I haven't tried it in 0.11.6Degraine wrote:I haven't had any problems with running it in 11.5 myself, does it break in 11.6?
I dont have any problems too.
I mean for the New Version , can you make it 0.11.5 Compatible
I haven't tried it in 0.11.6Degraine wrote:I haven't had any problems with running it in 11.5 myself, does it break in 11.6?
Sounds great! I especially found myself irritated by the lack of requesters, having to still use an overly complicated system of inserters and slipstream chests. They should probably be pretty expensive though, seeing as they combine like 4 different things into one and shrink the size of production lines by 3-4 blocks.Degraine wrote:
- A single basic chest type whose input/output can be configured with a GUI, removing individual directional chests (getting away from Belt Storage's implementation).
- Filtered/indiscriminate output configuration options.
- Passive/active provider and requester variants.
- Energy requirements for all chests.
- New recipes.
Can you make this Mod for 0.11.5 and 0.11.6 ?
Hi.Degraine wrote:Basic chests will still be relatively easy to make when they become available in the midgame (which is probably about the time you really start needing them, I think), but the logistic variants will require a processing unit and bots research.
- A single basic chest type whose input/output can be configured with a GUI, removing individual directional chests (getting away from Belt Storage's implementation).
- Filtered/indiscriminate output configuration options.
- Passive/active provider and requester variants.
- Energy requirements for all chests.
- New recipes.
I can't make any promises. 0.11.6 includes a fix I want to put in to cut down the amount of work being done in my control.lua script, since it's already going to be doing more.AlphaRaptor wrote:I mean for the New Version , can you make it 0.11.5 Compatible
We'll see how the GUI pans out. I had an idea similar to what the OP in that thread was asking about, in fact, so hopefully I'll have a little time-saver for users, regardless.L0771 wrote:Gui is complicated to use on multiplayer and needs config (more problems), maybe can use a ítem with direction and save this direction when chest is created.
I like your mod.
EDIT: Can use some like thisonly when build.
Yes, and to fix it, I loaded the save with slipstream disabled, saved, and then re-enabled it and loaded the save. I guess the migration found an issue with one of my setups.Degraine wrote:That's strange. I'm not sure what could cause that - Slipstream doesn't interact with other mods in any special way, it just acts like a chest. Can you still load the save in whatever previous version you were running?
It might just be me being picky, but those sprites are isometric, whilst most (all?) of Factorio isn't.space wrote:Hi Degraine,
I love your mod very much and I got some ideas to continue it growth.
Here they are:
* This can be represented as tech tree. For every step of technology there will be 3 types of chest's size and capacity.
- Bigger size of chests with bigger inventory capacity (large and very large like Dytech-storage has) and output to sides will be on 2 lines or 3 lines depending of size.
- smart chests with filters which item to output
- very smart chest with configurable output sides (can be up to 4 sides) and filter to every side
- chests which works with logistics system.
And of course you need a graphics Cuz same picture for all directions - not good I was so interested in this so I did the graphics by myself and already using it. Here is the screenshot:
If you like it - contact me in skype
I haven't done extensive testing with higher level belts, but I could whip something up. I'd like to make the code more efficient so it doesn't become another Treefarm in terms of computing cycles.Trev_lite wrote:Could there be faster varieties of the slipstream chests for full compression fast and express belts.
A slipstream chest mk II might be a nice idea, it would be able to input and output items faster for a higher belt group while keeping compression.
It could take a slipstream chest and ~8 fast inserters and 4 express belts and 1 processor unit.
Unfortunately, as best I can tell belts will not connect to anything but other belts. It's a limitation I can't work around, so you have to use alternative solutions. Just like standard Factorio.Foxy_Boxes wrote:You may wish to tweak belts themselves too: If placed where a normal belt would cause a T junction (to one side, not in the centre), the belts stay as a corner and the chest's output won't move along the outer edge of the belt.