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Outdated Starfoundry v1.3.2

Automation megamod including energy, pipes, magnets, data transmission and more!

  1. rylasasin

    rylasasin Cosmic Narwhal

    Except for one thing:

    Coal is farmable (via trees->furnace). Ura/Plu/Sol is not.
     
  2. Spatial_Pioneer

    Spatial_Pioneer Void-Bound Voyager

    Well if you wanna get particular, you can simply install the ore farming mod and then all four of them can br planted (which would skip the step of smelting trees to coal).

    What I mean by more efficient, is a single plutonium rod can nearly fill half the generator. So even though they aren't farmable, if your doing any sort of mining there's a good chance you'll get more than enough power.
     
    Broken-Steel likes this.
  3. zaibatsu92

    zaibatsu92 Big Damn Hero

    I don't know if it was suggested before, but it would be nice if you could use the Bio-Ethanol fuel crafted at the BioChem Lab which is contained in the Frackin' Flora mod as power source for the combustion generator.
    Awesome mod anyway!
     
  4. wolfboyft

    wolfboyft Pangalactic Porcupine

    Help! I've made a water system in which a tank is attached to a pump, which goes into a tank which goes into a pump which... you get the idea.

    Whenever I add new water, it keeps getting pushed into the end and deleted, with the end tank staying full, and all the other water disappearing.
     
  5. Broken-Steel

    Broken-Steel Title Not Found

    I'm not sure what you expected when you created a logic loop.
     
    Last edited: Jun 2, 2014
  6. Healthire

    Healthire Can't Most Program the Least

    A screenshot would help immensely in reproducing the bug.
     
  7. Disco2

    Disco2 Existential Complex

    Ah, such a great mod. ;)
     
    Broken-Steel likes this.
  8. kaluce

    kaluce Scruffy Nerf-Herder

    I'm having a problem with some water and the Thermo generator. it seems that using endless water (light blue water found on arctic planets) isn't accepted as "real water", and it won't get sucked into a tank to convert it to normal water either. the attached pic might explain it a bit better. Is there a patch that could be written to accept this kind of water source for starfoundry?
     

    Attached Files:

  9. Spatial_Pioneer

    Spatial_Pioneer Void-Bound Voyager

    It might not be the water. Have you tried linking the thermoelectric generator directly to the source below?

    (Vertically) magma→spout→pipe→therm.
     
  10. kaluce

    kaluce Scruffy Nerf-Herder

    Yeah, the core of the planet works properly as a lava source and the generators glow like they should if they have access to lava, which is the odd thing. I'm using an arctic planet, and there is a visible difference between standard blue water, and this slightly lighter water. I tried powering the upper pump and tank to see if it'd suck in water, but the pump refuses to even power itself up.
     
  11. kaluce

    kaluce Scruffy Nerf-Herder

    Oh, I forgot to mention, I'm using the "Variety is the spice of the Universe" mod to get the arctic planet, since it doesn't show up normally. I think they didn't make any modifications to it though.

    Oh, and the water is highly pressurized, if I open up my landing tank it spews water about 5 or 6 blocks in the air.
     
  12. Spatial_Pioneer

    Spatial_Pioneer Void-Bound Voyager

    Yeah, it's set to be infinite. So it'll fill whatever space it can.

    I use the Starscape mod so I can't speak for the Spice mod's compatibility. :/
     
  13. kaluce

    kaluce Scruffy Nerf-Herder

    I just checked the water as well, it's just pressurized, not necessarily infinite, since I left it uncorked for a bit to see what would happen (was planning on crashing the process if it got too bad), and it seems to taper off after about 15 seconds. None of the mods I have should have affected water though. I'll have to check with Spice's author (hope s/he's still around) to see if they messed with the water for the arctic planets, or maybe it was the Starbound devs that did it with a patch.

    Do you know if there is a way to tell what kind of water is what?
     

    Attached Files:

  14. Spatial_Pioneer

    Spatial_Pioneer Void-Bound Voyager

    You could try draining it. It looks like theres a distinct dark-light water seperation. So you may be able to just rid yourself of it. Idk...
     
  15. kaluce

    kaluce Scruffy Nerf-Herder


    Just tried. It's looking like this planet is going to become a mining world. I might see if I can do an ocean world with magma piping up and water piped down into tanks.

    Just a note to anyone that sees this, "Variety is the Spice of the Universe" doesn't seem to be 100% compatible with Starfoundry. . . I think I know why now though, I pulled water from the ocean surface, not from a cave. Looking at Starbound\mods\A-DracY-VitsotU\biomes\surface\arctic-modified\arctic.surfacebiome gave me this:

    "name" : "Arctic",
    "caveLiquidType" : "icywater",
    "oceanLiquidType" : "arcticwater",

    Looking at a known good biome, the giant flower Grasslands, I pulled this:

    "name" : "Giant Flower Grasslands",
    "caveLiquidType" : "water",

    So it seems that there is in fact a difference in between water types. I don't know how safe it is to modify "arcticwater" into just "water" or "Icywater".

