ECO

Applied Ecogistics for ECO

Released (updated ago). Ranked 5 of 54 with 1,327 (1 today) downloads

Published by ceme (mod ID: 40709)

mod.PNG

Have you ever had too many chests and stockpiles just full of items? Are you trying to find that one item, but have lost it in a warehouse full of storage? Do you wish to just craft something, but the items are just put out of range?

Well then you're in luck! With Applied Ecogistics you can now connect all your storage to one system and access every item from one convenient Item Accessor(Patent pending).


This mod is highly inspired by the Minecraft mod: "Applied Energistics" but is not affiliated with it.

This mod contains the following:

  • Item Accessor - A block that will list and allow the deposition and removal of all items connected to the system.
  • Item Connector - A block that will allow storage items to be connected to the system.
  • Power Connector - A block that will provide additional power to your system. Different cores support different numbers of power connectors.
  • Core Tier 1, 2 & 3 - The core of the system. Only one is allowed and provides power to all connected Item System devices.
  • Item Storage Drives - An item that has an internal inventory, which can only be accessed by an Item System.
  • Item Storage Drive Container - A block that can hold Item Storage Drives and connects them to the Item System as additional storage space.
  • A New skill.
  • A priority system - To prioritize which storage gets accessed first.
  • Configuration - After running the server for the first time, a config file named "ItemSystem.mod.template" will be created in the Configs folder, where you can change some settings for the mod.

Features that are in the mod, but are unfinished and lack crafting recipes:

  • Item Exporter - A block that will automatically push the selected items from your Item System into connected inventories.
  • Item Importer - A block that will automatically pull items from connected inventories into your Item System.

Planned features:

  • Item sorting (Depending on when Eco will support Item selections for mod GUIs).
  • Access Control.

Installation:

To install, simply place the included .dll and .unity3d files anywhere into your Mods directory.

NOTE: Different versions of this mod may not be compatible with each other. If the new version causes the server to fail to load, revert to the previous version, remove all world objects (Item accessors, cores, etc.) then try updating again.

Bug reporting:

If you don't mind using github, then please report bugs here.
Otherwise, you can mention "cemeceme" on the Eco discord, and I'll see what I can do. Development will most likely be slow however.

Releases

FilenameSizeVersionAddedOptions
applied_ecogistics_1_13_0_8_3_3r.zip1.65mb1.13.0.8.3.3R

applied_ecogistics_1_12_0_8_3_3r.zip1.64mb1.12.0.8.3.3R

applied_ecogistics_1_11_0_8_3_2r.zip1.2mb1.11.0.8.3.2R

applied_ecogistics_1_10_0_8_3_0r.zip1.07mb1.10.0.8.3.0R

applied_ecogistics_1_04_0_8_3_0r.zip1.07mb1.04.0.8.3.0R

applied_ecogistics_1_03_0_8_3_0r.zip1.06mb1.03.0.8.3.0R

applied_ecogistics_1_02_0_8_3_0r.zip764.92kb1.02.0.8.3.0R

applied_ecogistics_1_01_0_8_3_0r.zip814.6kb1.01.0.8.3.0R

applied_ecogistics.zip813.5kb1.0.0.8.3.0R

22 comments

Join the community or sign in with your gaming account to join the conversation:

DS
DeathSeeker @deathseeker

will this work with single player and current version of game?

CE
ceme @ceme

Yes, single player also actually runs the server in the background. So if you place mod files somewhere in the Eco/Eco_Data/Server/Mods directory it should also show up in single player. The mod is currently built for version 0.8.3.0.

AM
amycheck8715 @amycheck8715

Are you ever gonna fix this? I cannot even find the gives let alone how to build it

AM
amycheck8715 @amycheck8715

Found the gives, but we cannot connect the conduits going down and there seems to be a trick I cannot figure out to getting it to work over long distances. I have no dead ends but it keeps saying there is no energy

V
Villerger_27 @villerger-27

What are the Gives?

S
Shaddis @shaddis

Mod is working with eco 8.3. Only 1 unit will get power from the core throught the conduit line. ie. You build core run conduit build connector run more conduit build another connector. Only the first unit in the line will receive power. The unit at the end of the line will always say no power if both connected. I notice that the core also acts as a accessor with the only difference being that the core provides power to the conduit which sends power through the conduit to the unit connected to it. Maybe you could do away with the core, and make the accessor and connector use grid power ? Maybe also make the conduit block look and act like a wall block, but with the conduit strip in the block ? Would love to build walls with conduit blocks instead of having them running outside of the building making rooms no longer usable because of holes in the wall.
Anyways, good job !

CE
ceme @ceme

Thank you for the great feedback!

I tried to replicate the problem you were having with the last connector not getting power, but I can't seem to replicate this in my own testing. Make sure your core + power connectors can provide enough power for the whole system and that you don’t have open ends. Also the core shouldn't give access to the items in the system and again I don't see this in my testing.

