Autonauts

Autonauts

Storage Links
106 Comments
VirRus77 Nov 18, 2022 @ 11:21pm 
For this mod need:
Transmitter name: "sw[group1]
Switcher name: ">group1"
fercoraya Nov 15, 2022 @ 5:50pm 
Great mod!, sorry for the bad english i haven't practiced it in a while, i discovered something when by mistake placed a reciever on an oven and it fueled it, but not only that if you have all the items for the recipe "linked" on a net of transmitters the recipe is made automatically, i'm not sure if this is intended but you can make "wireless factorio" with some other mods like the plantation ones with some bots stepping in and out of switches when needed, by the way i don't get the switches to work, transmitter 1 is named "transm1[group1]" and my switch is called ">group1" when i activate it nothing seems to happen :(
herman925 Oct 22, 2022 @ 10:05am 
I don't think it works anymore
Petre27 Oct 21, 2022 @ 5:15am 
The mod no longer works in the latest update.
FiveFrogs  [author] Sep 3, 2022 @ 8:17pm 
I've uploaded my code to https://github.com/Suthern/storage-links . Feel free to download it and modify it. If you can make it better, please do, and share the improvements on Steam! :-)
FiveFrogs  [author] Sep 3, 2022 @ 7:46pm 
This mod CAN pump directly into converters. As long as the mod is rotated the right direction so it's attached to the converter, it will try to fill it, if the other end of the pump can grab anything. note that it might not play perfectly with other mods that also increase or reduce storages. I'm thinking of uploading the code somewhere so other people can fork it or make it better. Any suggestions as to where?
flamegodofdeath Aug 10, 2022 @ 12:02pm 
i cant get the mod to work, by itself or with others
MindCaged Jul 24, 2022 @ 2:01pm 
Hmm, looking in the source code, I find references to being able to pump stuff directly into converters, but when I try to do that it doesn't seem to work. I'm not sure if I'm doing something wrong or misunderstanding. I tried putting a transmitter on my log storage and a receiver on a frame saw set to produce planks and nothing happens no matter where I place it facing the saw.
MindCaged Jul 24, 2022 @ 1:46pm 
This mod is amazing, though I do notice some bugs sometimes. With the magnets I've had situations where the storage becomes locked and you can't take/insert items anymore and the magnet start voiding items. I'm not sure if it's because a bot or multiple are trying to access it at the same time or something, but I have to exit back to the main menu and reload the save to fix it. temporarily until it locks up again. I haven't really used the pumps very much, the transmitters seem to work perfectly as far as I can tell.
Trasiva Jul 17, 2022 @ 11:11am 
So having tinkered with this I feel like it could use a few QOL changes in terms of transmitters. It sounds like @fivefrogs doesn't have much interest in actually maintaining this much more. I'd be willing to take the source code and maintain it.
Petre27 Jul 1, 2022 @ 12:35am 
Using magnets with multiple linked storages, causes only one magnet to work. Is it intentional?

I have 8 LogStorage linked with crude balancer, and each storage has 2 crude magnets.
Only the last place magnet works. The rest don't
knito Feb 20, 2022 @ 4:04am 
Bug found:

First time users will find the mod not working. Magnets won't suck. Pipes won't pipe. Thats a real bug. Heal it like so: Save game. Shut down Autonauts. Start up Autonauts. Load Game. Now it will always work!

Not a bug (still for first time users):

The pipes, magnets, transmitters and receiver will never work with question marked containers. Put st in by hand so it is marked with the correct item.
Mind the correct orientation of the mod's structures!

