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sb-automation's Issues

Energy Node sending too fast

seems related to:
Error: Exception while invoking lua method 'main'. LuaException: [string "/scripts/energy.lua"]:334: attempt to index local 'energyNeeds' (a nil value)

nodesmelterbug

Pipes: consider combining inbound + outbound nodes

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?

Balance Energy Usage

Currenty fuelToEnergy conversion is 100.

Objects which use energy:

  • Basic Generator (generation rate)
  • Battery Rack (charge/discharge rates)
  • Battery (storage capacity)
  • Powered Smelter (consumption rate)
  • Magnetizer (magnetize cost)
  • Positive Electromagnet (consumption rate)
  • Negative Electomagnet (consumption rate)
  • Advanced Electromagnet (consumption rate)
  • Jump Pad (bounce cost)
  • Levitation Pad (consumption rate)
  • Air Fan (consumption rate)
  • Conveyor Belt (consumption rate)
  • Liquid Extractor (extraction cost)
  • Pump (pump cost)

Add Survival Recipes

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.

datawire fails to build connection table when wires break due to vanilla bug

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.

Item Pipes: Pass amount to pullItem filter

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

Storage API peekContents

Should add a way to return the contents without removing them from storage

There is peekItem, maybe add peekContents?

Item Pipes: return amount accepted for pushItem() / onItemPut

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 getCount

getCount should return the actual count of items, not just the highest index.

Fix Hopper and Ejector anchors

They are currently only background anchorable, but hopper should also have 'bottom' and ejector should also have 'top'

Pipes: handle pipe spout orientations

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

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