Starbound
Steambound reloaded - Automation, item transportation and much more!
Shinnonda 2016년 8월 20일 오후 1시 03분
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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UrFrenchNeighbor 2016년 8월 20일 오후 4시 48분 
I know that feel
erolfr 2016년 8월 21일 오전 4시 36분 
me too,but singleplayer
Gradius 2016년 8월 21일 오후 3시 12분 
yes. router input-output location settings do not always save, or they save inconsistently.
mmmmk2 (Adam) 2016년 8월 23일 오후 5시 36분 
Having the same issue.
KahtaKhan 2016년 9월 1일 오전 1시 02분 
any work around for this? I get the same issue but I would like it if they could save.
UrFrenchNeighbor 2016년 9월 1일 오전 7시 02분 
I think the autor said he would update this
ElBabbo 2016년 9월 8일 오전 8시 16분 
Same issue would love if anyone finds a work around thanks
TP  [개발자] 2016년 9월 25일 오전 6시 52분 
Finally fixed. Sry:bbtcat:
Shinnonda 2016년 9월 25일 오전 7시 25분 
TP 님이 먼저 게시:
Finally fixed. Sry:bbtcat:

Thank You! <3
Shinnonda 2016년 9월 25일 오전 8시 59분 
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.
Shinnonda 님이 마지막으로 수정; 2016년 9월 25일 오후 1시 04분
TP  [개발자] 2016년 9월 25일 오후 10시 26분 
I'm not quite sure what you mean. Does it select a container right next to the original input/output?
Shinnonda 2016년 9월 26일 오전 7시 31분 
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 2016년 10월 4일 오전 6시 04분 
TP 님이 먼저 게시:
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 2016년 10월 9일 오후 12시 59분 
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.
Derringer 님이 마지막으로 수정; 2016년 10월 10일 오후 1시 25분
Derringer 2016년 10월 15일 오후 4시 33분 
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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