Starbound

Starbound

Steambound reloaded - Automation, item transportation and much more!
Shinnonda Aug 20, 2016 @ 1:03pm
Bug Report: Router resets everytime you leave the planet
If you leave the planet and come back, the input and output set just gone, the input/slots and filter item is working very well, but i have almost 8 builds using routers, and config all of them all the time is kind of frustrating.

I'm using this mod on multiplayer server.
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Showing 1-15 of 45 comments
UrFrenchNeighbor Aug 20, 2016 @ 4:48pm 
I know that feel
erolfr Aug 21, 2016 @ 4:36am 
me too,but singleplayer
Gradius Aug 21, 2016 @ 3:12pm 
yes. router input-output location settings do not always save, or they save inconsistently.
mmmmk2 (Adam) Aug 23, 2016 @ 5:36pm 
Having the same issue.
KahtaKhan Sep 1, 2016 @ 1:02am 
any work around for this? I get the same issue but I would like it if they could save.
UrFrenchNeighbor Sep 1, 2016 @ 7:02am 
I think the autor said he would update this
ElBabbo Sep 8, 2016 @ 8:16am 
Same issue would love if anyone finds a work around thanks
TP  [developer] Sep 25, 2016 @ 6:52am 
Finally fixed. Sry:bbtcat:
Shinnonda Sep 25, 2016 @ 7:25am 
Originally posted by TP:
Finally fixed. Sry:bbtcat:

Thank You! <3
Shinnonda Sep 25, 2016 @ 8:59am 
uhm... i start to make my routing again and now are they loss less information in routers than before, but they are putting random inputs/outputs in some cases :s (that can be happening cause i'm using a lot of routers, i will test more and send more informations)

EDIT1:
when the chunk where the router is, load first, or the router erase the configuration of all the inputs/outputs who doesn't load yet, or he try to send this input/output for some who have loaded in the same chunk.
Last edited by Shinnonda; Sep 25, 2016 @ 1:04pm
TP  [developer] Sep 25, 2016 @ 10:26pm 
I'm not quite sure what you mean. Does it select a container right next to the original input/output?
Shinnonda Sep 26, 2016 @ 7:31am 
yes, i test with all close (5 blocks between them) and a far away (like 50 blocks), if i go away and return, the game sometimes reload the router and one of the containers but not both at the same time for example, in these case, the input/output just gone.

if we have 3 containers, it clean all the inputs/outputs or put in the first container detected (one time he put in the far container of 5 i connect with 4 routers).

i will print some and record, it will probably more easier to show you
BioDread Oct 4, 2016 @ 6:04am 
Originally posted by TP:
Finally fixed.
Not working for me :(
When I leave planet all routers resets.
And sometimes they transfer items from containers that even don't connected to tubes...
Derringer Oct 9, 2016 @ 12:59pm 
I've had routers actually start transferring items into other routers' filter slots, mucking up a nontrivial automated beehive farm repeatedly - this irritated me enough to start debugging the problem myself, and I think I've pinned it down. At least I didn't have to look any further than router.lua.

It looks like the Starbound engine actually pools and recycles objects (or at least EntityId values can be reused for different entities over time) so just checking if the references to input and output are valid is not enough - they can remain valid yet change to point to a completely different object. If I reacquire references to the containers at inputPos and outputPos on every call to routeItems() regardless of apparent validity of the references, the router never accidentally latches onto the wrong objects.

A full clean-up would require permanently eliminating input and output from the storage table, storing only inputPos and outputPos, but probably adding them back to the table returned from getConfig() so the UI doesn't break.
Last edited by Derringer; Oct 10, 2016 @ 1:25pm
Derringer Oct 15, 2016 @ 4:33pm 
Consider it confirmed. The router settings have been completely stable with this modified version of routeItems():

function routeItems() if storage.inputPos ~= nil then storage.input = getContainerAt(storage.inputPos); else storage.input = nil; end if storage.outputPos ~= nil then storage.output = getContainerAt(storage.outputPos); else storage.output = nil; end if storage.input ~= nil and storage.output ~= nil then local items = world.containerItems(storage.input) if items ~= nil then if #storage.inputSlots > 0 then transferFromSlots(items) else transferFromAnywhere(items) end end end end
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