nexela / nanobots Goto Github PK
View Code? Open in Web Editor NEWEarly version of ghost building construction bots. Allows researching automated construction earlier (for blueprints etc)
License: MIT License
Early version of ghost building construction bots. Allows researching automated construction earlier (for blueprints etc)
License: MIT License
Possible base game bug with loaders not "saving" the filter to the blueprint.
Put down a Logistic Network Interface entity outside of power, it will have two blinking no power icons instead of 1
surface.get_hidden_tile() returns true in some cases where it shouldn't, possible related to more_floors mod
i.e. grass is a hidden_tile of grass yet the tile is not mineable
change logic on the picked up item insertion to attempt to attempt to insert into the entity if it is an assembly machine or furnace type.
Look into ways to not have these affect things that are not trees
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)
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
Add sanity check to make sure entity is still marked for deconstruction when running from queue.
Move as much logic as possible to the queue
queue.scrappers and queue.deconstructors are mostly duplicated, possibly merge into one queue action.
Errors in scrapper bot logic this_product if item is not item_stack.
When building roboport interface from blueprint. Due to nano script revive()
Bug reported to creative-mode mod.
Add upgrade bots to automatically upgrade things?
As mentioned on reddit, people have been having issues with this mod.
Submitting issue on behalf of everyone in this post with problems who haven't submitted an issue yet.
https://www.reddit.com/r/factorio/comments/5urmso/factorio_taking_all_16gb_of_my_ram_and_running/
Ok I don't think they mine tiles player.surface.find_entities(area) ๐
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 ๐
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
Tried to use bots to build BP while in a logistic zone, on an assembly machine with modules in it. Locistic interface chip equipped.
Edit Probably related to item #42 now that I think about it
Automatic Unit Launcher does not launch Bob's mods "Laser Robot Capsules"
Game loop logic should do 1 player per tick spaced out over tick_mod. At the end get #game.connected_players and start over.
Need to think of a way to handle this better if possible. Possibly by putting in a request for a change in factorio.
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:
__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.
Factorio 0.15.2, Nanobots 1.7.7.
Kind of like how poison capsules work.
If inserters are queued before buildings push them to the bottom.
These should be moved to global with a remote interface for configuring
(I have this code somewhere in another mod.
Needs better checking for when in construction zone.
missing sanity check during trigger_cloud_event
latest update converted all of my existing construction ammo to termite ammo. lol
@Nexela hey i think i found a bug in the nano termites, when a tree is on a ore patch it doesnt get affect by it
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 ):
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 :)
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.
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.
Add/finish feeder logic to also heal shields.
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
Possibly add capsule versions for god mode
I assume this breaks compatibility with Factorissimo, also means that players can get free repairs.
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.
return (player.afk_time < 1806060
8+ hour AFK timer is probably a little high.
Check that deconstructors are retrieving items from belts also. Currently looks like they are just leaving them on the ground.
Adjust alpha on clouds, possibly moving to a lighter color.
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.
They deploy, show full animation, leave tree completely untouched. Not sure if it's a mod incompatibility or just a 0.15 bug.
A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.