Global Network


Adds a global storage network using linked chests. Set network IDs to share inventory between chests. Copy-paste from assemblers to auto-configure.

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3 minutes ago
2.0
383
Logistics Logistic network Storage Cheats

g Good mod. Some feature suggestions

20 days ago
(updated 20 days ago)

Really like the mod :)

I have a few suggestions:
1. Is it possible to add a "dump" chest of sorts that has more slots? I notice a problem sometimes where so many miners dump things into my dump network that it fills up momentarily.
2. Add support for icons in the network ID text field? Being able to add the "Copper ore" icon makes it a bit easier quickly find what i am looking for.
3. Bigger/longer/wider UI when choosing network for a chest? The list view for networks in the chest UI is a bit small.
4. Maybe a "requester" only kinda chest with a "hidden" network ID? Or the ability to hide some networks from the list in the chest UI. Sometimes i just want to quickly copy a recipe and paste it into a chest to request for that spesific thing, but it will clutter the already huge Network list even more.

17 days ago

Thanks! It's the first mod I publish so it's cool to see people appreciate it :)

  1. It's true that it's quite small, I was planning to add a settings option to let players choose the chest size (as well
    as a few other settings like the number of networks processed per tick, etc.). What I did on my save is have one dump
    chest per resource, but that increases the number of networks so I don't think it's the right solution.

  2. I can't promise anything, I've never done it, it depends on whether it's easy or not.

  3. Yeah I need to rework the requests UI, when you have a lot of items it's unreadable.

  4. I'm not sure I fully understand what you mean here. When you copy-paste a recipe from an assembler/furnace onto a
    global chest, it automatically creates a network named after the recipe (e.g. "iron-gear-wheel") and sets up the requests
    for the ingredients. If you paste the same recipe onto multiple chests, they all join the same network. These auto-created
    networks are hidden from the network list in the chest UI, so they don't clutter it. Could you describe your workflow a
    bit more so I can understand what's not working for you?

17 days ago
(updated 17 days ago)

Thanks for the response :)

For the number 4 question:
I wasnt aware that the network was automatically hidden, so that was an oversight from me.
If i copy/pasted something from an assembler, for example a Boiler recipe, i saw it created a network that was named "Boiler" with the correct requests. Very neat.

The problem for me here is that i create a network based on what i have in the chest, the finished product, so if i make boilers and put them into a global chest, i name it "Boiler". This conflicts with the name that gets chosen when i copy/paste from an assember to the chest that then contains the ingredients for the recipe.

So if i were to follow that, it makes more sense for me to name the ingredients network based on the requests, for example "Req:Iron-plates,Advanced-circuit,stone" if that is the requested items from a copy/paste action. That way, if two recipes need the same thing and i use copy/paste on both, they could both use the same network aswell instead of creating a new network.

I hope i managed to explain my thought process in an understandable way.

I've been on the lookout for a mod like this for years because i find the concept to be interesting and a good break from the "normal" factorio way, so thanks for the mod :)

Edit: I am at work now, so i cannot doublecheck that i have seen wrong in regards to the naming of copy/pasted chests...

11 days ago

Ok, I understand better now, thanks for the explanation!

We actually use the mod a bit differently. I designed it to be really based on one network = one craft. Because sometimes, even if two crafts use the same inputs, you might want a bigger or smaller input buffer for each, so that was intentional (and also simpler to understand for the player, I think).
For the naming, you're right, there can be conflicts between manual names and recipe names, I could add a prefix to avoid that. It hasn't been a problem for me personally because chests are bidirectional, so I use the same network as both input and output (that's why there's one free slot by default when you set up a new network via copy-paste). This lets you cut the number of networks almost in half.

I'm a big fan of "Keep It Simple Stupid", so I'd rather keep things straightforward and add complexity only when it's really needed :)

Same for me, I played a similar mod years ago, but it was chest-based, like a normal robot network, and I always hit performance issues in the endgame. I had this idea of using linked chests but never found the time to make it until now. I was pretty sure I wasn't alone, so that's why I shared this mod even though it's still more of a "prototype" state.

11 days ago

Fair enough :)
A prefix would make things less fiddly, but that can always be worked around in my case. For now, i'm using a forked version i made some changes to on github, but the pull request there suggest changes that conflict slightly with your vision for the mod, so you can just deny it.

It would be nice if you added support for quality items eventualy though.

11 days ago

I just finished reviewing it actually! We can continue the discussion over there :)

5 days ago
(updated 5 days ago)

Great mod, helps keep my sanity.
@Irator mentioned about wider UI and bigger lists, I had AI help me make adjustments that do just that(not good at raw modding myself).
Stretches the request window to fit the inventory, and request slots grow across 4 slots then down a row.
Excessive space, but OCD dictates I like my windows uniform/matching resolutions and this felt like the best use of space.
I can send you my copy if it'll help you further your mod

edit: I should note I also had some idea's to try and implement a system for this, for fluids. Though according to some pointers I was made aware of, fluid-boxes(tanks, pipes ect.), are a different ball-game to item-boxes.

4 days ago

I have a local version i've tinkered with a lot where i've fixed several bugs, done a lot of GUI changes and added new features... i'm a bit reluctant to share it at this point since it is no longer just some small changes... I havent added fluid support though. Not sure how i would go about doing that.

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