where it breaks down, and we can look at revamping it in the future.
Because of the way it points down, it's awkward to use as an intake. We should either:
a) split the object into an input object (facing up) and an output object (facing down)
b) handle multiple orientations in the code by detecting nearby pipes when placed
LowestFormofWit said he would work on one. Check in with him to get status.
When pipes are looped like this http://i.imgur.com/8FoxDnC.png they will not connect.
Can be fixed pretty easily, but then another problem arises. Leaving this here for now.
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