Schall Autolinked Chest


Experimental feature, based on 1.1.0 hidden "linked-chest" prototype. Adds chests that when built next to each other, they are automatically linked to share the same inventory. Useful for belt balancing and train station wagon balancing. (Locale: English, Deutsch, 正體中文, Português Brasileiro, Русский)

Content
2 days ago
1.1 - 2.0
3.73K
Logistics Storage

b [Responded] all chest on surface have the same ID (Not my problem)

3 years ago
(updated 3 years ago)

https://prnt.sc/10vqo4l
https://prnt.sc/10vqpav
Assuming behavior changed by Space Exploration. If not fixable, SE should me marked as incompatible.
https://prnt.sc/10vqqsq

3 years ago

I just ran into the same problem when I installed SE on top of an existing save. Thankfully it's only happening with new chests.

This is a big bummer.

3 years ago

It looks like the problem is that SE has a LinkedContainer.on_entity_created handler that is looking for all "linked-container" entities. This is leveraged in the Teleportation technology.

They probably should fix on their end since other mods will likely use this same entity type going forward.

3 years ago

Please report to SE. There is nothing to fix (nothing wrong) on my end.

Regarding incompatibility marking, I think it is a serious move, and should be used cautiously. Buggy mods do not deserve such "severe penalty". Just let them know and give them time to fix.
Personally, I will only consider applying that for marking theme-clashing mods (if I ever make an overhaul mod...), mechanic-clashing mods (such as RSO, if I want to keep my own resource autoplace control), intentional trolling mods, or game-breaking mods (like if an overhaul mod removing vanilla entities).

3 years ago

I suggested that they fix in their discord. It's under consideration.

New response