Starbound
Steambound reloaded - Automation, item transportation and much more!
Shinnonda 20 ago. 2016 às 13:03
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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A mostrar 1-15 de 45 comentários
UrFrenchNeighbor 20 ago. 2016 às 16:48 
I know that feel
erolfr 21 ago. 2016 às 4:36 
me too,but singleplayer
Gradius 21 ago. 2016 às 15:12 
yes. router input-output location settings do not always save, or they save inconsistently.
mmmmk2 (Adam) 23 ago. 2016 às 17:36 
Having the same issue.
KahtaKhan 1 set. 2016 às 1:02 
any work around for this? I get the same issue but I would like it if they could save.
UrFrenchNeighbor 1 set. 2016 às 7:02 
I think the autor said he would update this
ElBabbo 8 set. 2016 às 8:16 
Same issue would love if anyone finds a work around thanks
TP  [developer] 25 set. 2016 às 6:52 
Finally fixed. Sry:bbtcat:
Shinnonda 25 set. 2016 às 7:25 
Originalmente postado por TP:
Finally fixed. Sry:bbtcat:

Thank You! <3
Shinnonda 25 set. 2016 às 8:59 
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.
Última alteração por Shinnonda; 25 set. 2016 às 13:04
TP  [developer] 25 set. 2016 às 22:26 
I'm not quite sure what you mean. Does it select a container right next to the original input/output?
Shinnonda 26 set. 2016 às 7:31 
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 4 out. 2016 às 6:04 
Originalmente postado por 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 9 out. 2016 às 12:59 
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.
Última alteração por Derringer; 10 out. 2016 às 13:25
Derringer 15 out. 2016 às 16:33 
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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