The idea behind the cores was to provide a limiting factor to balance the size of the system with the main game. A bigger system requires a better core which requires more expensive materials and research. They are also significant in the code and having multiple power providing outputs is a nightmare.

I am also not quite happy with how the conduits work currently, but I tried to use as much as the vanilla code as possible in this mod. Eventually I might re-write them to allow for some of the features you mentioned.

R1
r1rider01 @r1rider01

How do you use this?

R1
r1rider01 @r1rider01

How do you use this? I have researched it, made some conduits, made a core, made accessor, and a connector

CE
ceme @ceme

In short:
Everything needs to be connected to a single, powered core with conduits. Open ends are invalid here. Generally, if Item System Energy is flowing under the "Item Conduits" tab, then everything should be all set.

Place a connector close to the inventory you want to add to the system and select it under the storage tab. Similar to how
worktables work, you select the inventories that you want the connector to access.

With the Accessors you can then access the items in all the connected stockpiles/chests/etc directly, as if it were a single huge inventory.

R1
r1rider01 @r1rider01

Thanks.

Any updates coming soon with the latest patch? some of the text shows the code " <sprite = ...... Item Accessor ..."

R1
r1rider01 @r1rider01

Getting this error when shift dragging a stack of iron into an Accessor, that is connected to some blast furnances.

--BEGIN DUMP--
Dump Time
02/26/2020 23:37:06

Exception
Exception: InvalidOperationException
Message:Changes could not be applied, the requested operation would result in an invalid inventory state: Inventory does not contain the items requested to be removed
Source:Eco.Gameplay

System.InvalidOperationException: Changes could not be applied, the requested operation would result in an invalid inventory state: Inventory does not contain the items requested to be removed
at Eco.Gameplay.Items.InventoryChangeSet.ApplyInternal(Boolean throwOnInvalid)
at Eco.Gameplay.Items.Inventory.Modify(Action1 callback, User user)
at Eco.Gameplay.Items.WorkOrder.TryToContributeItems(User actor, Inventory inventory)
at Eco.Gameplay.Components.CraftingComponent.AddResourcesToWorkOrders(User owner, User actor, Inventory source)
at Eco.Gameplay.Components.CraftingComponent.FindAndAddResourcesToWorkOrders(User actor)
at Eco.Gameplay.Components.CraftingComponent.Tick()
at Eco.Shared.Utils.ListExtensions.ForEach[T](IList1 list, Action1 action)
at Eco.Gameplay.Objects.WorldObject.Tick()
at Eco.Shared.Utils.EnumerableExtensions.ForEach[T](IEnumerable1 enumeration, Action`1 action)
at Eco.Gameplay.Objects.WorldObjectManager.Run()
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()

--END DUMP--

CE
ceme @ceme

Ah thanks for the bug report. I also finally made a github repo for any bugs so that everyone can have a single place to report
them. I've added your issue too, but it might be a while before I can get a fix working, since it seems to be a rather annoying issue involving the interaction of Eco's and my code.

CE
ceme @ceme

I can't seem to reproduce this, or figure out how this occurs. Is this an exception that you can cause reliably? Also if you could provide some more details on your setup, that would help a lot.

R1
r1rider01 @r1rider01

It had something blast furnace (we had 2), pulling direct from the accessor to get Iron Ore to make Iron Ingots

CE
ceme @ceme

This is now fixed

R1
r1rider01 @r1rider01

Can you tell me more about the Storage drives? are they like Stockpiles?

CE
ceme @ceme

Yes, they can hold items as stockpiles would. However you can only use their inventories through an item system, by placing them into a connected "item storage drive container". They also keep their inventory, so that you could transfer a bunch of items between disconnected systems.

S
Sephiroth91 @sephiroth91

Getting this error when start server.

Failed to load server, Exception was Exception: KeyNotFoundException
Message:Der angegebene Schlüssel war nicht im Wörterbuch angegeben.
Source:mscorlib

System.Collections.Generic.KeyNotFoundException: Der angegebene Schlüssel war nicht im Wörterbuch angegeben.
at System.ThrowHelper.ThrowKeyNotFoundException()
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Eco.ModKit.ModDataSync.GetItemInfos(Type itemType)
at System.Linq.Enumerable.WhereSelectArrayIterator`2.MoveNext()
at Eco.Shared.Utils.EnumerableExtensions.ToBson(IEnumerable enumeration, INetClient client)
at Eco.ModKit.ModDataSync.PackModData()
at Eco.ModKit.ModKitPlugin.Initialize(TimedTask timer)
at InitializePlugins_Patch1(Object )
at Eco.Server.PluginManager..ctor()
at Eco.Server.Startup.Start(String[] args)

ZO
zoffix @zoffix

I got that one too. I deleted Version.txt file and moved the "ItemSystem" folder directly into Mods folder (instead of it being inside another folder for this mod).

Seems to have fixed it inasfar as I do see the Item skill show up in the research table.