[MOD 0.12.x] Slipstream Chests - 2.0.0
Re: [0.11.17+] Slipstream Chests - 1.1.0
Small bug report - debug is enabled in this version and it's using game.player which makes it fail when playing multiplayer.
Can you take a look at it?
Can you take a look at it?
Re: [0.11.17+] Slipstream Chests - 1.1.1
...
Now available: Slipstream Chests 1.1.1, aka The 'Why Didn't Anyone Tell Me I Left The Debug Info On?' update. My own copy's been working fine, but somehow I uploaded a version that didn't have it turned off. Upgrade if you intend to play multiplayer, but otherwise, no changes.
It's even in the mod spotlight FishSandwich did! Ugh! This is awful.
Now available: Slipstream Chests 1.1.1, aka The 'Why Didn't Anyone Tell Me I Left The Debug Info On?' update. My own copy's been working fine, but somehow I uploaded a version that didn't have it turned off. Upgrade if you intend to play multiplayer, but otherwise, no changes.
It's even in the mod spotlight FishSandwich did! Ugh! This is awful.
Re: [0.11.17+] Slipstream Chests - 1.1.1
Crashes on launch
failed to open the info.json file for the mod
I edited it and fixed it, but the slipstream chests do not output anything.
failed to open the info.json file for the mod
I edited it and fixed it, but the slipstream chests do not output anything.
Re: [0.11.17+] Slipstream Chests - 1.1.1
Reuploaded, apparently it's not a good idea to use Deflate64 to compress mods. Apologies to the hundred or so people who downloaded the busted version, it's fixed now.
Re: [0.11.17+] Slipstream Chests - 1.1.1
I was hoping to use this with Dytech belts to help with some throughput problems I've been having. Unfortunately the output rate (and input?) of the slipstream chests is significantly less than the capacity of the fastest Dytech belts. I just finished poking around Slipstream Chests' code trying to find a way to make them faster, with no luck. Can you (or someone else) suggest change(s) I could make to make the chests faster?
I also wanted to put in a vote for a storage chest version, since I avoid passive providers in my logistics network.
Otherwise of course, thanks for the very cool mod.
I also wanted to put in a vote for a storage chest version, since I avoid passive providers in my logistics network.
Otherwise of course, thanks for the very cool mod.
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Re: [0.11.17+] Slipstream Chests - 1.1.1
Use a blue belt for input, and any belt for output. It works fine for me, and I get pretty solid throughput.Mengmoshu wrote:I was hoping to use this with Dytech belts to help with some throughput problems I've been having. Unfortunately the output rate (and input?) of the slipstream chests is significantly less than the capacity of the fastest Dytech belts. I just finished poking around Slipstream Chests' code trying to find a way to make them faster, with no luck. Can you (or someone else) suggest change(s) I could make to make the chests faster?
I also wanted to put in a vote for a storage chest version, since I avoid passive providers in my logistics network.
Otherwise of course, thanks for the very cool mod.
I have no idea what I'm doing.
Re: [0.11.17+] Slipstream Chests - 1.1.1
Single sided output is so slow it can't even saturate a red belt even when outputting to a blue belt first, so I'm not sure what you mean by "pretty solid throughput." It may be an issue with how the mod's code is processed on my computer (lag, interaction with DyTech or Treefarm).
Re: [0.11.17+] Slipstream Chests - 1.1.1
It intentionally doesn't run that fast because...well, two reasons. One, the chest isn't really designed to saturate express belts, and two, the control script would chew up more CPU time than treefarms if I made it do so by default. I'm busy with uni at the moment, but I haven't forgotten about this one.
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Re: [0.11.17+] Slipstream Chests - 1.1.1
Here's my setup, works just fine.Mengmoshu wrote:Single sided output is so slow it can't even saturate a red belt even when outputting to a blue belt first, so I'm not sure what you mean by "pretty solid throughput." It may be an issue with how the mod's code is processed on my computer (lag, interaction with DyTech or Treefarm).
I have no idea what I'm doing.
Re: [0.11.17+] Slipstream Chests - 1.1.1
I'd figured performance was at least one of the issues. Handling faster belts would require putting more items down at once, or running the code to put them down more frequently. Balance was the other thing that occured to me, and I would expect more tiers of chest if they were gonna handle faster belts.
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Re: [0.11.17+] Slipstream Chests - 1.1.1
Is there an update for 0.12?
Re: [0.11.17+] Slipstream Chests - 1.1.1
Not yet. I'll post it in the 0.12 section when I finish it.
Re: [0.11.17+] Slipstream Chests - 1.1.1
my quick & dirty patch for 0.12.5
Re: [MOD 0.12.x] Slipstream Chests - 2.0.0
I'm pleased to announce that version 2.0.0 is finally up. 2.0.1 won't be far off once someone finds the glaringly obvious bug I overlooked, whatever that may be.
Re: [MOD 0.12.x] Slipstream Chests - 2.0.0
Moved. Have fun.
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
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Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...
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Re: [MOD 0.12.x] Slipstream Chests - 2.0.0
Is there a way to change input/output item rate? it's pretty slow and can't work with express belt on full speed
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Re: [MOD 0.12.x] Slipstream Chests - 2.0.0
Would it be possible to have a single slipstream chest item, configurable via UI?
Or even three chests with speeds that match the three tiers of belts. (10, 20, 30 items per second)
I find the current system needlessly fiddly.
Or even three chests with speeds that match the three tiers of belts. (10, 20, 30 items per second)
I find the current system needlessly fiddly.
Re: [MOD 0.12.x] Slipstream Chests - 2.0.0
The reason there are multiple Slipstream chests is to provide options for interacting with the logistic network. That can't be done with a single item.
Faster chests will be coming, and more convenient configuration methods. I just wanted to get a functional release out for 0.12 first.
Faster chests will be coming, and more convenient configuration methods. I just wanted to get a functional release out for 0.12 first.
Re: [MOD 0.12.x] Slipstream Chests - 2.0.0
Very nice mod! Definitely a good way to implement storage buffers.
I've tried the mod in a two-player multiplayer session (12.8) and ran into problems after some time. Singleplayer had no problem (at least none observed).
The chest would only take items from one belt side, sometimes from none, sometimes again from both, does not put items on the output belt etc.
Occasionally the chest displays also the no-power-icon despite having enough power in the network.
The chest was set up as described with only the relevant input / output belts, the copper belts on the left side were removed for set up.
The first time built it works perfectly for some time, removing and rebuilding the chest when the error happened did not solve the issue.
Perhaps an issue with multiplayer synchronization?
Cheers and kodus for the good work!
I've tried the mod in a two-player multiplayer session (12.8) and ran into problems after some time. Singleplayer had no problem (at least none observed).
The chest would only take items from one belt side, sometimes from none, sometimes again from both, does not put items on the output belt etc.
Occasionally the chest displays also the no-power-icon despite having enough power in the network.
The chest was set up as described with only the relevant input / output belts, the copper belts on the left side were removed for set up.
The first time built it works perfectly for some time, removing and rebuilding the chest when the error happened did not solve the issue.
Perhaps an issue with multiplayer synchronization?
Cheers and kodus for the good work!
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Re: [MOD 0.12.x] Slipstream Chests - 2.0.0
I'm running into a super annoying bug with the latest version.
Whenever the power cuts out (Moving power poles, re-designing the base etc) they'll lock and not detect the transport belt (and unloading)
I've also had a chest not recognise the power was reconnected
Whenever the power cuts out (Moving power poles, re-designing the base etc) they'll lock and not detect the transport belt (and unloading)
I've also had a chest not recognise the power was reconnected
Screenshot