[MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
Posted: Sat Jul 25, 2015 9:38 pm
by SigmatroN
Cyberchest is a smart chest, addition to an assembling machine that enables whole production chains maid with a single machine.
Just build it right next to an assembler, set up the chain, put raw components in and let it do the rest.
BASIC INSTRUCTIONS
Research technology "Cyberchests" (needs "Advanced electronics")
1. Build a chest and an assembler next to each other.
2. Open the chest and set items to be produced in the Logistics menu (Keep the right order of recipes!).
3. Press Start/Pause button in GUI
Compatible with any assembling machine types from any mods!
Multiplayer compatible!
BASIC INSTRUCTIONS IMAGES
1. Properly position the chest (assembler)
2. Maintain the sequence in order.
3.Press start button, to start the sequence.
ADVANCED INSTRUCTIONS
1. If there are several adjacent assemblers, chest will search for assembler in clockwise direction starting from the top. (i.e top, right, left, bottom)
2. To switch the assembler press the < > ^ v buttons.
3. Every chest can only hook up to one assembler.
4. Reset button will start the production sequence over.
5. Autoreset: If the chest waits for the ingredients more then five seconds it will reset, assuming there are not enough ingredients were made previously/some of the ingredients were taken out in the process.
6. Do NOT take any items directly from the assembler, as this will make the chest stuck, waiting for results forever.
7. Ingredients, already used in production can not be recovered if the chest swithes recipe
8. You can insert some but should not insert all of the ingredients directly into the assembler. Example: When producing green circuits, you are inserting both cables and plates directly into the assembler. Provided the speed of the assembler is slow enough, inserters can stack up to 6 cables and 2 plates in the assembler inventory. Just produced circuit will be transferred to the chest inventory and new production will be immediately triggered, as there is enough ingredients. If the chest doesn't need more circuits, it will retrieve surplus ingredients and switch the recipe, but the ingredients used in production will be lost!
9. No recipes, that produce liquids are allowed.
10. Compatible with modules (except the productivity ones)
11. If your recipe requires a liquid, make sure the assembler is properly oriented to be able to connect to the pipe.
12. If your recipe requires a liquid, try to produce as much such items in a row as possible. When chest swithes the recipe, liquid, already contained in the chest, will dissapear.
Update 0.6.0
Added "Reserve slots" checkbox. Imitates item filters by allowing chest to use all but one of each kind of ingredient (So that ingredients will reserve their slots).
Check the option, set chest inventory bar (red cross) so there is just enought slots for all the items, and you free to use plain (not smart) inserters to insert ingredients to the chest!
Update 0.7.0
New tech!
Inventory override. Allows chest to use off-limit slots of it's inventory (red ones). Now free slots are needed only for raw materials. (Tip: Inserters can grab items from red slots)
Tentacle arms. Chest can automatically grab items from the ground, belts, i.e. in 9x9 area around itself. (Option is in GUI)
Also there are slight performance optimizations.
Update 0.8.0
Performance is dramatically improved. Some bugs fixed.
Recipe defining system reworked! Compatibility with mods recipes is much better. Now able to find recipe for the item in most cases!
WARNING: Chest does not react to changes made in slots right away. After the changes were made, press Reset button. If any of the recipes are invalid chest won't start.
Due to previous statement, chest is now compatible with the logistic system!
1. Set up your sequence.
2. Press start.
3. If chest starts working, erase all the requested items. (Alternatively you can leave all the items, except end product(s) intact)
4. Setup raw materials instead.
New tech!
Cyberfusion - 4 tiers
Speeds up hooked assembler: +50, +100, +200, +400% speed. (Also energy consumption increased and chest itself consumes 100 kW).
Update 0.9.0
Even better performance!
Some tech balancing was done. Tech costs are increased. Additional dependencies are added.
New option: Ignore errors
If you wish to use your chest as a requester, you can turn on this option, before setting up the recipes. This will make the chest ignore items, that have no recipe/unavailable recipes, while checking recipe sequence.
Localized recipe names:
Be able to understand what you are producing!
New tech!
Burst input 4 tiers
Allows chests to catch up to the faster assemblers. Burst input speed limits: 3, 6, 12, infinite (depending on stack sizes). Base speed limit: 1.5.
