FortressCraft Evolved

FortressCraft Evolved

steveman0's Stockpile Lifts
107 条留言
steveman0  [作者] 2023 年 3 月 10 日 上午 4:27 
Honestly don't remember the version of the code I used for this. Probably needs to be updated to the vanilla version. I'll try to find time to have a look at it.
Austin5003 2023 年 3 月 9 日 下午 10:14 
Using the search bar for stocking items is completely broken for me, nothing ever shows a result and entering text doesn't prevent other actions

Copying items into the filter slots still works but is generally inconvenient
steveman0  [作者] 2022 年 11 月 17 日 上午 4:16 
Err, I know that's come up before. I don't think it's unique to the mod though. I know the vanilla ones do that at times. I don't recall if anyone identified the root cause.
Cyfagy 2022 年 11 月 16 日 上午 11:39 
i think there is a bug ? the mod works just fine like description says but the moving lift is invisible
steveman0  [作者] 2020 年 1 月 1 日 上午 5:27 
Oh, er I can try to remember to have a look at that later. Drop me another note if you don't see something within 24 hours.
Peter Cashel 2019 年 12 月 31 日 下午 10:27 
Hey Steveman0, is the recipe likely to be updated to reflect the new components like the vanilla lift?
Stinosko 2019 年 1 月 16 日 上午 9:37 
Would be nice if the lift controller can derail the shaft to re-use the rail tracks :-)
Bohdan 2018 年 5 月 18 日 下午 8:00 
Woohoo! You da man! :steamhappy:
steveman0  [作者] 2018 年 5 月 18 日 下午 7:53 
Fix pushed.
Bohdan 2018 年 5 月 18 日 下午 4:48 
Thanks man,loving your mods. I went ahead and reverted back to 19.
steveman0  [作者] 2018 年 5 月 18 日 下午 2:16 
I'll see about having a look. DJ made some major changes to mob handling with this patch.
Bohdan 2018 年 5 月 18 日 下午 1:40 
This update seems to have broken something. I got a mob error when i loaded my world now all my lifts are stuck.
steveman0  [作者] 2017 年 9 月 29 日 下午 3:09 
Yep, same as all vanilla lifts.
Bluelight 2017 年 9 月 29 日 下午 1:39 
Oh, you can have the hoppers on the same side that the rails are on? Nice! I didn't know that..
steveman0  [作者] 2017 年 9 月 29 日 下午 12:41 
Not sure what you mean? The lift always faces the same way but you can access it from any side.
Bluelight 2017 年 9 月 29 日 上午 6:46 
Well, it would be nice to have the lift face the way I have the belt so I don't have to make turns..
Zarkis 2017 年 4 月 24 日 下午 7:49 
Good to know, thanks a lot
steveman0  [作者] 2017 年 4 月 24 日 上午 7:30 
Lift rails always follow the same x/z orientation. It's hard coded. I'm not sure of any reason why the orientation would matter except for shooting a laser through it but that feels a bit of an exploit to me so I avoid it.
Zarkis 2017 年 4 月 24 日 上午 12:21 
Guys i could use your help on something stupid and simple... how do i choose the way my lift face when building it, i tried every fucking possible things, and it always point the same way... i must be doing something wrong : / thanks!
Yinan 2017 年 3 月 15 日 下午 12:17 
Well, I didn't see that information. But whatever, it works, I'm happy, thanks for the help and thanks for the mod :)
steveman0  [作者] 2017 年 3 月 14 日 下午 1:59 
That is from the handbook entry. Handbook entries with mod multiblocks are a bit hit or miss because the way the information is passed... I thought I resolved that though...

I don't allow it to go to a conveyor directly because no one would ever want to do that because it'd be so horrifically inefficient to have to wait to belt out all of the inventory. It seemed silly to spend time programming in a hook for them for that reason.
Yinan 2017 年 3 月 14 日 上午 11:54 
I tested it out and it worked.
Any reason why you can't let it go though the filter conveyor directly onto a normal conveyor?

