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License: GNU General Public License v3.0
Hi,
first of all; I really love your mod. Great work.
I noticed, that the direction left/right in the merger UI menu is mirrored.
I took some screenshots, to make it clear:
The splitter works fine and the direction is like the material flow, awsome:
But the outputs of the MERGER is not in the flow direction, it is against it. That really confused me the first time. Here I just connected the middle an the right input, but the UI said that the middle and the left are connected.
If you have questions please don't hesitate to contact me.
I hope you can fix this. Thanks a lot for this awsome mod, I use it a lot.
Happy building.
good work with thius splitter!.
But I am lokking for a splitter where I can set the number of items to send into a channel. Is this possible to make?
Is there a way to make it work?
after i installed the mod i started placing 1 splitter and a few minutes later i tried placing a second one but the game crashed, no problem i thought and clicked on "send and restart" and after that on "continue" back in game i tried again and it chrashed again so this time i completely restarted the game and after that i could place splitter on the ground but when i went back to building and tried my original place meant but there it crashed again
Crash Diagnostic log:
Version: 209200, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Listen Server, IsUsingMods: Yes
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x00000221abfea780
FactoryGame_SML_Win64_Shipping!FindOwnerPluginForMountPoint() [C:\ar-sml_work\SatisfactoryModLoader\SatisfactoryModLoader\SML\Plugins\SML\Source\SML\Private\Util\BlueprintAssetHelperLibrary.cpp:81]
FactoryGame_SML_Win64_Shipping!UBlueprintAssetHelperLibrary::FindPluginNameByObjectPath() [C:\ar-sml_work\SatisfactoryModLoader\SatisfactoryModLoader\SML\Plugins\SML\Source\SML\Private\Util\BlueprintAssetHelperLibrary.cpp:147]
FactoryGame_SML_Win64_Shipping!UBlueprintLoggingLibrary::LogImpl() [C:\ar-sml_work\SatisfactoryModLoader\SatisfactoryModLoader\SML\Plugins\SML\Source\SML\Private\Util\BlueprintLoggingLibrary.cpp:26]
FactoryGame_SML_Win64_Shipping!UBlueprintLoggingLibrary::execLogWarning() [C:\ar-sml_work\SatisfactoryModLoader\SatisfactoryModLoader\SML\Plugins\SML\Source\SML\Public\Util\BlueprintLoggingLibrary.h:59]
FactoryGame_CoreUObject_Win64_Shipping!ProcessLocalScriptFunction() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1067]
FactoryGame_CoreUObject_Win64_Shipping!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:898]
FactoryGame_CoreUObject_Win64_Shipping!UObject::execLocalFinalFunction() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2997]
FactoryGame_CoreUObject_Win64_Shipping!ProcessLocalScriptFunction() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1067]
FactoryGame_CoreUObject_Win64_Shipping!UObject::ProcessInternal() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1156]
FactoryGame_CoreUObject_Win64_Shipping!UFunction::Invoke() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5589]
FactoryGame_CoreUObject_Win64_Shipping!UObject::ProcessEvent() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1992]
FactoryGame_Engine_Win64_Shipping!AActor::ProcessEvent() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\Actor.cpp:917]
FactoryGame_FactoryGame_Win64_Shipping!AFGBuildable::Factory_ReceiveTick() [D:\TC_agent\work\78a794e88763017d\UE4\Games\FactoryGame\Intermediate\Build\Win64\FactoryGame\Inc\FactoryGame\FGBuildable.gen.cpp:841]
FactoryGame_FactoryGame_Win64_Shipping!<lambda_894261a5d2fbb741922e1f3769159f93>::operator()() [D:\TC_agent\work\78a794e88763017d\UE4\Games\FactoryGame\Source\FactoryGame\Private\FGBuildableSubsystem.cpp:590]
FactoryGame_FactoryGame_Win64_Shipping!ParallelForImpl::TParallelForData<TFunctionRef<void __cdecl(int)> >::Process() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:177]
FactoryGame_FactoryGame_Win64_Shipping!TGraphTask<ParallelForImpl::TParallelForTask<TFunctionRef<void __cdecl(int)> > >::ExecuteTask() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:886]
FactoryGame_Core_Win64_Shipping!FTaskThreadAnyThread::ProcessTasksUntilQuit() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:887]
FactoryGame_Core_Win64_Shipping!FTaskThreadBase::Run() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:541]
FactoryGame_Core_Win64_Shipping!FRunnableThreadWin::Run() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]
The regular conveyor splitter can do a 2 by 2 turn like this:
Picture 1
But with the adjustable splitter it doesn't work:
Picture 2
Based on if I move the conveyor pole over two blocks like this:
Picture 3
It curves back inward a bit, leading me to believe the connection point is a little too far outward for the adjustable splitter
Now yes you can do this if you don't place the conveyor pole first:
Picture 4
but it seems like the pole is rotated a bit, and if you manually rotate it to face right it doesn't work again (like in picture 2)
And it also still doesn't work if you place a machine input there like an industrial storage or furnace
Thats about it
I was using the mod to load balance properly my input / output. The mod works really great for that !