(Hint: A chest can't catch up, not exactly the speed, but the amount of production cycles per second. Base value: 3 cycles/sec, which is a frequency of cycles that assembler with 1.5 speed can reach, when producing an item with 0.5 sec crafting time)
Update 0.9.2
Performance improved.
Status line in GUI is made more clear.
Remote interface added:
where call_spawn is a time spawn (in ticks) between code updates (default = 20). If you are experiencing performance problems, you can set call spawn to a bigger value.
Acknowledgements
YuokiTani, for letting me use some of his graphics.
Klonan, for making the spotlight
jorgenRe, for making 0.12 port
If you have any questions or suggestions, post them below!
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
Posted: Sat Jul 25, 2015 9:42 pm
by jorgenRe
When I'm on my computer again il tell you in which .lua script file that on line 10(cyber chest. Lua i thinlk)I had to "cheat" a little to get it to work. I think it only stopped the use of liquids, but I have yet to test if it still works
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
Posted: Sat Jul 25, 2015 10:19 pm
by Shanix
Does ground pickup work now?
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
Posted: Sun Jul 26, 2015 9:46 am
by SigmatroN
When I'm on my computer again il tell you in which .lua script file that on line 10(cyber chest. Lua i thinlk)I had to "cheat" a little to get it to work. I think it only stopped the use of liquids, but I have yet to test if it still works
Thanks, but i did post the link, it's just below the "Spotlight text")
Does ground pickup work now?
I'm sorry to say it, but, apparently, items on belt do not belong to "item-on-ground" class anymore. I'm not sure if this is a bug.. I may need to ask developer for workaround.
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
Posted: Sun Jul 26, 2015 10:54 am
by orzelek
SigmatroN wrote:
Does ground pickup work now?
I'm sorry to say it, but, apparently, items on belt do not belong to "item-on-ground" class anymore. I'm not sure if this is a bug.. I may need to ask developer for workaround.
After 0.12 items on belt are not actual items anymore. It was described in one of FF's - they are now special mini entities attached to virtual "rails" on belt that are used to move them around.
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
Posted: Sun Jul 26, 2015 10:58 am
by jorgenRe
SigmatroN wrote:
Thanks, but i did post the link, it's just below the "Spotlight text")
Oh ok. You might wanna put a Download: before the link !
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
Posted: Sun Jul 26, 2015 11:01 am
by jorgenRe
SigmatroN wrote:
Does ground pickup work now?
I'm sorry to say it, but, apparently, items on belt do not belong to "item-on-ground" class anymore. I'm not sure if this is a bug.. I may need to ask developer for workaround.
This may actually work:
- New object LuaTransportLine, accessible from entity as read method get_transport_line(index) - an interface to the items on transport belts.
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
Posted: Sun Jul 26, 2015 5:39 pm
by SigmatroN
Thanks for your help, I did it some other way. Now ground collection should work (download updated archive).
When I'm on my computer again il tell you in which .lua script file that on line 10(cyber chest. Lua i thinlk)I had to "cheat" a little to get it to work. I think it only stopped the use of liquids, but I have yet to test if it still works
I saw that line. You've got it right.
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
Posted: Tue Jul 28, 2015 4:28 pm
by Neotix
I can't connect CyberChest into logistic network. I think after 0.12 changes it's broken feature.
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
Posted: Wed Jul 29, 2015 9:31 pm
by SigmatroN
Neotix wrote:I can't connect CyberChest into logistic network. I think after 0.12 changes it's broken feature.
Can you provide more details?
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
Posted: Wed Jul 29, 2015 10:47 pm
by Neotix
I just can't connect cyberchest with other entities (poles, inserters, etc.). When I first click on CyberChest, cursor change into red X and wires can't be connected with anything. When I fist click on pole, I can't connect wire with the cyberchest. It's like cyberchest have old logistic behavior, and it's incompatibility with new one.
In Factorio 0.12 there is some changes in logistic network (eg. there is no more separate red/green condition entities).
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
Posted: Thu Jul 30, 2015 9:25 pm
by SigmatroN
Neotix wrote:I just can't connect cyberchest with other entities (poles, inserters, etc.). When I first click on CyberChest, cursor change into red X and wires can't be connected with anything. When I fist click on pole, I can't connect wire with the cyberchest. It's like cyberchest have old logistic behavior, and it's incompatibility with new one.