Btw. where is your quote from'? Because I only have the text you have written here and the text in the Help-Menu which doesn't even have much text to begin with.
steveman0  [作者] 2017 年 3 月 14 日 上午 10:02 
"To extract stocked items from the cargo lift you must use an Advanced Conveyor Filter with the filter set to the particular item you want to output. The lift will find the filter and send the stocked items through it (instantly!) to the connected hopper."
Yinan 2017 年 3 月 14 日 上午 1:41 
I don't and I don't see that this was instructed anywhere.
I interpreted the text "you must use an Advanced Conveyor Filter with the filter set to the particular item you want to output on the conveyor" as "Use a Filter and then directly a conveyor".

Gonna test it again with a Hopper this time.
steveman0  [作者] 2017 年 3 月 13 日 下午 5:41 
Do you have hoppers after the filters as instructed?
Yinan 2017 年 3 月 13 日 下午 3:09 
They somehow don't work for me.

I have one of the controllers with a basic lift and load it full with Iron ore and Lithium Ore at the bottom.

I set the Stockpile to "300 Iron Ore" and "300 Lithium Ore".
Now the Lift is at the top... how do I get the Ore out?
I set up "Advanced Conveyor Filters" at both the height of the lift and the controller and set them to filter Lithium Ore and Iron Ore (some the first, some the latter). But no Ore is coming out of the lift at all.

What am I doing wrong here?
steveman0  [作者] 2017 年 3 月 2 日 下午 6:21 
Oh, they have a filter aspect to them? I'm not familiar with them. But that being the case it'd still require Tricky write an interface for me to access them.
Mikal_Bishop 2017 年 3 月 2 日 上午 9:35 
I was just thinking that since those hopper basically have fitler built in, they only take one material they might work the same way the filters.
steveman0  [作者] 2017 年 3 月 1 日 下午 4:43 
In place of the filters? The filters are required as a selection mechanism only. The lift just uses them to find the right storage hopper. It uses the storage machine interface so any hoppers are compatible after the filter but the filter itself is intrinsic to how it works so it can't be removed.
Mikal_Bishop 2017 年 3 月 1 日 下午 4:13 
Any chance of and enhancement where we can use Trickys 1 item hoppers in place of the advanced fitlers?
steveman0  [作者] 2017 年 2 月 8 日 下午 2:31 
Okay, I pushed an update to force the networking update of the center block even if you look at the others. Hopefully that will make it more consistent without having to look specifically at the center. I'll need to still test for oddities over the network at some point.
LiuAnshan 2017 年 2 月 8 日 下午 1:22 
Coolio, thanks for checking it out.
steveman0  [作者] 2017 年 2 月 8 日 下午 1:05 
Hmmm that's odd. Not sure how that can happen. Need to revisit that at some point once the fix is in place for the network syncing. Still think that's probably to blame.
LiuAnshan 2017 年 2 月 8 日 下午 12:53 
Just went and checked and I'm getting the same thing displayed regardless of which block I check.
steveman0  [作者] 2017 年 2 月 8 日 上午 11:50 
I suspect this is due to the entity passthrough bug that I noted recently. If you look at the center block of the controller does it display everything okay? I suspect it should. I'm working with DJ and trying to get agreement with other modders on how to fix the bug in a way that won't break anything else.

The issue is that the data isn't passed over the network properly like other multiblocks so if you don't look at the middle block you won't get the correct data.
LiuAnshan 2017 年 2 月 8 日 上午 11:08 
seems to be a server issue rather than an issue with your mod I think. If I re set the whole thing up and hang out near it it seems to work just fine. If I wander too far away and comeback It seems to loose track of the fact that it's got a lift in it and I have to rescan for rail depth and replace the lift and stock limits.
LiuAnshan 2017 年 2 月 8 日 上午 10:05 
Seem to be having some difficulty getting the stockpile controller to work with improved lifts. We have the mods all installed on the server that me and a friend play on. It seemed to be working fine with the original lift (we did experience the visual bug but it was still working).

When trying to set stock levels after installing the improved lift the controller doesn't seem to be seeing it.

Here's some screenshots of what I'm talking about.

