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

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12 days ago
1.1 - 2.0
9.37K
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g lag with some profiling in extreme use case

12 days ago
(updated 12 days ago)

We have about 20 high end players in a game playing with Linked Chests. Search [Maroons] Brave New Oarc Krastorios to see the game and to get a save, it's pretty big. We're using over 15,000 linked chests and likely as many buffered chests.

Some profiling info here:
https://imgur.com/a/nwUVnDN

We're wondering if limiting the number of chests per force would be worth pursuing. Might there be an admin option added that set the minimum allowed count in each type of chest to reduce the frequency of processing ?

This save game would be good for profiling.

12 days ago

I have optimized many aspects related to performance issues, including how to use associative arrays to reduce performance overhead. However, for multiplayer games with multiple teams, there is still an inevitable amount of unnecessary performance overhead, which is unavoidable. The latest version has added a limit on the number of entities, which should alleviate the aforementioned issues to some extent.

11 days ago

Excellent - thank you! We love this mod. I've implemented a distance limit in my mod, which you and I have discussed in another thread. If you hit the HOME key you can see a circle drawn to show the limit which I offer as configurable option for game hosts. In the game mentioned above I set that limit to 9 chunks.

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