    Spatial, you said you used the Starscape mod, which has a spice patch, so I might start there.
     
  16. Spatial_Pioneer

    Spatial_Pioneer Void-Bound Voyager

    They too have arctic planets, though I've made plenty so it should work.
     
  17. Ramones_fan

    Ramones_fan Pangalactic Porcupine

    compare liquids.config. also check the pump.object and lua files. i am having the same problem with figuring out how to make a patch so the pumps will work with some liquids in Feackin' Flora. like the bio soup. hoping to be able to get some to make a healing pool in my base. Also thinking about adapting the pipe systems for macerators and other furnace interface items .for SP use. if i get it working i'm willing to share it with the Starfoundry as a patch for the various mods i make patches for provided i get all required permissions first.
     
  18. kaluce

    kaluce Scruffy Nerf-Herder

    After unpacking starfoundry, I also found something called the submersion tank, which has nothing to do with what I'm doing, but you might want to look at it for your own purposes if you wanted to make a healing pool. Maybe you could make a healing chamber instead. The graphics seem to be done, but I don't know what it does.

    So I'm looking at the lua for pumps, but it doesn't seem to be the pumps since they just to transport fluids that have already been passed by the pipe ends and push it into the tank. Thus they could care less about the whole process. Instead, I think it might be more of a tank problem since it's not a defined liquid type water, poison, magma, endlessmagma, endlesswater. The endless type of both get converted to their non-endless counterparts per the lua script at the pipe end.
    Here is liquids.config for the arctic water entry.

    Code:
    "13" : {
          "name" : "arcticwater",
          "texture" : "/watertex.png",
          "flowAs" : 12,
          "blockGenerationChance" : 0.000,
          "connectedOnly" : false,
          "blockOptions" : [ "sand2" ],
          "drawMinimum" : 0.1,
          "color" : [80, 221, 254, 128],
          "bottomLightMix" : [0, 78, 255],
          "bottomLightMultiplier" : 2,
          "textureMovementFactor" : 8,
          "breathable" : "notBreathable",
          "endless" : true
        }
    Meanwhile, here is some of the lua script for the pipe end. I'm afraid I don't know any lua, but I do know java and python, so I understand it to a degree.

    Code:
    function canGetLiquid(filter, nodeId)
      if nodeId ~= self.usedNode then return false end
      --Only get liquid if the pipe is emerged in liquid
      local position = entity.position()
      local liquidPos = {position[1] + 0.5, position[2] + 0.5}
      local availableLiquid = world.liquidAt(liquidPos)
      if availableLiquid then
        local liquid = convertEndlessLiquid(availableLiquid)
    
        local returnLiquid = filterLiquids(filter, {liquid})
        --world.logInfo("(canGetLiquid) filter result: %s", returnLiquid)
      
        if returnLiquid then
          return returnLiquid
        end
      end
      return false
    end
    I'm looking now at the liquidpipes.lua script, and it seems like it calls for something called a liquidid. The weird thing is, liquids.config is merged with the starbound base using the merge system, so I'm not sure why it's not getting picked up by starfoundry. I also want to admit i am well and truly over my head on this one, and I'm really just learning it as I go.

    Code:
    liquidPipe = {
      pipeName = "liquid",
      nodesConfigParameter = "liquidNodes",
      tiles = {"metalpipe", "sewerpipe", "cleanpipe"},
      hooks = {
        put = "onLiquidPut",  --Should take whatever argument get returns
        get = "onLiquidGet", --Should return whatever argument you want to plug into the put hook, can take whatever argument you want like a filter or something
        peekPut = "beforeLiquidPut", --Should return true if object will put the item
        peekGet = "beforeLiquidGet" --Should return true if object will get the item
      }
    }
    Edit: So I took a bit of a deeper look, it looks like in the base liquids.config, water has an ID of 1, and starfoundry acknowledges ONLY the base ids for storage tanks. so water is 1, endlesswater is 2, lava is 3, acid is 4, endless magma is 5, 6 is another water, and 7 is tar (but tar isn't acknowledged by the tanks.

    The tanks can hold ID 1, 2, 3, 4, and 5 only. in Spice, water is 10 - 13, so there has to be a way to add in a "convert ID 10-13 to ID 1" function that we can hijack, especially because it converts from endless water to standard water as well just above it. So there might be a way to use that to our advantage.

    In your case Ramones_fan, you'll probably have to add in another ID for your fluid, write a bit of code to acknowledge that's what's in the tank, and then be able to output that fluid elsewhere, but it seems like it'd be pretty easy.
     
    Last edited: Jun 7, 2014
  19. Ramones_fan

    Ramones_fan Pangalactic Porcupine

    i'll look at the codes later, but it should be possible ti add more to what the pipes accept.
     
  20. Healthire

    Healthire Can't Most Program the Least

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