[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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- 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.
- 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.))
Can your read this?
- Nathan.S
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Re: [mod] Automated Storage & Retrieval System [asrs]
I've just made a small update, code cleanup and you now have the ability to change how many rows of system inventory are displayed. I limited it to 20 rows, higher worked, but the buttons get pretty small and I didn't want to softlock anybody out of their system by having buttons too small to click on. If you installed via the contentdatabase you should get an updated notification at some point, otherwise manually update as normal.
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- Nathan.S
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Re: [mod] Automated Storage & Retrieval System [asrs]
Remote access node has been added. It will need to be connected to the system via lift nodes. Being as it it only remote access all the configuration/debug buttons are hidden, you can still sort the inventory in the remote access node. I'll look into adding a truly remote item that can be used from anywhere, but not sure how soon I'll get that implemented.
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- TechnoWolfTV
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Re: [mod] Automated Storage & Retrieval System [asrs]
Hey Nathan, I'm excited to try the new version, but when firing it up in my existing world and accessing my ASRS terminal, there is now a, "page: nan/inf" text centered in the pagination toolbar:

When clicking the pagination controls to change pages, nothing happens and I'm unable to change page. Searching for items still works, but pagination is also broken after a search.
Thought I'd let you know. I'm switching back to the older version until it's sorted out.

When clicking the pagination controls to change pages, nothing happens and I'm unable to change page. Searching for items still works, but pagination is also broken after a search.
Thought I'd let you know. I'm switching back to the older version until it's sorted out.
- Nathan.S
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Re: [mod] Automated Storage & Retrieval System [asrs]
Uhh, until I get that fixed try going on the settings page, the gear icon, and change the rows to any number, that should fix it. I suppose I need to set some default values for the system to fallback on if the system was placed before I added the option to change the number of rows displayed.
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- Nathan.S
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Re: [mod] Automated Storage & Retrieval System [asrs]
Truly remote inventory access is available with the latest update. You'll just need to craft the remote, and then right-click with it on the main controller, that's it. Then at any time you can use the item to access your inventory. There is a one second delay sometimes when opening the remote access, due to needing to send the mapblock to the player, but if you are opening and closing it a lot in a short period of time only the first should have the delay, after that it should be almost instant. There is a 1/10th second delay just cause.
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- TechnoWolfTV
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Re: [mod] Automated Storage & Retrieval System [asrs]
I've just noticed some bugs. When using the Remote Access pad, I can view the inventory and flip pages to browse, but cannot take anything out of the system and cannot add anything to the system. Also searching for anything yields a blank result. The main ASRS Controller works fine without these issues. As far as the remote access (bench), I've never used it but when placing it says it must be next to a lift and when placing a lift it says must be next to a controller. Perhaps with the remote access (bench) I'm not understanding it's purpose or use case correctly.
- Nathan.S
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Re: [mod] Automated Storage & Retrieval System [asrs]
The remote access bench is designed so you can have multiple physical positions to access the same system. So it needs to be connected to lift nodes that are also connected to a base controller. I think the idea was that you could have a smaller access point in multiple different rooms rather than always having to run back to a single point to retrieve or deposit items. The system can't have multiple controllers connected to the same network, not internally anyways, looks like you can place a controller next to a network that already has a controller. I should probably change that, or at the very least send a chat message so people don't get confused about it.
As far as the truly remote access I'm confused as to what could be going on there. If it's showing inventory it must be properly linked to the controller. I just checked and surprisingly if the remote is linked to a controller anybody can access it, which I should probably change, because that seems like a HUGE oversight. Taking and adding items don't call any inventory callbacks, which means there would be no logs available to look at. Well actually taking/putting to the search inventory does have a callback because it needs to update the main inventory as well, so there is a log from that.
I haven't made any changes to the code that aren't already pushed so if you've installed via the contentDB you should be running the latest code. I'll add in some more debug logging tomorrow, along with fixing the remote so that it checks for the user being in the users list to prevent somebody from happening upon a corpse with a controller and getting access to all their items.
As far as the truly remote access I'm confused as to what could be going on there. If it's showing inventory it must be properly linked to the controller. I just checked and surprisingly if the remote is linked to a controller anybody can access it, which I should probably change, because that seems like a HUGE oversight. Taking and adding items don't call any inventory callbacks, which means there would be no logs available to look at. Well actually taking/putting to the search inventory does have a callback because it needs to update the main inventory as well, so there is a log from that.
I haven't made any changes to the code that aren't already pushed so if you've installed via the contentDB you should be running the latest code. I'll add in some more debug logging tomorrow, along with fixing the remote so that it checks for the user being in the users list to prevent somebody from happening upon a corpse with a controller and getting access to all their items.
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- Nathan.S
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Re: [mod] Automated Storage & Retrieval System [asrs]
Alright I pushed some new changes. The remote tablet now only lets people that should have access to the system use it. I added some extra logging for inventory actions, hopefully this should shed some light on what's going wrong with your setup TechnoWolfTV.
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- TechnoWolfTV
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Re: [mod] Automated Storage & Retrieval System [asrs]
That appears to have fixed everything. Search immediately worked on the the Remote Access pad, and transferring items to/from the system initially didn't. I thought to right-click the Remote Access pad again on my ASRS Controller and from there item transfer to/from the system worked!
Thanks!
Thanks!
- Nathan.S
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Re: [mod] Automated Storage & Retrieval System [asrs]
I don't think the changes I made should have had any effect on that, but glad that it started working for you anyway.
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