[0.12.11+] Automated Red Alert Harvesters 0.1.1 (Unofficial)

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buddy1913
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[0.12.11+] Automated Red Alert Harvesters 0.1.1 (Unofficial)

Post by buddy1913 »

Hi Everyone!

I have put together a new version of the 0.11.22 compatable mod Automated Red Alert Harvesters by ThaPear. https://forums.factorio.com/forum/mem ... ile&u=2283
See the original thread here: https://forums.factorio.com/forum/vie ... 87&t=12747

There have been no bug fixes, Im fairly sure I've introduced a bug or two somewhere along the line but it's working after a few hours of testing.

New bugs im aware of:
Refineries don't eject onto belts properly (Inserters work fine!)
twitchy animation bugs on the Harvesters
12-12-15 : No fuel alert on Refineries constant spam
14-12-25 : Fuel message spam

note:
I'm not a great LUA coder, this is my first time delving into the code fully and it took a while. I'm looking into fixing the bugs that i find but feel free to report anyhting i can't guarrentee any fixes though.
DOWNLOAD:
Harvester-mod_0.1.1.zip
(1.33 MiB) Downloaded 1243 times
DISCLAIMER:
I do not claim to own this mod, I do not Guarntee support for this mod and all art and code assets belong to their respective owners.
all credit to ThaPear for orignally making the mod and all original code.
Last edited by buddy1913 on Mon Dec 14, 2015 11:20 pm, edited 1 time in total.
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Re: [0.12.11+] Automated Red Alert Harvesters 0.1.1 (Unofficial)

Post by Airat9000 »

;) forward to continuing mod! .
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Re: [0.12.11+] Automated Red Alert Harvesters 0.1.1 (Unofficial)

Post by Airat9000 »

:( bug
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buddy1913
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Re: [0.12.11+] Automated Red Alert Harvesters 0.1.1 (Unofficial)

Post by buddy1913 »

Airat9000 wrote::( bug
I'll see if i can fix it, havn't come across that one before.

though it may take a while, im not an overly confident coder.
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Re: [0.12.11+] Automated Red Alert Harvesters 0.1.1 (Unofficial)

Post by Guest_4544 »

Thats awesome that you updated this mod.

There is however 1 major/game-crashing bug. When the Harvester tries to harvest Ores from mods i.e. not the Factorio one it will crash.
I tried it with the infinity ores from the Test mod.

Code: Select all

Notice:
Error while running the event handler:
__Harvester-mod__/harvester.lua:388:
Unknown item name:copper-ore__tm
How to reproduce:
1: Load any mod with its own ores
2: Get the Harvester to harvest the custom ore
3: Once the Harvester tries to collect the custom ore it will crash.
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Re: [0.12.11+] Automated Red Alert Harvesters 0.1.1 (Unofficial)

Post by buddy1913 »

Guest_4544 wrote:Thats awesome that you updated this mod.

There is however 1 major/game-crashing bug. When the Harvester tries to harvest Ores from mods i.e. not the Factorio one it will crash.
I tried it with the infinity ores from the Test mod.

Code: Select all

Notice:
Error while running the event handler:
__Harvester-mod__/harvester.lua:388:
Unknown item name:copper-ore__tm
How to reproduce:
1: Load any mod with its own ores
2: Get the Harvester to harvest the custom ore
3: Once the Harvester tries to collect the custom ore it will crash.

thank's for the report, i tried to test with mods and it seemed to work ok with Bob's and Youki's. I'll see what i can do.
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Re: [0.12.11+] Automated Red Alert Harvesters 0.1.1 (Unofficial)

Post by Guest_4544 »

buddy1913 wrote: thank's for the report, i tried to test with mods and it seemed to work ok with Bob's and Youki's. I'll see what i can do.
Oh, thats a bit odd then. I guess the Harvester script doesn't like ores that are generated via lua scripting instead of making new entity.
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Re: [0.12.11+] Automated Red Alert Harvesters 0.1.1 (Unofficial)

Post by buddy1913 »

Guest_4544 wrote:
buddy1913 wrote: thank's for the report, i tried to test with mods and it seemed to work ok with Bob's and Youki's. I'll see what i can do.
Oh, thats a bit odd then. I guess the Harvester script doesn't like ores that are generated via lua scripting instead of making new entity.
there is a section in the code regarding "Special ores" that have a diffrent ore name then the item name. there's a lot of lua files to go through, i should have enough time to do a proper dig this weekend.
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Re: [0.12.11+] Automated Red Alert Harvesters 0.1.1 (Unofficial)

Post by Airat9000 »

buddy1913 wrote:
Guest_4544 wrote:
buddy1913 wrote: thank's for the report, i tried to test with mods and it seemed to work ok with Bob's and Youki's. I'll see what i can do.
Oh, thats a bit odd then. I guess the Harvester script doesn't like ores that are generated via lua scripting instead of making new entity.
there is a section in the code regarding "Special ores" that have a diffrent ore name then the item name. there's a lot of lua files to go through, i should have enough time to do a proper dig this weekend.
2fix please

1) optimization harvester - game slow to work in harvester!!!

