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My part-time logistics-falcor centric world currently has: 181 beacons, 252 falcors, 48 pathfinder, 13 lost+found. (445 routes, 600-800 connections)
Some observations:
* Pressing Q - OMG. Mistake! Can be blinding with graphics turned up.
* Loading a world or changing a beacon can take 5-10 minutes for the system to update routes/connections/paths/stabilize.
* MK1/MK2 falcors don't work well. It'll regularly dispatch dozens of MK1s instead of MK2s.
* Pathfinders (with 10 connection nodes) cause geometrically expensive routing complexity. Most of my pathfinders could be a 1-node version. Call it a "Waypoint" perhaps?
Clearly I overdid it and made it strain. I suspect a lightweight pathfinder could help.
I've made those changes in my personal copy of the mod, but you have already made two updates after that.
And a BIG THANK YOU you for all your excellent mods that all make the game a much better game.
In the class LostAndFoundBeacon method FindAvailableCommodity when it checks the AttachedStorageMachineInterface for commoditys it checks that the amount > 0 if it is a itemCubeStack but not for other item types. I just added a "if (AttachedStorageMachineInterface.CountItems(item.mnItemID) > 0)" there and now it has worked without problems for a couple of hours.
So it looks like Trickys Storage hoppers remembers what items have been in them even when amount is zero.
I just used dnSpy to enable the logging and looking at the code first. But I've downloaded the source to the mod now and set up the dev environment and going to see if I can narrow it down more. But from what I can understand from the logs it says there is 0 available.
One thing that I have noticed is that it only happens for items, never for item cubes.
It looks like the source I downloaded from sourceforge dont include the latest fixes you made this year. Are there another place you have uploaded them?
[MOD: FALCOR Transit Network 2/25/2025 10:09 PM]
FindDeliverySolutionNoCargo - Wanted Check
Commodity: Location:-2, 2, 12 ItemId:101 CubeType:0 CubeValue:0 Available:0 Wanted:8 Maximum:10 Queued:0
Wanted Quantity: 8
Queued: 0
Maximum:10
[MOD: FALCOR Transit Network 2/25/2025 10:09 PM]
FindDeliverySolutionNoCargo - Found Lost and Found Item: Location:14, 1, 2 ItemId:101 CubeType:0 CubeValue:0 Available:0 Wanted:0 Maximum:100 Queued:0
[MOD: FALCOR Transit Network 2/25/2025 10:09 PM]
FindDeliverySolutionNoCargo - Found Pickup Item: Location:14, 1, 2 ItemId:101 CubeType:0 CubeValue:0 Available:0 Wanted:0 Maximum:100 Queued:0
[MOD: FALCOR Transit Network 2/25/2025 10:09 PM]
TransitFALCOR 13, 0, -1 - Cargo pickup failed at 14, 1, 2
If I remove the Lost and Found Beacon all the Falcors will go to the correct Beacon to pickup the Copper Wire. But if I place back the Lost and Found Beacon again on the same Hopper they will go there and fail again.
If I move the hopper and the Lost and Found Beacon it will work correctly for a while.
I tried looking at the code. But it was a bit to complex to solve quickly, and it seems you are still active in development of mods.
*EXCEPTION* at MassStorageBeacon.LowFrequencyUpdate
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[MadVandal.FalcorTransitNetwork.Commodity,System.Int32].get_Item (MadVandal.FalcorTransitNetwork.Commodity key) [0x00000] in <filename unknown>:0
at MadVandal.FalcorTransitNetwork.MassStorageBeacon+<>c__DisplayClass0_0__23.<LowFrequencyUpdate>b__1 (MadVandal.FalcorTransitNetwork.Commodity wantedCommoditySlot) [0x00000] in <filename unknown>:0
at MadVandal.FalcorTransitNetwork.MassStorageBeacon.LowFrequencyUpdate () [0x00000] in <filename unknown>:0
Tried to troubleshoot this bug with dnSpy and this is what i've found - error happens in MassStorageBeacon.LowFrequencyUpdate, when game tries to execute IterateWantedCommodities. The Dictionart spaceAvailableCounts contains no keys and values, so when game tries to calculate this code: Math.Min(wantedCommoditySlot.Maximum - newWantedCounts[wantedCommoditySlot], spaceAvailableCounts[wantedCommoditySlot]);
it throws an error.
Just noticed FALCORs dropping undeliverable cargo (XL Experiment Pods) at their base when there was a nearly empty and reachable lost and found nearby. Confirmed it by adding pods to a lost and found and setting a request for them at a nearby hopper. They cleaned out the lost and found and started flying to deliver them. Before they arrived, I broke the receiving transfer beacon. They returned to their base and sat there for a while before dumping their cargo instead of returning it to a lost in found. In addition to the lost and found from where they got their pods, there were also other lost and founds empty and reachable that they could have used as well.
This was as a client in a LAN multiplayer game that was hosted via the in-game multiplayer menu in the pause menu.
If you place a falcor when looking at a wall it is placed properly on the ground. BUT if you rotate it it rotats on the wall axes, not the ground. And once it does that it can`t be rotated again, doesn`t get destroyed when dug up (creating infinite duplicates that you can pick up, but that are despawned when placed) AND once you try to exit the game, it fails to prperly shut down, getting infinitely stuck in flushing disk cache.
I will likely be using you mod again just as soon as the minecarts get fixed and the game becomes playable once more.
TJ - What's up? Haven't heard from you in a while on result from the performance updates a few month s back.
While this mod not only allows limitless range it also allows an unlimited number of falcors to travel and interact with any one destination at once, allowing for pretty much infinte throughput if you set it up right. Wouldn't recommend using them too much though.
Also, just want to say thanks for this mod. It is, by far, the best mod for FC.
I want to say you, with my french english, thank's for your hard work. With your mod, i am in the futur now ! :) Thank's you !