I finally got around to making a Gif of the 'correct' way to setup Refining in a crafting base (that I didn't find out about until after I made my included demonstration video). Here:
0.8.2 seems to have fixed this for me, at least the save+drops part. Only using 1x1 silos for resources and a 3x3 for components.
Why is the first link via Steam?Here's a list of new bugs, in 0.8.2, that I'm working up ready to update the guide with on Steam (seeing as crafting is no long due to be fixed before 1.0 release):
► Crafting connection indicator arrows (red and green) are offset from their correct location on loaded tech from an unanchored snapshot. Resolves after editing the tech in any way. [Forum report]
► Filters' outputs don't pass resources to directly connected inputs of anchored crafting blocks, if they are connected while tech is no anchored or is loaded from an unanchored snapshot.Fixed by removing and reattaching the Filter(s). [Forum report]
► Silos drop a portion of their stored resource chunks when a save is reloaded, or the base is returned to after being temporarily unloaded from the game (over ~600m). It's repeatable, but the pattern and cause is not understood. [Forum report]
► When a tech is split in two, all the Silos on the secondary tech drop all their resources and all Crafting blocks settings are lost (Filters, etc). [Forum report]
► Resources dither when entering Silos (and some other crafting components, like furnace generators), appearing to enter multiple times in quick succession. This can be caused by a high load on the GPU, from a lot of techs in a world, or external program use. [Forum report]
► Contiguous Conveyor lines may become split, with direction not changing together, possibly causing the game to hang when changing them. This may well be the result of a new undo bug. [Forum report]
► Called resource chunks may skip past the requesting Component Factory for no apparent reason. Not triggered by the previous issue with attaching Fabricators first. Bug seems inconsistent and is not currently understood, but longer Conveyor lines are much more likely to cause this, particularly if they are looped back on themselves. [Forum report]
► Fabricated blocks may get stuck inside their Fabricator (particularly GSO Solar Generators). This has been seen to cause a game crash on rare occasions. [Forum report]
► GSO Fabricators, loose on the ground, will 'hop' whenever a UI overlay is opened or closed. Even with overlays from Steam or recording software. Only happens Fabricator blocks that were previously anchored. [Forum report]
► Generators burn fuel chunks faster when Pacemaker is set to Turbo, but produce charge at the normal rate, wasting a lot of potential charge. Only happens when feeding in a consecutive string of chunks (manually, one at a time is OK). [Forum report]
•Receivers sometimes (wrongly) take resources from other receivers.
To test for fixes:
• Silo (and collector) contents may appear to flip.
• Scrappers regurgitating.
... Work in progress; what new issues have I missed from the last few stable patches (or before, if you've not seen it in my Steam guide)?
OK, I'll have to check too then, thanks. Is that on a save that definitely did it before?0.8.2 seems to have fixed this for me, at least the save+drops part. Only using 1x1 silos for resources and a 3x3 for components.
Well spotted (fixed now). I'd copied it back from my Steam guide page, after inserting there already. And Steam's awkward about external links.Why is the first link via Steam?
'Only happens with/to'Only happens Fabricator blocks that were previously anchored
'do not'Filters do no push resources
LOL that's a word I don't see used outside of fantasy/scifi books. Now I have to rename my scrapper to Cthulhu.directly onto their maw
Maybe mention pausing with a Pacemaker? Maybe you mention this later (so if I forget and leave this here, ignore it.)Bug - Conveyor loops (or very long lines) with many connected Component Factories and/or Refineries and silos will cause the game to hang for a couple of seconds when starting fabrication. Also when changing blocks anywhere on the tech while a Fabricator is running
Maybe mention outputting refineries/scrappers/CFs to a conveyor->silo, which alleviates this problem.Bug - Turbo speed can exacerbate problems with crafting setups dropping resources to the ground: e.g. when they're exiting refineries, into silos, particularly
I don't know what this means.It is also possible to scrape chunks off Conveyors by blocking their progress very effectively. On unanchored tech, this can be with blocks that are part of the same tech. Resources on anchored techs will only interact with blocks from another tech.
The video that follows this statement errors when I try to open it. "An error occurred. Please try again later."A string of Alternators will act as a binary counter (or trinary, with return Conveyors on both sides). Demonstration video:
NITPICKING: No need for the comma.All Fabricators need to be on a tech that is currently anchored, to work.
TURBO NITPICKING (lose the comma)The little, white spark will not animate on crafting components that are beyond range.
depletionA spine of GeoCorp Scrappers, with deplition indicators
Nobody wants typos... But thanks, that was really helpful of you. I've followed all your suggestion, or done little re-writes. (I don't know wth was going on with that video - Steam just doesn't like the short version of the URL.)Oh you want typos?
Lol. I'm going to take your word that this is the most accepted use.TURBO NITPICKING (lose the comma)
lol I went through that very thing on a write up for another game. On the umpteenth draft I caught myself not capitalizing a word and thought no worries, I've been consistent so far but I'd better check to see if I missed one or two OMG THERE ARE DOZENS OF THEM.It's somewhat amusing that you've picked up on that, but not my rampantly inconsistent capitalisation of proper blocks names: Silo/silo, Fabricator/fabrication, Conveyor block/conveyor, etc... Thoughts?
But I'm already about a year deep into (mostly) capitalising all the names of blocks, etc, that are official terminology used in the game. I think it might be too late for me to try stopping now...! (Send halp!)lower casing everything means less typos and less work overall, so I agree with Khaine.