Linked Chest And Linked Pipe


关联箱+关联管+背包共享区+物品堆叠+装卸机堆叠【link chest + link pipes + package share area + item stack + loader stack】 Update to 2.0, Compatible with Space Age

Content
7 days ago
1.1 - 2.0
7.67K
Logistics Fluids Circuit network Storage Cheats

g Request for option

20 days ago

We're playing with your mod on "[Maroons] Brave New OARC - Krastorio2 - Linked Chests" and love them. I normally like to challenge my players and this game we have about 30+ players on. The linked chests definitely reduce lag, since otherwise my guys would have thousands of bots carrying everything.

I would like to have an option to disable the chests form holding ANY ore. I'd like my players to still use trains to move items back to main using linked chests.

Might this be a feature that you'd be interested in offering ?

20 days ago

This is a very special feature because each associated box ID can hold any item, and it is not possible to monitor all associated box IDs through script control. I think this feature may not be achievable But you can still make some controls through the scene. If possible, players can use trains as much as possible without associating boxes through announcements, or control the maximum number of associated boxes that each team can use through scripts, or purchase associated boxes through the market, or determine that if the distance from the main base exceeds a certain distance, no associated boxes will be placed These all require scenarios to support, and the associated box cannot provide such diverse requirements According to your current needs, distance can be used to limit (from the center of the player's base on the current layer, so that the associated box cannot be used outside)

19 days ago

OK Thank you for the detailed reply. I may play around with modifying this from within my mod (Brave New Oarc), potentially changing the cost to make the shared boxes expensive, and/or implement a maximum distance that shared boxes could not be used. Although if no shared boxes can be used outside say 20 chunks from main, that would work too. My mod would require your mod to offer a remote interface to set each force's spawn position. It can not be assumed to be 0,0. Also a potential remote interface to enable mods to set the max distance that shared boxes could be dropped - or offer that within your gui, and in your base game assume main base is 0,0 until the remote interface changes it for each force. You would still need to initialize an entry in a storage.forces_spawn_pos to 0,0 for main force and use the array item in a normal game, so when new forces are generated they can call to add entries for each new force.

19 days ago

You don't need any interface provided by my MOD, you can directly limit it in your MOD. For example, when placing items of the associated box type, the distance will be determined. If it is not allowed to be placed, it will be placed on the ground or in the player's backpack, and a prompt will be given If this feature is not frequently used, such as just a save of your current game, you can put it in your save, just like in which scenes This is how I modify my MOD when playing scenes. I only add it to my MOD unless it has very general functions.

18 days ago

ok thank you, I will modify on_built_entity and on_robot_built_entity events and if the player is placing a chest ghost or chest, to delete the ghost and return the chest to their inventory if that chest is outside the allowed range. I'll add a settings value to enable admins to configure the max distance or 0 to eliminate this feature - if your linked chests mod is loaded.

18 days ago

Yes, this is right.

9 days ago

I accidentally came across your server and went in to experience it. It's great, but there are still some issues The logistics cache box can also request and retrieve items to the shared area, so I have added a new command to turn on and off this function. You can turn off this function of the logistics box.
command<change-switch buffer_chest_request> The Logistics Buffer Chest can request items from share area, opened for default.

8 days ago

Thanks - I'm still learning how your mod works, so I appreciate the info.

Note that your using the filter to set the address is IMHO genius. I modified another linked chest mod from within my mod to add addresses and logistics wires, and we used that in 1.1x. Yours solves that problem and so elegant - I love it.

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