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Re: [Mod 0.11.22] CyberChest 0.7.0
Posted: Tue Jun 02, 2015 8:16 pm
by SigmatroN
Nathan1852 wrote:The problem with sels:state() is that it can cause many functioncalls after each other.
This wouldn't be a problem if some of the functions wouldn't take long to finish.
Sure It can, but only when production speed is high enough.
https://yadi.sk/d/xfBfSm4Zh3Yku there, try this one, tell me if it's better
Bug: upgrading assebly!
Posted: Tue Jun 02, 2015 8:23 pm
by NLxDoDge
When ever I stop the chest from doing anything or something simualar and after that I upgrade the assembly machine to a higher tier.
Well it just gives this error...
Soo yeah that is a bug I got :$
But I love your mod and the outcome

please fix it.
Re: Bug: upgrading assebly!
Posted: Tue Jun 02, 2015 8:34 pm
by SigmatroN
NLxDoDge wrote:When ever I stop the chest from doing anything or something simualar and after that I upgrade the assembly machine to a higher tier.
Well it just gives this error...
Soo yeah that is a bug I got :$
But I love your mod and the outcome

please fix it.
Got It. Download from the link:
https://yadi.sk/d/xfBfSm4Zh3Yku (It's temporary, I just wanna be sure there are as less bugs as possible before posting in head post)
Re: [Mod 0.11.22] CyberChest 0.7.0
Posted: Tue Jun 02, 2015 8:37 pm
by Nathan1852
The new version didn't do much, sadly.
What I tried to do was to remove the first for loop in the cyberchest.wait_for_ingredients call.
It seems to use the most time, since it does a lot with inventories and the items around it.
When this loop isn't there, it saves a lot of time
You could replace the loop by calling the wait_for_ingredients function multiple times, every time for a new ingredient
Re: [Mod 0.11.22] CyberChest 0.7.0
Posted: Tue Jun 02, 2015 8:45 pm
by SigmatroN
Nathan1852 wrote:The new version didn't do much, sadly.
What I tried to do was to remove the first for loop in the cyberchest.wait_for_ingredients call.
It seems to use the most time, since it does a lot with inventories and the items around it.
When this loop isn't there, it saves a lot of time
You could replace the loop by calling the wait_for_ingredients function multiple times, every time for a new ingredient
But that just means, there would be another, slightly different loop. So the loop isn't gone.
Re: Bug: upgrading assebly!
Posted: Tue Jun 02, 2015 8:46 pm
by NLxDoDge
SigmatroN wrote:NLxDoDge wrote:When ever I stop the chest from doing anything or something simualar and after that I upgrade the assembly machine to a higher tier.
Well it just gives this error...
Soo yeah that is a bug I got :$
But I love your mod and the outcome

please fix it.
Got It. Download from the link:
https://yadi.sk/d/xfBfSm4Zh3Yku (It's temporary, I just wanna be sure there are as less bugs as possible before posting in head post)
This worked Thanks
And also thanks for the quick fix

really appreciated.
Re: [Mod 0.11.22] CyberChest 0.7.0
Posted: Tue Jun 02, 2015 8:48 pm
by Nathan1852
But that just means, there would be another, slightly different loop. So the loop isn't gone.
It would be a different loop,yes. But it is more spread out instead of 'spikes'.
Edit:
When I tried to fix it, I spread it out, just like I described. It changed the delay from 7.170 to about 0.5, as I described in my other post.
My only problems where some nilvalues with the item_stack variable which I couldn't figure out
Re: [Mod 0.11.22] CyberChest 0.7.0
Posted: Tue Jun 02, 2015 8:53 pm
by SigmatroN
Nathan1852 wrote:
It would be a different loop,yes. But it is more spread out instead of 'spikes'.
So this new implementation would call "waiting" every update for a different ingredient each time. Did I hear you right?
Re: [Mod 0.11.22] CyberChest 0.7.0
Posted: Tue Jun 02, 2015 8:54 pm
by Nathan1852
Yes, it wold call waiting every update until all items would be in the assembler
Re: [Mod 0.11.22] CyberChest 0.7.0
Posted: Tue Jun 02, 2015 9:00 pm
by SigmatroN
Nathan1852 wrote:Yes, it wold call waiting every update until all items would be in the assembler
But this will make it to work slow, like really slow. But, oh well. I don't think that's gonna help much, as it's forces player to build more chests to compensate low speed. Unless assemblers are producing slow components as well. Then it would work.. probably

