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nanobots's Issues

Issue while laying tracks

Hey,

seems to be an interesting mod, but it crashed our server when is was using my T junction rail blueprint:

1527.125 Error MainLoop.cpp:788: Exception at tick 22335660: Error while running event on_tick (ID 0) Unknown item name: straight-rail stack traceback: __Nanobots__/control.lua:68: in function 'build_ghosts_in_player_range' __Nanobots__/control.lua:129: in function <__Nanobots__/control.lua:121> 1527.126 Error ServerMultiplayerManager.cpp:93: MultiplayerManager failed: "Error while running event on_tick (ID 0) Unknown item name: straight-rail stack traceback: __Nanobots__/control.lua:68: in function 'build_ghosts_in_player_range' __Nanobots__/control.lua:129: in function <__Nanobots__/control.lua:121>" 1527.126 Info ServerMultiplayerManager.cpp:658: mapTick(22335660) changing state from(InGame) to(Failed)

Nano Queue - combine from others

Currently inserting into the queue is done next after last. This should be changed so the insertion for other players can be combined.

Without this change player 2 queues won't start until after player 1's queue is finished.
With this change player 2's queue would be combined with player 1's queue

Would need to store the _last_tick value per player in global.players

Also Apply this same logic per/force on cell_queue

Deconstructers/scrappers

Move as much logic as possible to the queue

queue.scrappers and queue.deconstructors are mostly duplicated, possibly merge into one queue action.

Upgrade bots

Add upgrade bots to automatically upgrade things?

Scrappers remove tile deconst markers

Ok I don't think they mine tiles player.surface.find_entities(area) ๐Ÿ˜ƒ
Articulating - Today at 7:02 AM
deconstructible-tile-proxy is an entity
but it works in strange and mysterious ways
do scrappers just .destroy()
?*
nexela - Today at 7:05 AM
and raise the died event
OK that would be a bug then ๐Ÿ˜ƒ
and I can probably use that proxy to deconstruc tiles

right now it finds the proxy
and destroys it
but all that does is remove the deconstruction command

LUA Error when attempting to place BP

Tried to use bots to build BP while in a logistic zone, on an assembly machine with modules in it. Locistic interface chip equipped.

factorio

Edit Probably related to item #42 now that I think about it

Adjust Game loop logic

Game loop logic should do 1 player per tick spaced out over tick_mod. At the end get #game.connected_players and start over.

Nanobots don't place electric miners with modules

I tried building this blueprint 0eNq1ld1qhDAQhd9lriMkbrStr1Jk8Wd2CcQoMS4Vybs3UdpeKGikXkkS882ZM3KcoJQDdlooA9kEompVD9nnBL14qkL6PTN2CBkIgw0QUEXjVyixMlpUUSOUUM+o1kJKsASEqvELMmZzAqiMMAIX4LwY72poStTuhR0Uga7t3e1WeQ2OGMUERve4uSK10O7OfOZ2vbKlxqzRER8Pf/xy9aKmrQeJDle1g+/xZnNLVmriXzVGF6rvWm2iEqVZy6CbKvgG8xbK5PtMHuratmnpv5iWnBwhvWKCaajbbN/tt1BmvM98PzdBesUAPwL7O2AZo4FMeoB5NisuiQoWmhUHooKFZsWBD42dzIpLooIlgQ2usjAnP9X/flgEXqj7RSbnMU85TVhs7TeFyUzR
with Nanobots. Electric miners disappeared, nothing happened and there's a Lua error in the console output.
Steps to reproduce:

  1. create a blueprint containing electric miners with modules
  2. place it anywhere
  3. watch your miners disappear from the inventory and observe the error __Nanobots__/control.lua:339: attempt to index local 'module_stack' (a number value)

Blueprinted modules inside the chemical plants, assemblers and other entities work as expected.
Second time I tried reproducing this issue my miners stayed in the inventory.
I'm also attaching the screenshot, just in case.
20170427221340_1

Factorio 0.15.2, Nanobots 1.7.7.

Possible conflict with the Resource Spawner Overhaul mod.

Hi, it's me again, sorry to bring you the bad news, i love your mod, but it seems like Nanobots screws up the ore patch generation in RSO, which is quite popular mod.

Long story short, it seems like having RSO and Nanobots mods, causes ore patches to be generated way to small to be usable.

You can read more about the problem in this thread, and specifically in this post ( I don't thing the original problem in this thread is related to Nanobots, so just skip to my posts in this thread ):

https://forums.factorio.com/viewtopic.php?p=264985#p264985

"An area of zero size is not supported..."

Hi Nexela

I just upgraded to the latest version in the Mod portal (the Scrapper and Deconstruction Nanobots disappeared).
After that upgrade i have experienced this error a couple of times:
http://i.imgur.com/4jq4U1V.png

This may be an interaction between your mod and AAI Programmable Vehicles. I am driving in my car with the Construction Bots active, then I follow my automated squad of Chaingunners (AAI Mod) around in order to see that it works and add some repair. The AAI vehicles "self'repair" when they bump into each other, which may be the cause of this. I suppose it could be related to the nanobot trying to deploy and then it is not needed anyway, which causes the error.

I can give you a save game if you like, but I am running 60+ mods so it could be a hassle to recreate it for you. Otherwise try contacting me on Arumbas Discord (i lurk there a lot)

Great mod by the way :)

Desync Issue

When joining a headless server and using nanobots for the first time since disconnect a desync occurs. Have desync reports if helpful. Happens for every user.

Severe UPS/FPS drop when standing near Steam engines

I have isolated this issue down to Nanobots mod. ( I disabled all my mods, and the enabled one by one, only one at the time )

I had this weird issue where i get 60 fps/ups all the time, but when i pass near the power area (about 60 steam engines) the game freezes completely for about half a second every second, and the "Script update" counter goes up to 30-40 from 0.5 when i'm not around the steam engines.

Log Spam

There is a debug line that gets called constantly:

155.432 Script event.lua:74: 0=3
155.454 Script event.lua:74: 0=3
155.473 Script event.lua:74: 0=3

Nanobot Queue recheck when placing

Certain conditions don't appear to be re-checked when placing an item from the queue. Not 100% positive if this is intended behavior or not.

If I turn off my roboport to get a bunch of stuff into the queue, I can turn my roboport back on (without a logistic interface chip equipped) and nanobots continue to place the queued items.

AFK Detection

return (player.afk_time < 1806060

8+ hour AFK timer is probably a little high.

Ideas Board

  • check if player is nearby before executing nanobot queue.
  • port interface -> remove tiles
  • port interface -> smarter bot recharging
  • port interface -> module updater
  • Update readme
  • Smarter interface queuing = Queue = {Network_id?, network_id?}
  • remove science pack 3 from tech?
  • Parmor inventory slots 10 slots, 2x2 entity,
  • gunbelt 1x2 entity
  • reach distance,
  • Better roboport interface GFX, 1x1 radar/combinator/combinator based?
  • Bob's laser Capsules
  • Remote API for adding food, follower capsules

Status icons for equipment status

Enhancement request:

When a piece of equipment is disabled, show an indicator icon on the HUD to remind the user that it is presently switched off.

.15 Termite Bots Bug

They deploy, show full animation, leave tree completely untouched. Not sure if it's a mod incompatibility or just a 0.15 bug.

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