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JohnyDL avatar JohnyDL commented on September 24, 2024

image
Crash was unrecoverable this time sigh

from circuit-checker-factorio.

sVerentsov avatar sVerentsov commented on September 24, 2024

@JohnyDL Thanks for your feedback! Sorry I missed your previous message.

Here are my thoughts on your suggestions:

  • Suggestion 1: great idea and seems easy to implement
  • Suggestion 2: I see how it could be useful, but it also seems quite difficult to implement. Additionally, I think it could trigger a warning when the circuit is correct. As for the special indication of operation mode, that's a good idea and I will implement it.
  • Suggestion 3:Personally, I prefer checking different parts of a complex circuit separately rather than the whole circuit. However, in any case, the limitation of console size is painful. I have not worked with HUDs in Factorio yet, but I will check on that.

Regarding bugs:

  • Compatibility with Circuit HUD 2: I will check it.
  • Logistic network: This seems like a crucial bug, so I will fix it first.

Regarding your crash, could you please share the blueprint with me so I can reproduce the crash? Also, which version of the game are you using?

Once again, thank you for your reports and suggestions! I haven't been checking the mod portal lately since not many people are using the mod, but I am very happy to see that someone cares about its development.

from circuit-checker-factorio.

JohnyDL avatar JohnyDL commented on September 24, 2024

It's okay, I wasn't actually expecting you to work on everything right away, it's an old project for you after all but I thought Git was probably more likely than the mod portal, I did consider plugging it into GPT but I've already got too many of those projects on the go XD anyway I recently discovered your tool and have been finding it really useful.... I might be almost ready to start with the Grey Goo if I can squash this bug, that might give me the circuits confidence to tackle Recursive BPs for real.

Don't stress too much about pattern matching I know it's a really really tough problem for computers the best way I can think of is using an FFT but that'd be a task and a half to implement in Lua. I think the indicators are the more useful aspect right away anyway.

I do check smaller networks section by section, and I've even made it possible to highlight smaller sections of the big inputs grid but it's still being uncooperative right now... the number of times I've had to purge the lines.... at least I built that function into the computer early.

The crash above was from 1.1.80 and it's a fairly modded run... it'd probably be easiest for me to send you the save file and you sync mods to it.... 40MB is too big for github so G-drive please don't judge my circuits too harshly
Map View Zoom Out
Map View Zoom In

I am convinced it's related to Circuit HUD 2, the crashes only occurred after placing the HUD combinators which lets you see the contents of the network in a window and then only when selecting them. Network 51 is the one I highlighted above.

I can also get you crash reports and anything else you might want

from circuit-checker-factorio.

sVerentsov avatar sVerentsov commented on September 24, 2024

@JohnyDL Issues with logistic network and Circuit HUD are fixed in v1.1.2, you can download it from mod portal.
However your crash report looks like there is another error: it seems that the trouble is caused by a modded entity with multiple wire connectors (like decider and arithmetic combinators). Please check if this issue still occures -- if it does, enable logging in the mod settings and send me a new crash report.

from circuit-checker-factorio.

JohnyDL avatar JohnyDL commented on September 24, 2024

I will do that 👍 thank you for the update

from circuit-checker-factorio.

sVerentsov avatar sVerentsov commented on September 24, 2024

@JohnyDL Added GUI for showing error messages in 1.1.5

from circuit-checker-factorio.

sVerentsov avatar sVerentsov commented on September 24, 2024

@JohnyDL Also now you can check not only selected objects, but connected ones as well, that is for the feature when you click an object, check it and its connections. Take a look at the new player setting Check connected entities, that are not included in selection in 1.1.6.

from circuit-checker-factorio.

JohnyDL avatar JohnyDL commented on September 24, 2024

I've not run into the bug yet but I've stopped using the other mod for now too.

The GUI is great lets me go through everything and click to find it on the map which is amazing

The recursive checking for other connected entities is a bit aggressive, I highlighted one pole so I could see what was attached directly to the red network and it highlighted the green network, and went through all the connected combinators jumping from inputs to outputs etc... it might even have hopped onto a power pole or inserter and found the green network at that point... it'd be nice to be constrained to just the network selected, although now this function exists I can see it having uses, so more options?

I really like the symbols though, power, pulse, storage and hold are really clear (to me)

from circuit-checker-factorio.

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