In Factorio 0.12 there is some changes in logistic network (eg. there is no more separate red/green condition entities).
I don't understand why do you need wires in a logistic network.. but oh well. I reuploaded the archive, should be better
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
Posted: Fri Jul 31, 2015 7:03 am
by Neotix
I don't know what you did, but now it's working
P.S> By logistic network I meant logistic circuits
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
Posted: Fri Jul 31, 2015 7:57 am
by jorgenRe
Neotix wrote:I don't know what you did, but now it's working
P.S> By logistic network I meant logistic circuits
You mean the wire network/circuit network. HeHe some things may just be a little bit confusing sometimes !
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
Posted: Fri Jul 31, 2015 11:03 pm
by ares0027
i figured out something; for some recipe to work correctly i have to set it to double amount of the ingredients;
i wanted it to craft speed module 2
so it normally requires;
30x Copper Cables
10x Electronic Circuits
1x Speed Module 1
1x Speed Module 2
But it simply stops if i set it to that.
What i set it so it works is;
92x Copper Cables
31x Electronic Circuits
2x Speed Module 1
1x Speed Module 2
is this intended?
(i am using Dytech btw)
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
Posted: Sun Aug 02, 2015 8:05 pm
by SigmatroN
ares0027 wrote:i figured out something; for some recipe to work correctly i have to set it to double amount of the ingredients;
i wanted it to craft speed module 2
so it normally requires;
30x Copper Cables
10x Electronic Circuits
1x Speed Module 1
1x Speed Module 2
But it simply stops if i set it to that.
What i set it so it works is;
92x Copper Cables
31x Electronic Circuits
2x Speed Module 1
1x Speed Module 2
is this intended?
(i am using Dytech btw)
Well, if you are reserving slots, chest will not use last ingredient of each. On what stage does it stop?
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
Posted: Sat Aug 08, 2015 11:26 pm
by ares0027
SigmatroN wrote:
ares0027 wrote:i figured out something; for some recipe to work correctly i have to set it to double amount of the ingredients;
i wanted it to craft speed module 2
so it normally requires;
30x Copper Cables
10x Electronic Circuits
1x Speed Module 1
1x Speed Module 2
But it simply stops if i set it to that.
What i set it so it works is;
92x Copper Cables
31x Electronic Circuits
2x Speed Module 1
1x Speed Module 2
is this intended?
(i am using Dytech btw)
Well, if you are reserving slots, chest will not use last ingredient of each. On what stage does it stop?
i apologize for late response and thank your for your response. anyway on this example it sops on module 2, but it is different for each recipe (but generally it restarts on the second last item and re-crafts all the intermediates) but as i said it is quite a bit easy to overcome this by multiplying the necessary items. lets say it requires 5 copper cables, i set it to craft 25 (overkill ) and it crafts 25 on first cycle, uses 5, and crafts 5 more on second cycle, so it is just the first cycle that takes time.
-------------------------------------------
but i have another issue, and dont know if it was intented or just a necessary "byproduct". since this cyberchest is using logistic slots, lets say i am crafting speed module 4s, everything works perfect UNLESS i place any of the speed module 4s (or any other previous ingredient) to any of my logistics chests. because one of the logistic robots just grabs that item and brings it to cyberchest and cyberchest stops working (no matter if it receives that item or waits for it)
so is there a way to, i dont know mabe create another logistic "channel" for this, or simply exclude it from logistics network? (i know i can place them outside the reaching point but on my current game, i didnt know that so i didnt set my factory for that tbh )
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
Posted: Sat Aug 08, 2015 11:54 pm
by SigmatroN
ares0027 wrote:
SigmatroN wrote:
ares0027 wrote:i figured out something; for some recipe to work correctly i have to set it to double amount of the ingredients;
i wanted it to craft speed module 2
so it normally requires;
30x Copper Cables
10x Electronic Circuits
1x Speed Module 1
1x Speed Module 2
But it simply stops if i set it to that.
What i set it so it works is;
92x Copper Cables
31x Electronic Circuits
2x Speed Module 1
1x Speed Module 2
is this intended?
