Autonauts

Autonauts

ConveyorBelt v1.0.0
18 Comments
Moehrchen 25 Jun @ 4:57am 
c(_) coffee for you :-) thank you
jermaindues0 18 Dec, 2024 @ 12:39pm 
Hello, where can I find the conveyor belt? would be great to find out quickly
Rusty 8 Oct, 2023 @ 4:21am 
its great!

note: if you dont place the rotation of bridge wrong way it wont work

also at random it wont let you build but just delete blueprint and replace with and itll work again
Kodijack! 19 Aug, 2023 @ 3:39pm 
Awesome, thanks for sharing!
parhuzamos  [author] 5 Apr, 2023 @ 3:04am 
Great! Happy to help.
BoNes 5 Apr, 2023 @ 3:01am 
Thank you. I've re-downloaded... and after a bit of messing around with filenames and the internal name you use in v1.0, I've now got both versions working together perfectly. :steamthumbsup:
parhuzamos  [author] 4 Apr, 2023 @ 8:42am 
@BoNes file updated on the server. Re-download, please.
parhuzamos  [author] 4 Apr, 2023 @ 8:38am 
facepalm. Fixing in a sec.
BoNes 4 Apr, 2023 @ 8:34am 
I believe that you might have given me a link to v1.0... the lua file is identical to the v1.0 lua file.
BoNes 4 Apr, 2023 @ 5:08am 
Thank you very much. I'm probably just going to rename the new belt objects and try to have both styles of belt.
parhuzamos  [author] 4 Apr, 2023 @ 3:13am 
@BoNes, making a new endpoint would be too much work as too many things are wired in the logic. However, I can provide you the source of v0.9 which installed locally is perfectly fine for you.

[Contact me directly anywhere using @parhuzamos if links are not allowed below.]
Source: https://parhuzamos-public.s3.nl-ams.scw.cloud/projects/Autonauts/Workshop/Mods/ConveyorBelt/ConveyorBelt-5ab76ae.zip
Where and how to place Mods in your game: https://www.denki.co.uk/autonauts/modding/
BoNes 1 Apr, 2023 @ 1:41am 
Could you please add an alternate version of the end point that dumps all items on the ground (like v0.9 did)? So it could still take items from a storages at the start point, but it doesn't require a storage at the output and just throws all items into a big stack.

I had used a conveyor belt as a kind of "main bus" (a single belt that my bots just dump all items onto, with bots sitting at the output to sort out all the incoming items). In v1.0 I can't do that anymore, as it only allows a single type of item on each belt.
Mike Crosley 29 Oct, 2022 @ 3:19pm 
This is something this game has REALLY needed for a long time! I have been hoping to see it in the updates (both the Pirates game and the QoL update) but nope. So this mod is AWESOME! I tried to give you Five Stars, but it won't let me yet.

THANK YOU for this great mod! :steamthumbsup:
parhuzamos  [author] 23 Oct, 2022 @ 1:53pm 
@herman925 no, you can not. The bot must do it manually.
I'm planning to rewrite the mod and that is a planned feature together with stopping the movement of all the transported items if the receiving end is full.
herman925 22 Oct, 2022 @ 11:43am 
Can I push the item into a building or a storage?
parhuzamos  [author] 17 Mar, 2022 @ 3:34am 
Thanks for the feedback @nightinggale, it helps a lot :healthyhearthling: .

As for v0.9 (2022-03-16):
* Blueprint issue noted, in the todos now. I noticed it too but was not so important IMHO.
* Graphics on the belt does not reflect the direction of item movement, yet. They will be rotated automatically in the future. It's almost done.
* Merging (nor splitting) not supported currently, just basic one-lane flow. Unexpected behavior occours if a belt has more than two neighbours, which is "normal" now.
* Bots finding moving items is because of the limitations of the current modding API. Objects being moved can't be disabled and still be made visible (tried ModObject.SetObjectActive, ModObject.SetObjectVisibility together).
* Because of the modding API's limitation, moving objects "slide" on floor level. If the belt is higher than the item being moved (eg stick) it may appear "in" the belt and not on it. Adjusting the belt model could help, noted.
nightinggale 16 Mar, 2022 @ 2:16pm 
Another issue is it is inconsistent when belts are close. I placed a stop next to a belt and despite the belt having horizontal graphics, suddenly the items went up to the stop. It's also inconsistent in behavior if you try to merge two belts. Sometimes it works and sometimes it kills one belt, usually the first built.

I'm not really sure if this is a bug with the mod itself, but "search for nearest" will locate items on the belt and obviously they will be gone by the time the bot arrives. Seems like an issue with core mechanics, which might not be possible to mod using the current lua API.

Sticks seems to move under the belt, which could indicate an issue with layers.

Despite listing a bunch of issues, I'm impressed and haven't found more issues than I would expect from a brand new mod like this.
nightinggale 16 Mar, 2022 @ 1:24pm 
I found the first bug. The belts start working even as blueprints. You don't actually have to build them to move stuff.