[ url=http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=859771040
] Lift Installed [/url]

[ url=http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=859771855
] Trying to set stock [/url]
steveman0  [作者] 2017 年 2 月 7 日 上午 6:50 
Yes, the visuals are buggy due to some vanilla code issue I haven't worked out. Otherwise it should work if you follow the directions. If you have a specific case that you think doesn't work I need details. A screenshot would help. It really isn't all that different from a vanilla lift though.
leiela 2017 年 2 月 6 日 下午 11:26 
i can't seem to get these lifts to work. There is a visual bug where the lift is invisable which makes it hard to see whats going on. However functionally if you have no stock controls it seems to work as a normal (invisable) lift however once you add the controll's it doens't seem to load/unload. the UI seems to think it stops several blocks below it's actual destination, but even if you put the hoppers where it says it stops it doens't unload.

It's quite possible im simply not using it right. I thought the stock control was for the lift only? so if i set it to 50 iron, 250 copper on a 300 cargo lift. then it would load 50 iron and 250 copper each time... or is that some sort of 'network cap' ? and the reason it's not unloading is because i have more than those limits on the network?

steveman0  [作者] 2016 年 11 月 29 日 上午 10:33 
I could but that would cut out all of the even more epic things I have to write...
jimbob6f 2016 年 11 月 28 日 上午 7:51 
Aww man :( But your a substantially epic mod maker :) couldnt you do an updated. Pretty plz
steveman0  [作者] 2016 年 11 月 28 日 上午 7:20 
You have to change it to load at the top. Unfortunately it'd take quite a substancial rewrite to support loading at the top and bottom.
jimbob6f 2016 年 11 月 28 日 上午 4:45 
Hey is there anyway to load stuff in to be taken down the shaft? like plasma cutter heads. I cant see why i cant since its always empty when it goes down? any help would be great thanks
steveman0  [作者] 2016 年 9 月 8 日 下午 5:49 
Generally he's not invisible he's just rendered in the wrong location. This is, I believe, a vanilla bug. I'll consider tracking it down at some point but it's a low priority for me. I'm not really sure where to look because the code seemed pretty staightforward to me and the feedback in game looks correct so I suspect the error may not be in my code but in mob rendering code which I can't touch.
blackmambaGTX 2016 年 9 月 8 日 下午 5:10 
Hey, is it possible to fix the visual bug? The lift is still doing his job, but after getting down to -400 and back up he's invisible
steveman0  [作者] 2016 年 8 月 31 日 下午 10:11 
Oh err... how did you have difficulty with that? You can put power gen right on it or a mk4 powered by a conduit. There's no excuse for not pushing the max through the thing or depending on how compact your setup you could mount the MMs directly to the Mk4.
Timeslice 2016 年 8 月 31 日 下午 9:28 
Did you not actually read what I said? Namely, the phrase "induction chargers"? :P
Also, induction chargers aren't very good at transferring energy between each other, even with all five blocks touching. For example, for my resin extraction I have to point my LPT's at a T4 battery that touches the IC's, rather than using those same LPT's to power the IC's directly.
steveman0  [作者] 2016 年 8 月 31 日 下午 8:54 
Just use an induction charger. They can move more than enough power for just about anything on them including an entire array of MMs. Multiple adjacent induction chargers also share power so you can even directly attach your power producer of choice like a turbine or adjacent to a Mk4 battery for more than sufficient power backlog. It's very little infrastructure required.
Timeslice 2016 年 8 月 31 日 下午 8:23 
The mass I/O ports literally count as hoppers to most other blocks so I'm assuming they implement the hopper Interface, which would certainly not be unintended. This is doubly true since the blast furnace was specially designed to be fed from mass storage.

It wasn't generating the power for the MM's that was limiting, it was getting it delivered to the induction chargers that was turning into a mess. Powering one object (the mass storage controller) was alot simpler than charging 5 (or more) MM's.

You can obviously do what you like, but it made alot more sense to me to offload 3000 ore into mass storage than it did to use 30 hoppers.
steveman0  [作者] 2016 年 8 月 31 日 上午 9:52 
I'm still rather surprised the IO port works with the lift. I'd guess that it is more of an unintended side effect of the interface than an actual planned feature.

The new matter movers were in part designed for offloading the lifts. With induction chargers I don't see why it would be so difficult to use them for this. I plan to go this route and assuming it turns out to be as easy as I've seen others use it I can't imagine I'll be investigating the IO port since passing it through mass storage like that feels like more of an exploit than intentional design.

By the point you need MMs to empty your lift for throughput boost power cost won't be a limiting factor.