This mod works reliably after the first-time-bug is over. After Loading a game there may be 3 error messages. Click them away and it will be good.
Soultiger Jan 14, 2022 @ 6:30am 
How far is the range of the transmitter and receiver?
FiveFrogs  [author] Jan 4, 2022 @ 8:15pm 
Perhaps post an image of what you have?
FiveFrogs  [author] Jan 4, 2022 @ 8:15pm 
Do it as shown in the image in the mod, and it should "just work".
Krizzoula Dec 28, 2021 @ 7:10pm 
Can anyone and I mean anyone help me with this mod? I'm sure its super amazing to use but can't figure it out. I have two log storages that I want one to feed the other one. I have the pipes connected from storage to storage but is there a certain hitbox or target area where I am supposed to connect them?
(MSR)Peace Dec 4, 2021 @ 6:12pm 
How do you get mods to work? I'm subscribed but the extra items don't show up.
5jiji Nov 28, 2021 @ 2:37am 
If you want to upload the source code, th
en upload it on github and set a link in the mod description and everyone who want to develop if further will just fork the source code
FiveFrogs  [author] Nov 25, 2021 @ 6:18pm 
I can upload the sourcecode somewhere if someone wants to develop it further. :-) Any takers?
Liq Nov 11, 2021 @ 5:24am 
Gotta say, I simply cannot play Autonauts without this mod. It allows me to completely decentralize my production centers effortlessly, links storage even or biased, and even picks up crap for me! I suggest this mod to anyone I know who plays the game, it is that well thought out.
Bizrate Nov 3, 2021 @ 4:08pm 
Is anyone able to suggest a how to guide on this? I've named items via the "L" key and switch, links, etc are all in storage with items selected and primed.

Switch is build and > used. I just can't get it to function. Any help at all would be amazing.

I can't even seem to have a magnet work. Clearly a user error just not sure what it is.
standingonbees Oct 31, 2021 @ 6:49am 
Amazing mod for a second play through and for Creative mode.

An "overflow transmitter" would be really nice. Right now it takes a combination of a bunch of buildings to get the effect.

Is there a public source code repository?
Neptune Oct 13, 2021 @ 5:36am 
Amazing and fun mod, thank you !
Dimava Aug 4, 2021 @ 1:14am 
The magnets seem to have 2 errors:
If a bot takes the same item taken by magnet, it will be cloned as an void item and stuck a crate until saveloading
Crude and good magnets do not limit pick count to storage cap so will void items if storage is full
KrazyApollo Jul 29, 2021 @ 10:40am 
Does anyone have a tutorial on this mod so i can see how it works?
Rainbow Kitten Jun 14, 2021 @ 10:44am 
Question, can you do a chain of overflow ones? ie. bots putting stuff in 1 container, overflow to a second, then second overflow to a third etc. I will prob play with it a bit to see if I can do this, but figured I'd ask as well in case it's a quick no :)
HrdRock May 18, 2021 @ 9:15am 
i cant figure how to get the magnets and switchs to work. i try to attach magnet to contain but dont know if i am doing it right.
MindCaged May 16, 2021 @ 2:39pm 
I'm noticing a bug happening somewhat regularly with the magnets, it seems to lock up the attached storage after a while so that nothing can access it, and then it starts voiding the items it's trying to suck in. I have to save, exit to the menu, then reload to get it working again for a few minutes, and then it seems to happen again.
FiveFrogs  [author] Apr 10, 2021 @ 4:25pm 
I think I do 1/2 the "specified" size in each direction, centered on the storage the magnet is attached to. I'd recommend using odd numbers (3,5,7,9,11...etc), as those have a nice center spot. It's off center if you use even numbers.
Voicnel Apr 10, 2021 @ 3:51am 
I'm struggling to figure out how the magnets range works. When I set the size to 10x10 I was expecting it to either, be a 10x10 square around the magnet or infront of it. Yet it seems to gather in an 11x11 area behind it.