Sadly I've been forced to remove them all and switch back to regular spliter/merger as this mod progressively cut FPS during playtime until I reach 10FPS (from initially 140 fps)
Without the mod I've a constant FPS.
Hello, while debugging a crash (unrelated to this mod) i was looking through my log file and noticed that the Adjustable Splitter is causing lots of spam in the log file. with the following text:
[2022.04.07-07.21.07:180][477]LogFactory: Warning: Build_RatioSplitter_C_2146619131: Legacy clearance component found! Replace with UFGClearanceComponent!
The ID's changing based on which splitter it is, but there were upwards of 1400 instances of these in my log file from a nights playing. Currently using version 0.3.4 of the mod, with SML v 3.3.0 on the Early Access branch of the Steam client.
This is obviously not a playability issue, the mod still works fine, just a minor inconvenience causing some log file bloat. Thanks for the great mod!
Edit: Also found it with the Merger too, but i don't have nearly as many built so, the spam was quite a bit less.
[2022.04.07-07.21.07:058][477]LogFactory: Warning: Build_RatioMerger_C_2145934745: Legacy clearance component found! Replace with UFGClearanceComponent!
I attached the ratio splitter to a mk 4 belt in the latest version of the game and noticed two issues with it.
The first is that the belts do not self attach to the ratio splitter and would require recreating a belt to feed it and to be fed from.
The second issue is when the splitter is at an vertical angle the belt will attempt a sharp turn that would make dragging from an existing normal splitter unusable, but would work fine if worked backwards from the ratio splitter
Hi,
I know that this mod is not meant to be for multiplayer.
But is MP a feature u want to have for this mod in future?
Currently when the "if full" condition is met the client crashes!
Best Regards
So when you open GUI you see the following order: Left => Middle => Right
And logically expect first priority to be on the left, then the middle and the last is right. But instead (and I assume from the game's PoV it's logical) order is middle => right => left (in my case right is de-prioritized but nonetheless:
I suggest changing order in the GUI to guide expectation towards real results, i.e. columns, from left to right: middle | right | left.
Bonus: if it would become possible to re-arrange the colums manually to change the initial order, thus leaving the drop-down choise of the "If full" to even further maximize the flexibility.
If you input a T3 into an adjustable splitter with T1 on the left and the right, but T3 on the middle, it will again slow down for no particular reason every so often when trying to supply the tier one belts and then, when they are filled, go full speed towards T3 middle.
Technically, easily curable by putting T3 on all outputs, but still...
There is a bug in your splitters,
Splitter connections:
Income MK4 Belt
Right notconnected
Left Out MK1
Middle out MK4
When left one(mk1 belt one) is full, l mean all the way to the splitter belf is filled with items and they are not moving.
Items just should go to the middle out with out losing speed right, well its not.
When mk1 belt is full, mk4 belt in the middle cant get its items, it gets them at mk1 speed.
Just started testing the splitter on Experimental (120461), but I seem to get unexpected behavior, particularly when wanting two outputs to overflow to a third. Maybe I'm not understanding the settings. Is there a document that explains how each setting should function?
Hi there,
Just a quick question if you planned to make this compatible with the new Satisfactory Update 4?
If you construct a belt, and then construct an Adjustable Splitter in the middle of the existing belt, the game splits the original belt into two new belts that appear to be connected, but don't actually transfer items through the splitter.
Workaround: delete the original belts after placing the splitter and then re-create them, then everything starts flowing as expected.
Maybe there's some extra "reattach" callback missing or something? Might be something missing in SML itself though, or the game does something magic with standard splitters that isn't being exported.
Hi,
Since the last experimental update (121639), this mod seems to crash the game. Any idea ?
Thanks for your work,
Best Regards,
Michel
When you copied buildsing, say, with "Fill" the middle mouse button pipette doesn't work on such buildings.
Loads good when I disable it.