2) and automatisation in sort product 2 variant in robot go to base
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Re: [0.12.11+] Automated Red Alert Harvesters 0.1.1 (Unofficial)

Post by TylerGM2 »

Hey! Currently I am getting an error while placing either the refinery or the harvester, any help would be appreciated!

Error while running the event handler: __Harvester-mod__/refinery.lua:186: Map doesn't contain 1 player, this function can't be used
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Re: [0.12.11+] Automated Red Alert Harvesters 0.1.1 (Unofficial)

Post by FasterThanYoursMC »

I'd be interested in using this if you get the bugs worked out. thank you
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Re: [0.12.11+] Automated Red Alert Harvesters 0.1.1 (Unofficial)

Post by Murlocking »

TylerGM2 wrote:Hey! Currently I am getting an error while placing either the refinery or the harvester, any help would be appreciated!

Error while running the event handler: __Harvester-mod__/refinery.lua:186: Map doesn't contain 1 player, this function can't be used
This mean it doesn't work in multiplayer.
Most old mods with throw that error.
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Re: [0.12.11+] Automated Red Alert Harvesters 0.1.1 (Unofficial)

Post by Smoovious »

would it take much to get it to work in multi?

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Re: [0.12.11+] Automated Red Alert Harvesters 0.1.1 (Unofficial)

Post by studmuffin »

I had the same issue. Wondered if it had to do with playing on a dedicated server. The game played fine until i attempted to place a refinery.

line 186 shows

Code: Select all

local results = game.player.surface.find_entities_filtered
Wiki says game.player can only be used when a single player is playing. I have not yet played with mods in Factorio, but I'll test if a simple "game.players" change fixes the issue. I doubt it, but worth a shot while I investigate/wait for someone else to fix it.
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Re: [0.12.11+] Automated Red Alert Harvesters 0.1.1 (Unofficial)

Post by Factorio2016 »

On the basis of this mod, you can try to make a mod with ships. As rail.
Set of Maritime lighthouses and ships sailing from one to the other is also on a timer (the same menu that trains).
On the shore with manipulators unloaded.
English is not my native language. Translator.
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Re: [0.12.11+] Automated Red Alert Harvesters 0.1.1 (Unofficial)

Post by kelt »

Hi.

I have this bug where the amount of ore gets stuck (25,30,...) and the harvester just keeps harvesting infinitely.
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Re: [0.12.11+] Automated Red Alert Harvesters 0.1.1 (Unofficial)

Post by Smoovious »

The harvester doesn't seem to get the hard-crafting 'ores'... any plans on updating it to include them?

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Re: [0.12.11+] Automated Red Alert Harvesters 0.1.1 (Unofficial)

Post by Galacticruler »

Hello. I have a few issues with this mod. Namely the frame drop it causes when a large number of harvesters are placed and active. I also have a few suggestions (That i'd not mind helping out with)...:
Bugs/Issues:
1. Harvesters cause noticeable frame drop in large numbers.
2. Harvesters can phase through structures and other harvesters.
3. Harvesters have an unlimited fuel scan range and no ore filter, this leads to issues with refineries full of the wrong resource.

Suggestions:
1. RA1 Ore Silo - basically makes the refinery off-load all contents (aside from reserved fuel) to a silo with smaller storage but a smaller foot-print. all silos act as a connected storage(kind of like the oil tanks) and shift resources to balance it out equally across all of them within range of each other.
2. Refinery should be an electric furnace with a quick crafting speed that auto-smelts from a chest-like inventory and outputs a lot of pollution and smoke.
3. Look into "The Red Alert" mod for command and Conquer 3 and try using their harvester, refinery, and silo.
4. Harvester Fence (chain link, 5 hp.) - build this (10 iron plate, 1 electronic circuit; produces 10 fence poles) to define an area for harvesters to mine from. Requires circuit network connection to the main refinery to function (only one connection)
5. Harvester Fence Gate - Functionally identical to the fence, but with added gate functionality that opens when a harvester needs through.
PC is best.
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Re: [0.12.11+] Automated Red Alert Harvesters 0.1.1 (Unofficial)

Post by Smoovious »

instead of a fence, would probably be easier to code defining the zones for it to work in by some kind of gps radius... place gps beacons covering the areas you want them to work in, and they will only mine deposits within, say, a distance of 32 of a beacon.

what I would like to see, would be for the trucks to unload one slot at a time, as space becomes available, instead of waiting for enough space to dump the whole load... (although, being dump trucks, waiting for the whole load makes sense)

also, take into account how much of a load the truck has... it makes little sense for a truck who came back to get more fuel, to have to wait for 20 slots to be open in the 'refiner' when the truck is only loaded with 10 slots worth of material.

most of all, the option to restrict a truck and 'refiner' to specific materials would be helpful, so I have more control over when trucks go out... cutting off the fuel to the 'refiner' when I have an over-abundance of stone, for example... so the stone 'refiner' and the stone trucks stop eventually, until I need more.

-- Smoov
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Re: [0.12.11+] Automated Red Alert Harvesters 0.1.1 (Unofficial)

Post by n9103 »

ptw
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