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public test EU, ore from drill, not automatic storage to cockpit

Guest shared this bug 3 years ago
Solved

name is E Ship in game public test EU, or MiniDrill A&H2 Ship in public blueprint.

drill is connected to fighter cockpit,

fighter cockpit is connected to medium container,

sorter is connected to medium container,

connector is connected to sorter,

When I mine ore, and all is full except fighter cockpit,

cockpit is not filling when I continue mine ore.

Manual move ore between container and cockpit, works.

Replies (4)

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I have the same problem, but with a standard cockpit. Also, the connector will not fill up as well.

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The inventories could use priorities, so that the cockpit fills up last. It would feel natural as cars can also often flip the back seats to more cargo volume as a last resort. A great benefit would be that pressing "I" always shows the cockpit at the top and we could tell at a glance if the regular cargo is full and we can return to base.

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Hi,

Thanks for the report.

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Hi, could you please provide additional information?


Was the blueprint saved in modded world? (mainly any inventory manipulating or inventory changing mod)

Have you eddited your blueprint in any way (I mean in any text edditor or other program outside SE)

In what version was the blueprint created? (Is it new blueprint or was it on some older version?)


The problem in inside the blueprint itself. The cockpit's inventory component has incorrect tags. In file bp.sbc there is line inside cockpit section:

<InventoryFlags>CanSend</InventoryFlags>

yet every new cockpit, that is placed in game has flags

<InventoryFlags>CanReceive CanSend</InventoryFlags>

Missing CanReceive flag causes, that the inventory cannot receive items from push requests (so you can deposite items only manualy).

There is no way for us to fix your problem, as the problem is inside your blueprint (you can edit the file yourself, or easier way is to delete the cockpit and put there a new one, best in unmodded world). Currently searching for a way how the flag could disappear, so it would not happen again in future, but for now I do not see any way, it could disappear in vanilla SE.

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Original Blueprint name in workshop is "Mini Miner Hydrogen MK 1", user Lessiem.

After build ship, using projector, Just added some parts and saved and published from server public test EU, as Blueprint "MiniDrill A&H2 Ship".

I dont edit blueprints by text editor, and I dont use inventrory type mods.

Original Blueprint is created in 19. august 2019, called as Vanilla hydrogen miner, and it has 192 purchasers.


I only change in game preview image of blueprint, when I play game in more than FullHD window, in Photoshop.

I make it smaller, otherwise it cannot be published on steam.

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Hi,

As been said the issue here is old blueprint, which is not correct. You can redo that BP from scratch and it will work.


Thanks for more info and the report.

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I see, so the cockpit comes from that older blueprint. The old blueprint is "corrupted" (According to data in the BP it works perfectly fine, but the owner edited the blueprint in a way that is not possible inside vanilla game.). You will have replace the cockpit and possibly other edited parts.

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In my case the blueprint is my own, that I made about a month ago, on the previous stable version of the game. It was not edited by me, as I know I would stuff it up. The server I used was modded, and it is no longer up, so I can't check on the inventory mods, but likely.


Replacing the cockpit and the connector did solve the problem, will make a new blueprint.

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My guess is that someone created some inventory/sorting mod that is changing how cockpits, possibly other blocks behave. If you create/share a blueprint, I can can quickly check it up, if it is the same case. But unfortunately there is nothing that can be done in case of someone's mod is breaking the standard behavior of blocks (I personally see it quite useful, as I do not want cockpit to be filled with junk, I store only bottles, ammo and medkits there for quick access)

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Oh wow, so we can configure whether our cockpits or connectors receive random junk. Presumably CanSend would allow conveyor sorters or refineries to pull ores out of a cockpit, correct? How does this relate to the "Use conveyor system" found in-game on production blocks? Do these simply set/reset the two inventory flags?

P.S.: We can also save cockpits/connectors with pre-configured flags as blueprints for later use.

P.S.2: With "random junk" I mean, often I want mining cockpits to fill up with ore, but base connectors to stay clean so I can hide them from the long inventory list.

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No, Only some blocks pull/push items. Refinery pulls ore, and pushes ingots, assembler pulls ingots and pushes components (for assembling mode, for disassembling it is other way around), drill pushes ore, connector pulls stuff then "Collect all" and so on. I definitely do not advice changing it (for example assembler will overide it when you switch dis/assemble mode). Yes, it works for cockpit, but other blocks behave differently, not all blocks pull/push stuff. Also you can cause this exact situation (You modify blueprint, someone copies your grid somewhere, finds out it works differently then expected, gets confused and creates a ticket here, we all lose time). So I advice modifying things only from the inside of the game, but no one can stop you from modifying sbc files.

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> Also you can cause this exact situation (You modify blueprint, someone copies your grid somewhere, finds out it works differently then expected, gets confused and creates a ticket here, we all lose time).

Thanks, I'll keep that in mind.

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Ok, I have uploaded the original blueprint, as well as the last version of it to the workshop. Thank You for the help.

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