If this is intentional it is very confusing.
Birblord Apr 9, 2021 @ 1:49am 
Update: Turns out whoever mentioned transmitters not working when placed on certain edges of the map was right. I moved my transmitters away from the northern and western edges of the map and they started to work.
Birblord Apr 8, 2021 @ 2:08am 
Hiya, this looks like a fascinating mod! I'm having trouble getting receivers and transmitters to work though - could anyone advise? Thanks in advance!
Lord Mimir Mar 18, 2021 @ 12:07am 
The reason items deleted on Magnets is that the quality of the magnet overwrites the MaxQtytoCollect value that was calculated when if it is Crude or Good. Need to do a math.min in the if structure for Crude and Good, not just hard setting it.
Studio Misty Mar 11, 2021 @ 1:03am 
I seem to be getting quite a bit of lag from this, any suggestions on how to reduce that?
Tizferatu Feb 22, 2021 @ 10:41pm 
FYI, if you hold ctrl and select the area (pipes) it'll exclude floors. Should be easier to get 'em that way.
FiveFrogs  [author] Dec 11, 2020 @ 7:15am 
As to the whole "hard to grab" issue, yea, I've noticed that as well! I'll add it to list of things to check.
Raven Dec 6, 2020 @ 9:28pm 
@FiveFrogs I absolutely love this mod. A must have mod in my opinion. The only issue I have with it is the the pipes, transmitters, etc are extremely hard to grab if they are placed on flooring. Other than that, great mod! Keep up the good work!
Spyware006 Dec 5, 2020 @ 3:10am 
great mod. I noticed items deleting too, by magnets. my PC freezes after deleting a magnet. Manual restart needed.
AnotherDave Nov 26, 2020 @ 12:05pm 
Awesome mod! I noticed that sometimes items being pulled by magnets can be grabbed or deleted if there are too many objects, please consider reserving the in-flight objects.
小不懂与美穗子 Nov 19, 2020 @ 8:32pm 
mistake:“Error:ModStorage.GetStorageProperties-Storage Object '3237736' is not of type storage”
FiveFrogs  [author] Nov 6, 2020 @ 12:10pm 
Thank you to everyone for holding out with this mod! I've got the new mod code ready to go that uses EVENTS instead of timers, and right now am waiting for Aaron to merge a couple new functions into the game before updating here. The new version can add stuff to research stations, houses, rocket pad, stone head, and even fuel up steam engines and train stations. It will also make use of the global 'dev mode' toggle in the game instead of being an option WITHIN the mod. Note that I'm not going to update the code hear though until the new functions needed in the core game make it to the LIVE version of the game. If there is interest and people want to help test in the BETA version of AutoNaugts, I can upload another mod and link it here for you (once Aaron merges the code into the Beta). Anyone?
captncraig Oct 22, 2020 @ 7:29pm 
I love this mod! One thing I'd like to see is the ability to have either a "disposal pump" that magically deletes items, or maybe be able to pump items into the giant head. Sometimes for testing throughput it is useful to not have things collect in one place.
Hypen-yang Oct 22, 2020 @ 12:31am 
用的太多会卡顿
DerpyDragon Oct 15, 2020 @ 1:30pm 
np, sorry if I was talking a lot, I just wanted to help myself and others having the same issues. I usually look up if people are having the same problem to see if anyone said how they fixed it or worked around it.
FiveFrogs  [author] Oct 13, 2020 @ 8:47pm 
And yes, DO NOT turn on debug mode, unless you want to manually trigger the 'move things' event manually. Also Derpy, thanks for explaining the renaming bit. :-)
FiveFrogs  [author] Oct 13, 2020 @ 8:45pm 
Thanks for reporting the bugs! In this next version I am investigating the near-edge issues, and also a few other things.
Liq Oct 13, 2020 @ 1:06pm 
Not sure what debug mode is for but turning it on effs up everything unless I spam the hot key, is that intended? There is no documentation when it cones to debug mode which should really have a warning to never turn it on.

So just a heads up, never have the debug mode on unless you really need it for some unknown reason.

Btw Thanks Derpy, I never knew that you could name Structures, it was hidden in the right corner.
And knowing is half the battle Yo G.I. Joe!
DerpyDragon Oct 12, 2020 @ 5:12pm 
the magnets, when placed with the "plug" side (there's the "outward" side that looks like the wifi signal, and a "plug" on the back) against a storage unit with a set item (as in it doesn't have a ?) will pick up nearby items of that type and deposit it into the container. the rate that it picks the items up is determined by the quality (like "good magnet" will pick up 5 items every second or so) and you can change its range by using the "properties" button (L) selecting the magnet, and renaming it in the lower right corner to #x#, such as 10x10, to change its pickup radius to 10x10. I've noticed though that the magnet may pick up 5 items when the container is, say, 23/25, and the extra 3 items picked up simply vanish. something to be aware of. :)
Sunblood Oct 10, 2020 @ 6:15pm 
When using the "fast time" mode from the cheat menu, transporters still run in normal time so they are extremely slow in comparison to game time.