You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
With the new version of Create that released today, high logistics were introduced. Unfortunately those came with a major limitation: The entire system effectively must be chunk loaded for it to work, a waste of computational resources, especially since the system already allows for information transfer across infinite distances.
I am a big fan of how power loader allows chunk loading of a train station only when a train arrives, and have been leveraging this to create a system of interconnected factories, of which zero chunks are loaded when no items need to be produced.
To convert this system to the new high logistics, it would be incredibly useful to be able to place a chunk loader on a packager such that the chunk loader only activates for a bit of time when the packager receives a signal to output a package of items. This would allow time for the requested package to travel to the next train station, as well as for low stock to be detected and a farm with connected chunk loading grid to be fired up.
Possible issues could involve
how long the chunk loader is triggered, as the package creation event is technically instantaneous. There should be at least enough time for a chunk loading grid to detect the chunk loader firing up and enable itself to keep the area loaded after the packager-attached loader turns off
Packagers can have priorities set, so they may 'receive' an item request, but not actually trigger because a packager with higher priority was found. Ideally only the packager which is requested to output an item should fire up it's loader.
I'd massively appreciate this feature (and possibly other high logistics integrations I haven't thought of yet) being added. I run a create mod server on which we strive to automate every possible item. And the only way this is even remotely possible is with this mod allowing unused parts of the system to consume zero compute resources.
The text was updated successfully, but these errors were encountered:
Sounds great. I'll look into integration with high logistics once I've played with Create 6 a bit more, but migrating all my mods to 1.21 takes priority and it will be at least a month before I can start to migrate.
With the new version of Create that released today, high logistics were introduced. Unfortunately those came with a major limitation: The entire system effectively must be chunk loaded for it to work, a waste of computational resources, especially since the system already allows for information transfer across infinite distances.
I am a big fan of how power loader allows chunk loading of a train station only when a train arrives, and have been leveraging this to create a system of interconnected factories, of which zero chunks are loaded when no items need to be produced.
To convert this system to the new high logistics, it would be incredibly useful to be able to place a chunk loader on a packager such that the chunk loader only activates for a bit of time when the packager receives a signal to output a package of items. This would allow time for the requested package to travel to the next train station, as well as for low stock to be detected and a farm with connected chunk loading grid to be fired up.
Possible issues could involve
I'd massively appreciate this feature (and possibly other high logistics integrations I haven't thought of yet) being added. I run a create mod server on which we strive to automate every possible item. And the only way this is even remotely possible is with this mod allowing unused parts of the system to consume zero compute resources.
The text was updated successfully, but these errors were encountered: