Kuxynator's Smart Linked Chests


Alternate expandable Crashsite Logistic using smart linked chests. v3.3 [BETA] with quality management, more tools, more freedom to adjust the keys - custom mode, clone mode, fill, no-filter-mode, etc - UPS optimized logistic for mass transport - tries to be not overpowered as the (hidden) native linked chest.

Content
a day ago
1.1 - 2.0
1.45K
Logistics Storage

b [TODO] Chests with disabled Power Requirements will still flash "No Power" symbol

3 months ago

As per the title. Setting the power requirement for Smart Chests to "None" for my legacy save I'm messing around with will allow them to function, but now I have several thousand little blinking "not connected to power" symbols over them. I think the Startup setting might need to completely remove the power component from them when set to None.

3 months ago

I will check this

2 months ago

Did you change the power requierements settings during a running game?

2 months ago

I am also having this issue. I started the game with the power requirement set to "None", and they will still blink if disconnected from the grid. My power grid also says that they are drawing power as well.

2 months ago

Why do you want to play without power consumption? that would be boring ;-)

2 months ago

Honestly, it's not that much of a problem, it doesn't really consume much power anyway. Just saying it doesn't work as intended; if you add a no power consumption option and go "well actually playing without it is boring" maybe don't have it as an option at all, haha

2 months ago

i can only test it if there is an option for it. and i only asked because i wanted to know if and why the option is used. otherwise there is hardly any feedback, except when it doesn't work... so thanks for the feedback

2 months ago

Unfortunately I don't have a specific reason why I set the power requirement to "None", so can't help you there :(

Either way, great mod! If you want to know why I installed the mod in general, in Factorio 1.0 I made a train megabase and wanted to try going the opposite direction now that 2.0 adds vertical progression (productivity research for more things and quality). Basically I wanted to make a factory that rivals or surpasses the previous one I made in terms of production, but is much more compact; your mod allows me to nix trains as the main source of resource transportation without swarms of UPS-hungry bots flying around.

But this is a bit off-topic for the purposes of a bug report, so I'll end it there.

2 months ago
(updated 2 months ago)

Terribly sorry, I got sidetracked off on a business trip (that I'm still on for a few more weeks...)

I turned off power consumption because I was using the mod in a base previously which didn't have it, and suddenly having thousands of chests requiring it was a bit problematic. Mostly it's just a "I got used to it that way" sort of thing. I guess you could consider the power a balancing factor, but half the setups where I use these chests in I'll have ten thousand times as much power and requiring wiring just makes everything more inconvenient for not much real benefit. The chests are, in their own way, cheaty as hell, so I don't see adding challenge back to it with power as making a ton of sense.

Notably I use it in one of my Pyanodon playthroughs where I want to do things other than "endless logistics" and a lot of machines in there will run off things like gas or fuel instead of electricity, so in that one I have a decent number of outposts scattered throughout the world which are whole kilometers away from the nearest power. I could set up some solar just to run the chests or something, but ultimately the addition of a power requirement just doesn't add anything to the fun for me here.

2 months ago

The chests are, in their own way, cheaty as hell, so I don't see adding challenge back to it with power as making a ton of sense.

That's why it's all the more urgent to nerf them. but ok, I'll leave the “now power consumption” option in.

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