BuildCraft|Factory

BuildCraft|Factory

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Big robot issue list

afifio opened this issue ยท 3 comments

commented

MC 1.7.10
Fastcraft is disabled
Buildcraft version:
buildcraft-7.1.23.jar
buildcraft-compat-7.1.7.jar
Forge version:
Forge Mod Loader 7.10.99.99
Related mod:
industrialcraft-2-2.2.823-experimental.jar
natura-1.7.10-2.2.0.1.jar
extrabiomesxl_1.7.10-3.16.2.jar

Singleplayer mode.
1."Universe just reloaded, I dont know where to start"
Lumberjack, planter and picker seem to lose work area coordinates after game reloaded, occasionally happen. Update the coordinate using map works.
2."Lumberjack died, we should pay a visit"
Seen 2 times, where a few robot stuck (inactive) around a dead robot, hitting them to lower energy will make it go recharge and work again.
3."IC2 Rubber tree ? Dunno him, oh hi Natura Pink Cherry Tree"
Lumberjack doesnt know rubber tree from IC2, but chop Pink Cherry trees from Natura mods fine. Is it IC2 mod misconfigure their tree?
4."I hate Barley but Wheat, carrot and potato is fine"
Harvester doesnt harvest Natura barley, but will harvest others, probably other mod related. If harvester doesnt know other mod crops, why lumberjack can chop other tree from the same mod ?
5."My axe broken, I'll pretend working"
When axe durability is 1, lumberjack will just relax at station or inactive in the work area, I know this is old bug, yet its still happen. Requesting the broken axe also didnt work. Have to forcefully take from them.
6."Whose axe broken ?"
I heard an axe/something broken, but when look around, the lumberjacks are working fine, so whose axe broken ? Happen lots of time, weird.
7."Wait, I'm checking my program"
Robots takes quite sometime to do its job (2 lines only!). I manage to get it working prompto only 1 time with planters, others need time to "think".

Suggestion
1.Centralised control panel for robots, ability to program them in a central location. When having lots of robot, its hard to know which robot belong to which gate/station.
2.Ability to track robots by coordinates, some robots lose work area coordinates and go faraway and dead (who knows where), finding them is pain.
3.Ability to rename robot - reason is to complement no 1 and 2, McDonald farmer robot is at x,y,z - dead, ability to reprogramed it to return to base (RTB)/go pick it up at the location would be be nice.
4.Robot program is with individual robot, not at station/gate. Refer to prob no 1.
5.Robot have a RTB power buffer set aside, so we can ask it to return by itself. No 2 related.
6.Harvester should be able to "pluck" and "rubber tap", Natura cotton, strawberry and few others need to be plucked instead of harvest.
7.Some gate have "On Full Power"/"Low Power", some do not ?....

Additional information:
When back to station, robot seems to misaligned with docking bay, readjust itself after sometime.
First thing inside chest will be taken, old bug, still happen, not a problem, I guess its wooden pipe related.
Charging station lock up, when a robot need to use/using a charging station taken away, the gate/station stay red - no other robot can land there.

commented

Unfortunately 1.7.10 is not really maintained much anymore, so it's unlikely that any of the bugs will be fixed for that version. However I'll be trying to fix all of them for when robots are ported to 7.99.x.

Bugs:

  1. This is a bug specific to 1.7.10, robots and docking ports will save and load a bit differently in 7.99.x so this should get fixed.
  2. [...]
  3. There's a lot of logic associated with deciding what is and isn't a different thing. Without looking into it much I'd assume its todo with the differences in how everything is registered. It's also possible that rubber trees don't count as wood because they aren't quite normal: you can take sap from them, and that may undermine the normal checks.
  4. Barley probable just needs compatibility adding through compat in order to make it work.
  5. See #3160
  6. Odd, perhaps a robot just fetched a new one?
  7. After a robot finishes a task it might go to sleep, after which it checks what needs to be done and will go and do it. If this is actually a problem you can add a gate with the "Wake Up" action always on, to see if that helps.

Suggestions:

  1. I don't think this will happen. Being able to name robots would probably help with identification however.
  2. This is a bit of a bug: currently robots don't care how far away from their base station they go, even if they won't be able to pathfind back to it. I'll probably add a limit to how far away robots can go when they don't have an actual work location set though. Or by increasing the pathfinder limit from 96 blocks to something much higher (although that requires other major optimisations to do so).
  3. Yes, this should be added at some point.
  4. I'm currently working on moving some configuration from gates to robots themselves, but I don't think that positional information will move.
  5. Robots already do, its just useless if they move further than 96 blocks away as then they can't pathfind their way back.
  6. Sounds like a good idea.
  7. That trigger is for machines, not robots. There's no trigger for reading the power level of a robot in a gate.

Additional:

  1. Robot being misaligned: Minor, but fixed in dev.
  2. First item being removed: Is this #3451?
  3. Charging station locks up: An odd bug with how robots and stations interact. I'm hoping that this will be fixed in newer versions.
commented

As I assumed, 1.7.10 not maintained, I'm OK with that.
Related bugs read, yes they're the same, then I guess whats left is this..

1.Robot naming for gate / task identification.
2.Compatibility adding for some crops and IC2 rubber tree. Maybe alert the mods author ?
3.I dont think increase pathfinding is the answer, limiting the distance is much more favorable, cause it will not move too far so finding/catching it will be easier (if its dead), plus easier RTB (if implemented).
4.Rubber tapping for harvester and plucking ability for picker.

No more lumberjack for me, quarrying the rubber trees much more easier, no more Pokebot hunting :)
Thanks

commented

Additional problems (Basically just a bigger todo list for 8.0.x robots):

  • The planter robot requires the working area to include the farmland, not the air where it would actually plant the sees.