(i am using Dytech btw)
Well, if you are reserving slots, chest will not use last ingredient of each. On what stage does it stop?
i apologize for late response and thank your for your response. anyway on this example it sops on module 2, but it is different for each recipe (but generally it restarts on the second last item and re-crafts all the intermediates) but as i said it is quite a bit easy to overcome this by multiplying the necessary items. lets say it requires 5 copper cables, i set it to craft 25 (overkill ) and it crafts 25 on first cycle, uses 5, and crafts 5 more on second cycle, so it is just the first cycle that takes time.
-------------------------------------------
but i have another issue, and dont know if it was intented or just a necessary "byproduct". since this cyberchest is using logistic slots, lets say i am crafting speed module 4s, everything works perfect UNLESS i place any of the speed module 4s (or any other previous ingredient) to any of my logistics chests. because one of the logistic robots just grabs that item and brings it to cyberchest and cyberchest stops working (no matter if it receives that item or waits for it)
so is there a way to, i dont know mabe create another logistic "channel" for this, or simply exclude it from logistics network? (i know i can place them outside the reaching point but on my current game, i didnt know that so i didnt set my factory for that tbh )
Well it's definetely related to the reserved slots then. Just uncheck that option if you wish.
------------------------------------------
This question, again? Common guys, look up Update 8.0 spoiler:
1. Set up your sequence.
2. Press start.
3. If chest starts working, erase all the requested items. (Alternatively you can leave all the items, except end product(s) intact)
4. Setup raw materials instead.
This works because chest memorizes sequence, when you press Start. And then you are free to erase it and set whatever logistics requests you want. In the example I set up a sequence to produce curcuits from copper and iron (robots will fetch raw materials and not the circuits). You can unload products into a provider chest with a smart inserter. If you leave some of the products in the requester slots, they will be produced OR fetched from the beyond.
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
Posted: Fri Aug 21, 2015 9:09 pm
by Rocksen
Hello i don't know if theirs a a subfourm for this. Right now i have....only 12 cyberchests (6 doing red packs the other 6 doing green)..and when they run my fps drops ALOT i see that as you update it gets better but with only 12 out that are running and factorio goes from 5% (of 15) to 12-13 just from the cyberchests alone i think their must be something wrong with it lol( i know it's doing a lot but their has to be some way to improve it). oh 6 idle 6 running was bad but 12 running is alot worse lol, from 60+ fps all the time no pauses to 45-53 fps with pauses every few secs. i really love the mod and its really really quite cool but can't even use it if it lags so badly. i mean if maybe they gave a bigger boost in speed i wouldn't need 6 for each pack but... even then you could only really use 6ish b4 your game starts to lose fps..and my computer is not some run of the mill computer. again its a sweet mod but i guess ill have to go back to the old way of doing things =( i hope with time the cyber chests wont destory my fps.( or ill just use 2-3 and be happy with that lol =D)
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
Posted: Fri Aug 21, 2015 9:52 pm
by jorgenRe
Rocksen wrote:Hello i don't know if theirs a a subfourm for this. Right now i have....only 12 cyberchests (6 doing red packs the other 6 doing green)..and when they run my fps drops ALOT i see that as you update it gets better but with only 12 out that are running and factorio goes from 5% (of 15) to 12-13 just from the cyberchests alone i think their must be something wrong with it lol( i know it's doing a lot but their has to be some way to improve it). oh 6 idle 6 running was bad but 12 running is alot worse lol, from 60+ fps all the time no pauses to 45-53 fps with pauses every few secs. i really love the mod and its really really quite cool but can't even use it if it lags so badly. i mean if maybe they gave a bigger boost in speed i wouldn't need 6 for each pack but... even then you could only really use 6ish b4 your game starts to lose fps..and my computer is not some run of the mill computer. again its a sweet mod but i guess ill have to go back to the old way of doing things =( i hope with time the cyber chests wont destory my fps.( or ill just use 2-3 and be happy with that lol =D)
Those pauses every second could be when the mod does something. Because it is for example only done something like once every 2 seconds. Now it should be noted that it certainly has loads of room for improvement then, but it would require a varying degree of change needed.