[mod] Automated Storage & Retrieval System [asrs]
- Nathan.S
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Re: [mod] Automated Storage & Retrieval System [asrs]
That was a silly mistake on my part. I never expected anybody to put items into the search inventory, so when you did the items weren't correctly placed into the main inventory. I've fixed it and pushed the changes to git. ContentDB should alert you when the update becomes available.
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- TechnoWolfTV
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Re: [mod] Automated Storage & Retrieval System [asrs]
Pun half-intended, but this mod is a game changer. In my opinion it belongs in the top ten Minetest mods. It's simple to construct and use once you have acquired enough iron and mese, and it's functionally very significant. Usage of chests in the crafting recipe for the storage cells is brilliant for game progression. Fantastic work, Nathan!
I went from this:

To this:

I went from this:

To this:

- Nathan.S
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Re: [mod] Automated Storage & Retrieval System [asrs]
That's fantastic! I envisioned people doing exactly this.
The use of chests in the recipe only made sense, what else would all those chest be used for. :) I do wish the pipeworks integration would work better so that items could be removed from more than just the base node, but that doesn't seem possible.
There are several other mods that offer similar, but they always seemed to be buggy or just too hard to setup and figure out how to use.
The use of chests in the recipe only made sense, what else would all those chest be used for. :) I do wish the pipeworks integration would work better so that items could be removed from more than just the base node, but that doesn't seem possible.
There are several other mods that offer similar, but they always seemed to be buggy or just too hard to setup and figure out how to use.
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- TechnoWolfTV
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Re: [mod] Automated Storage & Retrieval System [asrs]
I have a pipeworks teleporter tube on the controller, so I can send to the system from anywhere which is great. It would be nice however, to have a solution to remotely interact with the system in the same way you can at the local controller. Perhaps a very expensive portable version of the controller that can be placed anywhere. On that note, perhaps the addition of an optional password field in the setup screen of the controller would negate the need for adding other authorized player names, or at least be an alternative.
Just thinking out loud. :D Again, superb work.
Just thinking out loud. :D Again, superb work.
Last edited by TechnoWolfTV on Sat Feb 10, 2024 12:18, edited 1 time in total.
- Nathan.S
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Re: [mod] Automated Storage & Retrieval System [asrs]
I'm working on a fix for the name issue. Just need to do some testing before I push the changes. I had given some thought to remote interfaces, though I planned on still requiring them to connect to the main system via the lift nodes. I don't think my current implementation would work with a fully remote access point, although I might be able to update the backend data to make that possible. I'll take a look into it when I get some free time.
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- Nathan.S
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Re: [mod] Automated Storage & Retrieval System [asrs]
Sharing with other players is fixed, bob will no longer have access if you give access to bobby. Turned out to be a super easy fix, not sure why I didn't think of it in the first place.
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- TechnoWolfTV
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Re: [mod] Automated Storage & Retrieval System [asrs]
Disregard this post. Moderator please delete.
- TechnoWolfTV
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Re: [mod] Automated Storage & Retrieval System [asrs]
I've just discovered something that I'm unsure if its a bug or more of an unsupported third-party mod situation, but if you attempt to store custom colored brick from the unifiedbricks mod in your ASRS system, POOF! They completely disappear for good. I've not yet tested the same behavior with colored clay.
- Nathan.S
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Re: [mod] Automated Storage & Retrieval System [asrs]
Sorry for the late reply, only just saw this now. I tested this out, and I see the problem. The painted blocks are colored with hardware coloring, when you sort the inventory that data is lost and they are all stacked as the non-colored variants. I'll have to see how that data is stored and see if I can't make it persist through the sorting process.
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- Nathan.S
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Re: [mod] Automated Storage & Retrieval System [asrs]
I got sorting fixed with unified bricks. I'm assuming that should also mean any other hardware colored nodes should not loose their color during the sorting process.
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Re: [mod] Automated Storage & Retrieval System [asrs]
hi,
I really like the mod but is there a way to make the chest bigger?
60 Slots and stacks up to 199.
I really like the mod but is there a way to make the chest bigger?
60 Slots and stacks up to 199.
Re: [mod] Automated Storage & Retrieval System [asrs]
Wow Nathan. This is amazing. Great work!
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- Nathan.S
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Re: [mod] Automated Storage & Retrieval System [asrs]
I'm not sure what you mean by make the chest bigger, just add more storage cells to increase the storage capacity. I don't think there is a way I can change the stack size without switching from an actual inventory to just storing a table of nodes and quantities, which would be a lot more work and probably more buggy.
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- Blockhead
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Re: [mod] Automated Storage & Retrieval System [asrs]
Linuxforks has a bunch of recipes like 1 mesecon block -> 162 mesecons. You can definitely bypass the normal stack limitations with Lua code. Now, granted, it would be a bit easier with crafting recipes than inventories. But I'm fairly sure you could do it in a callback on_metadata_inventory_put (possibly _move and _take are needed too), if you search through the inventory to find existing stacks and add into those instead of just allowing the placement in the normally expected spot.
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Re: [mod] Automated Storage & Retrieval System [asrs]
I'm actually doing this in my warehouse mod viewtopic.php?t=29996 (not sure if it will ever see the light of day)
It works very well, except for some count_meta problems which can't be solved because of lacking engine features. https://github.com/luanti-org/luanti/issues/15132
From my experience, it is way faster than using the engine provided inventory system.
(The predecessor mod viewtopic.php?t=18429 handled item amounts bigger than 99, by displaying a fake inventory. (It was just an interface, that didn't store the items anywhere.))
It works very well, except for some count_meta problems which can't be solved because of lacking engine features. https://github.com/luanti-org/luanti/issues/15132
From my experience, it is way faster than using the engine provided inventory system.
(The predecessor mod viewtopic.php?t=18429 handled item amounts bigger than 99, by displaying a fake inventory. (It was just an interface, that didn't store the items anywhere.))
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