https://imgur.com/gallery/w09LzB2
distance between send( 6x network.interface) and receive ( huge storage.chest)= 4440 x:coords
transfers about
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that means , fast enough even for me
Glad to hear things are working better!account_on_factorio wrote:B I N G O
as you see on pic, I can feed now 400 Items per sec, they are transferred
Manually fill the interface.chests (ctrl-left) , all of them are transferred in instantly
https://imgur.com/gallery/wCCSgan
ther was some interesting thing happened:
due to see the difference, I saved the game, switched to .9.1 , reload the game ,
and the FPS/UPS dropped to 20 , saved, reloaded, 20
saved, reloaded , back on 60
overall , at least 200% improvement in transfer speed ,
what I still wish to have:
some chest, connected to vanilla AND energistic storage, which pulls ONLY from energistics storage and do NOT need connection
to vanilla logistics
why: lets asume, you need some items far far away ( >10.000 coords) from your vanilla logistics, but you are connected
to energistic "store" via red/green wire , you are able to request or send (somewhow) some items ( resources, belts, machines etc)
I always have a seperate BACKUP power line with red-wires to every important point on the map, because the funny biters sometime
eat up the main power line
by the way: the most UNLOGIC thing in factorio is: you can transfer tons of gigawatt on a single cupper wire without burning it down
keep on coding ,
regards from munich
Awesome!account_on_factorio wrote:made some test on SPEED 28.june , 15:00 CET
https://imgur.com/gallery/w09LzB2
distance between send( 6x network.interface) and receive ( huge storage.chest)= 4440 x:coords
transfers about![]()
1k Items/sec
![]()
on 55 FPS/UPS on ryzen 6core at FullHD factorio 16.27
that means , fast enough even for me
When you open the green interface chest, a filters area displays on the left-hand side of the screen, show in the screenshot highlighted in red. There you can set what you want to keep in the chest.account_on_factorio wrote:https://imgur.com/gallery/lQtBoXp
the next vanilla logistic is 4000 coords away
how to get an item OUT of the storage chests
it's not working with the network.interface chest, or i don't understand how.
- what is ment by out of the network based on filters , how to set/specify/apply a filter on the chest
filter inserters are NOT working
greetings to memphis from munich
Finally got around to trying my own blueprint in the fixed version. I'm sure you know the debug screen by now? Press F4/5/6/7 -> show-detailed-info, then you can see your script timing in milliseconds.Nividica wrote:My average UPS was 59.0 with this running, along side the rest of my world/map/factory,
All network actions are taken every network tick, which is a setting with a default of 30 game ticks.eradicator wrote: Finally got around to trying my own blueprint in the fixed version. I'm sure you know the debug screen by now? Press F4/5/6/7 -> show-detailed-info, then you can see your script timing in milliseconds.
Stuff i built: 350ish of my blueprint (i.e. 350 interface/storage chest each). 320 energy buffers.
Stuff i noticed:
The energy buffers are weird. With too few (20ish) they were constantly empty even though i had enough power (EEI). With 320 of them only 120 of the storage chests recieve input, even when all buffers are full.
The energy graph has nice spikes every second, so i'm assuming you have on_tick % 60. Which causes a notable freezing of the game when it happens. You should probably fix that even before the "performance optimization" because it'll need a completely different data structure.
And now for the worst part...performance cost seems to increase linearly. With this setup your script consumes 8.5ms (that's 40UPS on an empty map for me). You need to push that below 1.0 at least, which is still considerd "performance heavy" by most advanced players. Or make the thing so expensive it can only be used for edgy edge cases and spam is not an issue (bleh :p).
Side note: As most new mods i've seen that do anything with items, as expected, you don't handle any item attributes. So everything that's not a dumb stack (ammo with capacity, armor with equipment, etcpp) is "reset" to a fresh state when transported. Have fun getting that down to acceptable performance levels.
Code: Select all
script.on_event(defines.events.on_tick, function() end)
Rightclick the filter slotaccount_on_factorio wrote: retrieving is ok now, how to delete a filter from the chest
without delete-re-place it
You have some impressive needs lol. I will give it some consideration, but my first instinct is to continue with the pattern buffer and add upgrade progression.account_on_factorio wrote: next: i definitly need a BIGGER network.storage.chest , like warehouse mod, 800 stacks ,
the recipe may use 500 blue chips or anything expansive, in end-game no prolem at all,
the chest is anyway only useful in end-game
I've probably gotten the dropdown index numbering wrongaccount_on_factorio wrote: by pressing -- N -- , network overview , it get following
...
any idea, why different network labels/numbers
Hehe, I have the bigger capacity chests on the todo list. And I like your setup!account_on_factorio wrote:first impressions on project belt-bot-less
Fair point. I will increase the storage size of the regular chests to that of the steel chest. As for the high capacity chest, I will reevaluate the storage size increase.LilTrublMakr wrote:I would like to put in a request for more storage space.
It seems very odd to me that the chests require a steel chest to build but we only get the storage of a wooden crate. This is really messing me up because I can't replace my furnace setups. I can pull the ores to smelt just fine but there is no way that I can think of to get the plates back to the pickup station without the trains having to make a ton of trips. Yes, there is the very large storage chest but I would have to request the materials and then use inserters to put them in that chest. Very counter intuitive.
TL;DR: We build with steel chests, we should get the storage space of a steel chest.