Version: 209551, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Epic, NetMode: Listen Server, IsUsingMods: Yes
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x000001997747e860
FactoryGame_SML_Win64_Shipping!FindOwnerPluginForMountPoint() [C:\ar-sml\_work\SatisfactoryModLoader\SatisfactoryModLoader\SML\Plugins\SML\Source\SML\Private\Util\BlueprintAssetHelperLibrary.cpp:81]
FactoryGame_SML_Win64_Shipping!UBlueprintAssetHelperLibrary::FindPluginNameByObjectPath() [C:\ar-sml\_work\SatisfactoryModLoader\SatisfactoryModLoader\SML\Plugins\SML\Source\SML\Private\Util\BlueprintAssetHelperLibrary.cpp:147]
FactoryGame_SML_Win64_Shipping!UBlueprintLoggingLibrary::LogImpl() [C:\ar-sml\_work\SatisfactoryModLoader\SatisfactoryModLoader\SML\Plugins\SML\Source\SML\Private\Util\BlueprintLoggingLibrary.cpp:26]
FactoryGame_SML_Win64_Shipping!UBlueprintLoggingLibrary::execLogWarning() [C:\ar-sml\_work\SatisfactoryModLoader\SatisfactoryModLoader\SML\Plugins\SML\Source\SML\Public\Util\BlueprintLoggingLibrary.h:59]
FactoryGame_CoreUObject_Win64_Shipping!ProcessLocalScriptFunction() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1067]
FactoryGame_CoreUObject_Win64_Shipping!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:898]
FactoryGame_CoreUObject_Win64_Shipping!UObject::execLocalFinalFunction() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2997]
FactoryGame_CoreUObject_Win64_Shipping!ProcessLocalScriptFunction() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1067]
FactoryGame_CoreUObject_Win64_Shipping!UObject::ProcessInternal() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1156]
FactoryGame_CoreUObject_Win64_Shipping!UFunction::Invoke() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5589]
FactoryGame_CoreUObject_Win64_Shipping!UObject::ProcessEvent() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1992]
FactoryGame_Engine_Win64_Shipping!AActor::ProcessEvent() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\Actor.cpp:917]
FactoryGame_FactoryGame_Win64_Shipping!AFGBuildable::Factory_ReceiveTick() [D:\TC_agent\work\78a794e88763017d\UE4\Games\FactoryGame\Intermediate\Build\Win64\FactoryGame\Inc\FactoryGame\FGBuildable.gen.cpp:841]
FactoryGame_FactoryGame_Win64_Shipping!<lambda_894261a5d2fbb741922e1f3769159f93>::operator()() [D:\TC_agent\work\78a794e88763017d\UE4\Games\FactoryGame\Source\FactoryGame\Private\FGBuildableSubsystem.cpp:592]
FactoryGame_FactoryGame_Win64_Shipping!ParallelForImpl::TParallelForData<TFunctionRef<void __cdecl(int)> >::Process() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:177]
FactoryGame_FactoryGame_Win64_Shipping!TGraphTask<ParallelForImpl::TParallelForTask<TFunctionRef<void __cdecl(int)> > >::ExecuteTask() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:886]
FactoryGame_Core_Win64_Shipping!FTaskThreadAnyThread::ProcessTasksUntilQuit() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:887]
FactoryGame_Core_Win64_Shipping!FTaskThreadBase::Run() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:541]
FactoryGame_Core_Win64_Shipping!FRunnableThreadWin::Run() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]
Hi there,
So I've got a fully saturated mk1 line coming into the middle of a merger from a storage container, and another saturated mk 1 line coming into the "right" input slot (and nothing hooked up to the "left" slot).
I've got it set middle - 1 and take from right, right 0 and left at the default of "skip to next" (also tested "wait" on this, as well as "take from left" and "take from middle").
My understanding is, these settings should always prioritize input coming from the middle belt, and only ever allow something from the right to come through if there's empty space on the middle belt.
But that's not exactly what happens. Every few seconds it lets an item in from the right belt, which stops the middle belt (because the middle belt is fully saturated).
I'm assuming maybe it's a rounding error or something silly, but it's making the mergers work unreliably.
Doesn't output anything
Can you make a smart splitter version. This would really help out in auto sorting arrays, this way, if side A is full, you can send it to the other side, but only when full, this would then prevent half the items being deleted if using with the void hole from the moar pak.
EX: (I would want to set priority right, when full, go left.)
Hello,
I would love to use your mod in my multiplayer factory, and specially mergers.
It seems last commits includes some fixes for mergers crashs.
Can you publish a new release including all fixes ?
Thank you for fill the lack of overflow in this game !
Hello, Please can you update the mod for the experimental branch update 8?
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