Kuxynator's Smart Linked Chests


Alternate expandable Crashsite Logistic using smart linked chests. - UPS optimized logistic for mass transport - tries to be not overpowered as the (hidden) native linked chest. - highly configurable

Content
11 days ago
1.1 - 2.0
754
Logistics Storage

b [not an error] Purple chests don't work

7 months ago

Playing in Brave New Oarc, on "oarc" surface. Purple chests, set to automation, do not work. It shows an error when accessing the ui.

7 months ago

https://imgur.com/a/U6P1LU7

Showing that it is "Not operable" - on "oarc" surface.

7 months ago
(updated 7 months ago)

"Not operable" means out of range.
this is the "blue" Chest ;-) und this chest has a range limit. (which can be extendet by research)
or you can create an "outpost" to create a new area with its own limit. The output areas are independent and not connected to each other.
The center of map (at 0,0) is a outpost by default

7 months ago

Sorry I'll have to mark your wonderful mod as not supported in Brave New Oarc. If you add support for Forces, and an interface to register each force's new 0,0 location and fix multiplayer desync's. I would love to use your mod.

6 months ago
  • I'll have a look at the force support. it should already be implemented, at least it was planned when the ID was calculated.
  • you already can create new regions at any position, with building a "outpost" for this force ;-) so a configuration for each force to register the center is not necessary.
  • but the desyncs are undesirable. are there times when they always occure?
5 months ago

desyncs occur when a player joins and unfortunately is only testable on games with multiple players. My understanding of why they occur is that the game syncs with that player all global variables. Anything local is not sync'd. When you have variables that must be sync'd across multiple players but they are in local variables and those variables change over time, then it causes desync's. Please educate me if you look more into this. It's not an issue with my mod, since it would kill the mod if this happens, but mods I add have this issue.

I appreciate the info on new outposts. I'll look into this - but since I modified Ender Linked Chests to work, I am somewhat vested there. I like your addressing much better than Ender's.

My top issues with adding other mods - not necessarily your mod, but please consider this when you have 30 players in a game:
1) high cpu usage - abuse of on_tick, and not spreading high calculations over multiple ticks. This is mostly on terrain generation of mods that do some changes to the game based on some level being achieved. Alien Modules pauses for a noticeable 1/2 second every time a player changes to the next level. Easy to fix too. Dangoreus takes a while to generate a new base, and not spread over time.
2) No support for forces (teams). I modified Alien Modules to support multiple teams, and all it required was changing some global variable into an array. You can itemToTrack["team name"] instead of itemToTrack. But in some cases you'll add loops to process all teams.
3) desync - this is actually very common, and pretty easy to fix. I scan code for uses of local's. Some of the more popular mods have this issue.

5 months ago

Thanks for the information. But I'm afraid my friend that I won't find time to work on multiplayer compatibility and performance in the near future. a) I have a new full-time job and b) I don't play much multiplayer (also due to time constraints)

5 months ago

Thanks for the reply, and good luck with the job.

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