[MOD 0.13.x] Interface Chest - 1.13.2

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Peppe
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Re: [MOD 0.12.x] Interface Chest - 1.0.6

Post by Peppe »

@TheSAguy
Requested an in line belt balancer. Proof of concept added in 1.0.6.

Test it out and let me know if it has any issues. I did not have a lot of time to test it and about 0 time on the graphics...

Peppe
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Re: [MOD 0.12.x] Interface Chest - 1.0.7

Post by Peppe »

Jeri.c wrote:Can you add like different types of chest that inputs/outputs at different speed or have it include 2-4 slots (increases every research) for speed modules. :mrgreen:
Did a performance and speed pass. Trippled the speed at the cost of about 1.5 performance.

Each side can now input/output compressed blue belt.

Anyone using these chests at scale and hits a performance issue post your base and i'll use it to tune further.


1.0.7 (2016-04-22): Amp the speed back up

Malryn
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Re: [MOD 0.12.x] Interface Chest - 1.0.7

Post by Malryn »

Is it possible for this mod to be able to insert items into assemblers?

Peppe
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Re: [MOD 0.12.x] Interface Chest - 1.0.7

Post by Peppe »

Malryn wrote:Is it possible for this mod to be able to insert items into assemblers?
I think assemblers expose some inventory slots, so yes it would be possible. With out any changes you can belt into the interface chest and using an inserter would get the stack bonus from chest to assembly machine. A blue inserter with full stack bonus should move 10+ items a second.

I'll play with the assembly machines and see what works.

Peppe
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Re: [MOD 0.12.x] Interface Chest - 1.0.8

Post by Peppe »

Malryn wrote:Is it possible for this mod to be able to insert items into assemblers?
1.0.8 updated to support anything with an inventory.... report bugs.

Loads modules too...

Image


Image

Sedar
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Re: [MOD 0.12.x] Interface Chest - 1.0.8

Post by Sedar »

Peppe wrote:
Malryn wrote:Is it possible for this mod to be able to insert items into assemblers?
1.0.8 updated to support anything with an inventory.... report bugs.

Loads modules too...
But download link folows only to the 1.07 wersion.. :? And thanks for mod. :)

Peppe
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Re: [MOD 0.12.x] Interface Chest - 1.0.9

Post by Peppe »

Sedar wrote:
Peppe wrote:
Malryn wrote:Is it possible for this mod to be able to insert items into assemblers?
1.0.8 updated to support anything with an inventory.... report bugs.

Loads modules too...
But download link folows only to the 1.07 wersion.. :? And thanks for mod. :)
Looks like I tagged the release in git out of order. Should be fixed now.

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Re: [MOD 0.12.x] Interface Chest - 1.0.11

Post by Nebbeh »

So for some reason i only get the trash chest, but not the interface chest. is it hidden behind a special research, because I cant find it in my research tab either. I'm might just be blind or something tho. ;)

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Re: [MOD 0.12.x] Interface Chest - 1.0.11

Post by Peppe »

Nebbeh wrote:So for some reason i only get the trash chest, but not the interface chest. is it hidden behind a special research, because I cant find it in my research tab either. I'm might just be blind or something tho. ;)
Trash chest unlocks with steel furnaces tech.

Interface chest unlocks with red circuits tech.

Do you have both?

Nebbeh
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Re: [MOD 0.12.x] Interface Chest - 1.0.11

Post by Nebbeh »

Peppe wrote:
Nebbeh wrote:So for some reason i only get the trash chest, but not the interface chest. is it hidden behind a special research, because I cant find it in my research tab either. I'm might just be blind or something tho. ;)
Trash chest unlocks with steel furnaces tech.

Interface chest unlocks with red circuits tech.

Do you have both?

Yes I have both, only research I am missing at the moment is purple research..

Peppe
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Re: [MOD 0.12.x] Interface Chest - 1.0.11

Post by Peppe »

Nebbeh wrote:
Peppe wrote:
Nebbeh wrote:So for some reason i only get the trash chest, but not the interface chest. is it hidden behind a special research, because I cant find it in my research tab either. I'm might just be blind or something tho. ;)
Trash chest unlocks with steel furnaces tech.

Interface chest unlocks with red circuits tech.

Do you have both?

