Fluid Memory Storage (Continued)


An alternative to flare stack/voiding fluids. The Fluid Memory Unit can store an infinite amount of any liquid or gas. The more fluid you store, the more power it will require! Continuation fork of notnotmelon's Fluid Memory Storage: Factorio 2.1 support and bug fixes only, no new features and no balance changes. Retires if the original updates.

Content
a month ago
2.1
107
Storage

i mod update

a month ago

Hi, I don't know where to find your Discord or other contact details, so I'm writing here. Could you take a look at this mod and try to update it?

https://mods.factorio.com/mod/item-network-sa

a month ago

Hi Khalcifer — I had a proper look rather than guessing, and it's done: https://mods.factorio.com/mod/item-network-sa-continued

The port itself turned out small, six changes across three files, and the mod is MIT so a continuation is allowed. The more useful part was that two long-standing bugs turned out to be findable: the crash that makes saves unloadable after you remove another mod (a chest request outliving the item's prototype), and the one where wrong-quality items flood your logistic storage (upgrade requests were asking for normal quality regardless of the target). Both are fixed. The second one was diagnosed by Upsidedowneye on djmalk's page — credit where it's due.

I've posted a heads-up on djmalk's page. If he'd rather it weren't there I'll take it down, and it retires by itself the day he ships a 2.1 build either way.

One thing to know before you switch, because it can't be avoided. Factorio ties a mod's saved data to its internal name, so the new mod cannot read the old one's data — whatever is banked in your shared network is lost. Empty your network into real chests and tanks first. Your chests, tanks and everything physically inside them survive, and each chest recovers its own item and quality list automatically (the mod mirrors requests into the chest's inventory filters, and those are stored on the entity, not in mod data). You'll only need to re-pick Request/Provide and your limits.

And swap the two mods in one step — never load your save with the old mod removed and nothing replacing it, or Factorio will offer to delete every network chest along with the items inside them.

Source and full port notes, with djmalk's 1.0.3 imported verbatim as its own commit so you can see exactly what changed on top: https://github.com/restjack/item-network-sa-continued

Post on the new mod's discussion tab if anything misbehaves.

a month ago
(updated a month ago)

Hi, thanks for the update. I’ve also been trying to fix this mod for the past few days, working on three files: "GlobalState.lua", "NetworkChest.lua", and "Timer.lua".

The only result I have transfer of liquids between planets, but the lost temperature.

My English is poor, but I think you understood what I'm writing about.

Thank you also for the additional information regarding the "transfer" of items and tanks.

a month ago

Hi, If you would like here is a link for the updated code. This only fixes the bugs and fixes the code to allow it to work on 2.1
https://mods.factorio.com/mod/item-network-sa-continued
Do not expect any other changes.
Have Fun

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