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RELEASED Gardenbot 2.1 -- REBOOTED -- 2.1.1.6

Robotic Farming ... IN SPACE! - Supports modded plants! - Cheerful 1.3.4

  1. LoPhatKao

    LoPhatKao Space Kumquat

    [​IMG]
    also... soon™
     
  2. LoPhatKao

    LoPhatKao Space Kumquat

    LoPhatKao updated Gardenbot 2.0 -- REBOOTED -- with a new update entry:

    Friday the 13th : part 19

    Read the rest of this update entry...
     
  3. bk3k

    bk3k Oxygen Tank

    Now I'm certain I'm too late here, but that all for the better if you cleaned up your code a bit in the process. Still let me tell you a much easier and faster way.

    1. Download notepad++ if you haven't already. Chances are good you use it anyhow. Also make a copy of your mod first, but you probably do that anyhow.
    2. <CTRL> + <F> to bring up the search screen
    3. The top has tabs, click on "Find in Files"
    4. in "Find what" type in entity.configParameter(
    5. Yes I very intentionally did NOT include anything beyond the ( because that means it won't mess with anything beyond what I typed such as arguments. I typed in exactly what I meant to type.
    6. In "Replace with" type in config.getParameter(
    7. For directory click the "..." button and browse to your mod's directory/folder.
    8. Now click the "Replace in Files" button.

    It will fix every piece of changed code in all files... all at once! You don't even have to open the files. Tell me that isn't awesome. I mean it is so easy, it feels like cheating.

    Anyhow that means you can effortlessly port your mods to the new versions just as soon as you figure out what changed(assuming of course no large structural changes). Also it means having a older backwards compatible version isn't such a pain. You could take your new nightly-ready code and do the reverse of what I just said... and assuming you aren't utilizing some entirely new function it will probably work in the current stable. Doing that may or may not interest you, but hopefully going forward I've made this aspect of your life much easier.
     
    lordbociek likes this.
  4. LoPhatKao

    LoPhatKao Space Kumquat

    [​IMG]
    play "count the starbound.log files" :)

    far too much difference between glad&cheerful versions of this mod :wut: not only the luas, but file locations and directory structure
    besides, going thru by hand and seeing where/what the changes are, can result in tighter execution or better error handling - or when :chucklefish: removes things totally :facepalm:
    ... and so many, many hours of testing ;)
     
  5. bk3k

    bk3k Oxygen Tank

    ^^^I've been there :D but now I multi-instance to keep things more manageable and reclaim screen space. Then I don't get quite so lost in all my tabs. And when that isn't enough, I multi-desktop too. Really I just need to hook up additional monitors.
     
  6. BreakingForce

    BreakingForce Big Damn Hero

    update looks good lo. especially excited that i no longer need v80's to till :D
     
  7. rpg4e

    rpg4e Phantasmal Quasar

    I love your mod ;) Are there any errors with bees! -mod with the update? I'm asking because some part of bees! isn't working since i updated GB...
     
  8. LoPhatKao

    LoPhatKao Space Kumquat

    if there is, you're the first to tell me
    check your starbound.log file (in giraffe_storage folder)
    if there is errors in there, please post a copy somewhere like pastebin and give me a link so i can read them

    nothing super critical was changed in update, mostly code rearranging .. so i'm not sure what could have broke o_O
     
  9. BreakingForce

    BreakingForce Big Damn Hero

    on the FU thread (which includes Bees!), sayter mentioned that his new update adding the metal bees had a syntax error, which he has now fixed. redownload from his github.
     
  10. rpg4e

    rpg4e Phantasmal Quasar

    well I'm trying this now for reporting to him :)
     
  11. BreakingForce

    BreakingForce Big Damn Hero

    this uh...this isn't sayter's mod. it's lo's. reporting FU problems here is going to get you a "*shrug* sorry about that, not much i can do to help though".
     
  12. rpg4e

    rpg4e Phantasmal Quasar

    well yes, just because i updated GB too it could had be that it was caused by. but it wasn't... just read some posts before this one to see -.-
     
  13. Ploxton

    Ploxton Void-Bound Voyager

    Does this mod work in multiplayer? i've been trying to play but my friend can't join
     
  14. Mackinz

    Mackinz The Waste of Time

    It works in multiplayer if the server and all connecting clients have the mod installed. Otherwise, no.
     
  15. FREEZER222

    FREEZER222 Aquatic Astronaut

    It cant work!!! I didnt see a bots in Terramart!!!
     
  16. Mackinz

    Mackinz The Waste of Time

    Install it properly and it will work.
     
  17. Dekadrachm

    Dekadrachm Heliosphere

    This is a great mod, A few suggestions. I think the bots should cost a lot more to buy and create. Just one bot and a decent patch of wheat will yield 20k+ pixels used to buy more and more bots. Also, the miner bots seem to turn to "imbreds" when reaching lower areas of the planet; near the core. I'm not sure if it's because they are near the core, right about where you get core fragments that is causing them to move back and forth on the platforms they make, or the fact I bought like 30 and threw them to work.
     
  18. Legogod

    Legogod Cosmic Narwhal

    The part of the script that controls how deep they go makes them stop just before the core by design. They can take on monsters just fine, but lava will still kill them.
     
  19. Dekadrachm

    Dekadrachm Heliosphere

    I figured it was something like that
     
  20. LoPhatKao

    LoPhatKao Space Kumquat

    yes, for the nightly version (what will become Gardenbot 2.1) i've been playing around with costs associated with various items
    until i changed them in most recent version of gb2.0, the costs were inherited from the ancient Koala version (still not *very* different tho ;))

    @Legogod has it mostly right (lava doesn't kill them tho - just makes them make horrid sounds)
    they start jumping back up and down the vertical shaft so theyre not just standing there at bottom- also gives a pretty good visual that mine has reached bottom
    you can change how deep they mine if you edit miningbehavior.lua -- near top is a line that says "minDepth = 200"
    i wouldn't change it to less than 75 to give a safety buffer so bots don't touch core lava (starts at 30, goes down to 0)

    for gb2.1, mindepth is set for 150 - so bots can gather corefrags
     

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