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If so this would indicate a disconnected vacuum tube on the route between the output nozzle and the interactive container.
I'm only guessing as vacuum tubes can be swines to line up sometimes.
If you can't get to the output nozzle to check, make sure that the nozzle connection lights are lit indicating a complete connection. :)
For example, i have a gas station in the desert for automatic refueling gas and batteries, this is what i do:
- Oil Intake pumps Oil into Big Chest
- Chemistry Station is connected to Big Chest with a loop task for Gasoline
- Chemistry Station pushes Gas into another big Chest (Output Side)
- To this Big Chest there is a Fuel-Station connected on one end and a Gas Canister on the other end
- The Gas Canister feeds a Level 5 Gas Engine
- The Gas Engine turns a Bearing which is connected to an Alternator
- To the Alternator there's a Battery-Station connected to it
Freshly set up it works absolutely fine, Oil is pumped, Gas is crafted, the Motor runs, the Alternator produces batteries and i can "refuel" my truck. But after leaving and coming back i have several issues:
- Gas starts appearing in the Oil-Chest (they're not connected)
- Oil starts getting pumped into the Gas-Chest (again, not connected, only through the chemistry station, which shouldn't "pass-through")
- The Chemistry Stations Loop Task breaks and doesn't build anything anymore
- The Gas-Chest doesn't put Gas into the Fuel-Station and/or the Fuel-Canister anymore
Hopefully there will be an update for this, fixing this issue...
I do know the main SM Engine optimisation involves the player needing to be in the area for automation to take place except crop growing areas.
As to why it's breaking connections is odd and yes sounds likely container filtering is not refreshing on player arrival for some reason.
Hopefully patching will fix it.
But breaking the connections is something else. I didn't have such problems in vanilla and also didn't have them when i used the fant mod.
That would be a shame.
Could you maybe look at the coding in Dr. Pixels raft mech mod code see if it gives any clues to the problem.? Or ask her.
I believe the filter pipes in the fant mod might give some ideas too..
Apparently these still function even when the player is off the tile they must also have selectable
material UUIDs for the different filters.
To a self taught like me, this would be a massive advantage in reverse engineering to trace the "Continue even if player goes off grid" piece of code.
Just throwing some ideas out there and TBH I don't know what rules are within the modding community are at regarding other mod code sharing.
But I do know the "Wings" mod has a copyright statement within the math code.
All I have managed to learn is a snippet of .LUA editing to a level of making totebots drop component kits and adding
Quantity = ### to the container scripts to increases item holding slot sizes
All from being self taught or by following YouTube tutorials.
I also picked up that variables can be overlooked with simple spelling mistakes or the wrong capiTaL letters being missed and these gave many a problem to Dr. Pixel herself.
I reckon something similar may of happened especially as there is an entirely new component part within the vacuum in / out nozzles wonderfully custom added by the mod team.
With that I'd hazard a guess at re-written or copy pasted code to accompany it.?
Anyway, hoping this might help out, if so it was entirely by shear fluke and merely where I'd begin a debug but I'd still only be guessing and after changing a setting I thought it might be I'd reload my game..
And not be in the slightest bit surprised to find my character with a carrot shoved up each nostril wearing a knotted handkerchief on his head having changed his own name to
Remesies Nibblick The Third KerPlunk KerPlunk Whoops Wheres My Thribble whilst constantly running around in circles and shouting "I am a Fish"..
I also watch far to much Black Adder & Red Dwarf (UK).
So Yeah, official Nerd with a GSOH too.
:)
I also cant look at 00fants code because DMCA strikes from him are a thing
I have all automated tables including the assembler. At every output port of these theres a big chest which is connected to the pipe network. Strangely when crafting, every automated table doesn't output to the chest right connected to it, but pushes the built stuff to one specific other chest. It's always the same chest, but i don't know what is special about, maybe it was the first one i connected.
Problem is, this chest was full now and after trying to build something in the assembler, when it finished, the whole assembler froze - like it's animation and the queue stays at 00:00 and i had to place it again to become functioning again.
UPDATE:
Uhm... now my assembler is completely broken :D No matter what i build, no matter if i arrange the chests around or even remove the "magic" chest, it always stays at 00:00 while crafting... I can only use it anymore without using the output port :(
btw. save/reloading doesnt work, it just restarts the build timer of the current item, but after building it stays at 00:00 again.
UPDATE #2:
It's not the assembler, i built another one and replaced it - no change. So how to fix it? as i said, i also removed the "magic" chest already...
UPDATE #3:
I have two Refineries connected to the network. Disconnecting them seemingly fixes the issue.
UPDATE #4 (propably the last one):
I think i found the issue: One refinery is working fine, but having two in the network is breaking the assembler. I disconnected one for right now till this is fixed. Maybe this issue is related to another problem: When a refinery is connected to a crafting bench network, the refinery inventory is treated as a chest and benches are pushing objects into it, rendering it useless. I fixed that with an extractor pipe after the refinery, but maybe this issue is the cause of the assembler breaking.
Just double check you have latest updates as it looks like the most recently added files in my workshop directory is to do with the crafting benches.