Yes I have both, only research I am missing at the moment is purple research..
Not sure how it can fail to enable, but this should force it on:
from the console enter
/c for i, force in pairs(game.forces) do force.recipes["interface-chest"].enabled = true end

Nebbeh
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Re: [MOD 0.12.x] Interface Chest - 1.0.11

Post by Nebbeh »

There we go! Thank you very much!

Peppe
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Re: [MOD 0.12.x] Interface Chest - 1.0.12

Post by Peppe »

1.0.12, Minor cleanup/performance tweak on balancer and recipe change to steel chest in prep for .13.

Imperum
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Re: [MOD 0.12.x] Interface Chest - 1.0.12

Post by Imperum »

Great mod! It is so usefull and works like a charm! :D

On that note: Could you make a "Smart" version of the Interface chest? Would be nice to be able to put a filter on it. As right now it will suck up all items of surrounding chests, for example when next to another resource for the Assembler. And maybe if even possible an option to block a certain input/output side? To prevent items for entering when belts/chests are nearby.

hazilo
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Re: [MOD 0.12.x] Interface Chest - 1.0.12

Post by hazilo »

Hello,
I love your mod, but I guess I found the bottleneck of interface chests: too much chests and items will crush your UPS!
Do you plan to make some optimisations?

image: imgur.com/HvU6mH0 (can't post url since it's my first post..)

Peppe
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Re: [MOD 0.12.x] Interface Chest - 1.0.12

Post by Peppe »

hazilo wrote:Hello,
I love your mod, but I guess I found the bottleneck of interface chests: too much chests and items will crush your UPS!
Do you plan to make some optimisations?

image: imgur.com/HvU6mH0 (can't post url since it's my first post..)
I don't think there is much more I can do. At some point it is just pushing a lot of entities onto and off belts. Things on belts crush performance.

Can you post your save? I can use it as a benchmark to tune against, but I think I published all the tweaks I had in the last few builds.


Edit:
Have you tried replacing as many belts as you can with underground belts? The pair of entrance and end of the the belt = about one belt worth of processing and then you get 4 blocks that take basically no processing.

I guess one path I ruled out on performance would be to only interact with belts and not interact with splitters+underground belts. I can use your base as the case for/against it. If I only support belts I can updated half as often -- may have an issue with red belts, but trade-offs in all directions from here...

orzelek
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Re: [MOD 0.12.x] Interface Chest - 1.0.12

Post by orzelek »

hazilo wrote:Hello,
I love your mod, but I guess I found the bottleneck of interface chests: too much chests and items will crush your UPS!
Do you plan to make some optimisations?

image: imgur.com/HvU6mH0 (can't post url since it's my first post..)
You have 2 potentially big performance problems there.
One is interface chests as shown by script update time and other one is warehouses based on high entity processing time. I don't think that amount of belts would warrant that high entity update - warehouses in large quantities with lots of item traffic can do that currently due to big inventories.

hazilo
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Re: [MOD 0.12.x] Interface Chest - 1.0.12

Post by hazilo »

orzelek wrote:
hazilo wrote:Hello,
I love your mod, but I guess I found the bottleneck of interface chests: too much chests and items will crush your UPS!
Do you plan to make some optimisations?

image: imgur.com/HvU6mH0 (can't post url since it's my first post..)
You have 2 potentially big performance problems there.
One is interface chests as shown by script update time and other one is warehouses based on high entity processing time. I don't think that amount of belts would warrant that high entity update - warehouses in large quantities with lots of item traffic can do that currently due to big inventories.
I managed to lower the update time by a lot using quantum belts from http://www.factoriomods.com/mods/more-b ... 0-0-12-x-x, combined with increasing the chest to chest transfer rate of interface chest. Somehow the two combined helped reduce it by half!

And it seems like the entity update time was due to huge groups of aliens gathered around the base, installed ion cannons and did a little bit of cleaning around and it's back down to 5ms entity update.

Sadly I didn't keep a savegame from when the script update was so high...

Peppe
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Re: [MOD 0.13.x] Interface Chest - 1.13.0

Post by Peppe »

Updated for .13.

Barebones testing while I wait for other mods to update.

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Re: [MOD 0.13.x] Interface Chest - 1.13.0

Post by Brot Zockt »

Is it also available in 0.12?

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