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
2 months ago
1.1 - 2.0
10.7K
Logistics Fluids Circuit network Storage Cheats

g Optimization

2 days ago

Fang Fang - we love your mod, I have been running it continuously for many months over many games. My games tend to attract 20+ players, all hard core, and all build big. Search "Maroons" to find my server.

My mod "Brave New Oarc" uses the linked chests to minimize the use of bots, since BNO is a bot heavy game. Bots add lag when you have 20+ separate bases, each of which can be huge. Last we talked you added support for limiting the number of linked chests, since we had 15,000 chests on one run and the lag was enormous. But even with only a few hundred chests the lag limits us to under 2 weeks of game play. And the lag is all from LInked Storage, by about 10x over the next mod.
https://cdn.discordapp.com/attachments/926385864802697226/1514948921833685062/2026-06-12_13-02-18.mp4?ex=6a3bba21&is=6a3a68a1&hm=68c02b0c1a24365a56844440293192e1450f1402b20b84bb28f2665c13fa6e5a&

I know we can set longer times on chests for collection, but no one is doing that, and it still generates ticks that require alot of work all in the same tick. I wonder if that were simply removed and you did a smart collection over a period of time. Constantly cycling through a set number of boxes every say ten ticks. You might not collect all of the information in one second, but you would eventually. And as the game progressed with many boxes, the amount of time you used would not change, just the collection cycle would take longer and boxes would grow larger between collections.

If you download the current running game, which is only about a week in, but has 26 players in the game. It may be a good view of the issue.

Thanks for your consideration and a great mod!

2 days ago

I just went to the server to download the save file for testing, and the current server save file has exceeded 300M. I have turned off all scheduled updates (changed the code), and the game UPS has not improved in any way During the clearance test, the most performance intensive feature is "share network output", which is likely due to someone outputting a large number of item IDs and using multiple entities. Simply synchronizing associated boxes and associated management data does not consume a lot of performance, but this entity may experience such a situation where simply outputting more IDs can easily increase performance overhead On the server, these cannot be avoided unless the use of this entity is turned off In addition, the performance overhead in debugging mode is acceptable on average, but the issue with the "share network output" entity is significant in terms of instantaneous consumption As mentioned earlier, even if all synchronized games are turned off, there will be no UPS boost, and the game save is already very large If you want to use this MOD completely cost free, you can only turn off all synchronization functions and keep only the basic functions of the associated box, just like the default associated box
我刚去服务器下载了存档测试, 当前服务器存档文件已经超过300M, 我关闭所有定时更新(改代码), 游戏UPS并没有任何提升. 通关测试, 性能占用最多的就是 "share-network-output", 应该是有人在里面输出了大量物品ID, 并使用了多个实体, 单纯的关联箱和关联管数据同步并不会消耗很多性能, 但这个实体就会出现这样的情况, 随便多输出一些ID就很容易增加性能开销. 服务器上, 这些无法避免, 除非关闭这个实体的使用. 另外调试模式里面的那个性能开销, 平均性能消耗还算可以接受, 瞬时消耗很大就是"share-network-output"这个实体的问题. 就像前面说的, 就算关闭所有同步游戏也不会有任何UPS提升, 本身游戏存档已经非常大了. 如果想完全无开销的使用这个MOD, 只能关闭所有同步功能,, 仅保留关联箱的基础功能, 就像默认关联箱那样.

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