Re: [Mod 0.11.22] CyberChest 0.7.0
Posted: Tue Jun 02, 2015 9:02 pm
by Nathan1852
It would take three update calls instead of one for a recipie with three ingredients. I don't think it would slow down much
Re: [Mod 0.11.22] CyberChest 0.7.0
Posted: Tue Jun 02, 2015 9:20 pm
by SigmatroN
Well it makes it half a second, instead of 1/6 of a second (I have update time of 10 ticks). 3 times as long. And without stage skipping (self:stage()) even longer.
EDIT:
https://yadi.sk/d/xfBfSm4Zh3Yku There. For me it's like 0.02-0.05 per waiting chest, 0.5 when rapidly producing wires (crafting speed 3.75).
Re: [Mod 0.11.22] CyberChest 0.7.0
Posted: Tue Jun 02, 2015 10:10 pm
by Nathan1852
This version is so much better. It uses about 0.8
Thank you very much for that fast fix
Re: [Mod 0.11.22] CyberChest 0.7.0
Posted: Wed Jun 03, 2015 7:18 am
by XxNeeD4BlooDxX
im using cyberchests 0.5.0, not sure its been fixed ut in multiplayer when a player dies with ur mod instaled (having placed the cyberchest or not having one at all) the game crashes!!!
EDIT: yep the game still crashes in multiplayer when a player dies with 0.7.0, hope it can be fixed soon
Re: [Mod 0.11.22] CyberChest 0.7.0
Posted: Wed Jun 03, 2015 11:32 am
by york2dx48
This mod sounds really amazing. I really need to try it.
I got a question: How fast is the tentacle arm and are there any possible improvements for the player on that fancy chest?
Re: [Mod 0.11.22] CyberChest 0.5.0
Posted: Wed Jun 03, 2015 11:47 am
by york2dx48
BrkDmrkn wrote:SigmatroN wrote:BrkDmrkn wrote:Game doesn't detect the mod.

Sounds awesome though!
W-what? Are you sure, you put it in the right folder, and run game of version 11.22? Does something similar happen with any other mod?
I am playing with other mods so i know i put it on the correct folder. My game is 11.22 and no, something like this has never happened before. If this happens only to me i am going to be quite sad.
Where did you get the smart trains and the smart splitters mod from?
Re: [Mod 0.11.22] CyberChest 0.7.0
Posted: Wed Jun 03, 2015 9:09 pm
by SigmatroN
XxNeeD4BlooDxX wrote:im using cyberchests 0.5.0, not sure its been fixed ut in multiplayer when a player dies with ur mod instaled (having placed the cyberchest or not having one at all) the game crashes!!!
EDIT: yep the game still crashes in multiplayer when a player dies with 0.7.0, hope it can be fixed soon
I think, I know what causes the bug. Stay tuned for the update.
Re: [Mod 0.11.22] CyberChest 0.7.0
Posted: Wed Jun 03, 2015 9:10 pm
by SigmatroN
york2dx48 wrote:This mod sounds really amazing. I really need to try it.
I got a question: How fast is the tentacle arm and are there any possible improvements for the player on that fancy chest?
Tentacle arm is just a name (Or explanation of how the tech works if you wish). It's just for show. Basically it teleports items from the ground. Can do so 6 times per second with any quantity of items.
What do you mean by "improvements for the player"?
Re: [Mod 0.11.22] CyberChest 0.8.0
Posted: Thu Jun 04, 2015 1:45 pm
by SigmatroN
v 0.8.0 Reuploaded. Quick fix: Speed boost did not update after Cyberfusion research was done.
Re: [Mod 0.11.22] CyberChest 0.8.0
Posted: Thu Jun 04, 2015 1:46 pm
by ares0027
i am not sure (dont have time to try it atm) but i think it is what i asked for a few months back
https://forums.factorio.com/forum/vie ... f=6&t=8512