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This needs testing to ensure that a) old builds are minimally affected, and b) performance gains are appreciable.
Check builds to ensure items/fluids/heat/etc are flowing properly.
Check performance statistics to ensure that overall updates are faster, not just creative mod timings.
Truncated change log:
Features:
- Added a recipe for the vanilla infinity chest, as well as requester and provider variants, a version of the Loader1x1, a version of the linked chest, and a version of linked belts.
Optimizations:
- Removed all scripting for fluid-source, fluid-void, super-radar, super-beacon, super-roboport, energy-void, energy-source, passive-energy-void, passive-energy-source. They no longer require it. See details below.
- Changed all creative entities requiring power to use a void energy source.
- Changed Heat Source and Heat Void to use the Heat Interface prototype instead.
- These look different now due to the differences in how heat-interfaces work - they don't have separate connection sprites like heat pipes do, so they are locked into the 4 way sprite.
- Changed creative-chest, creative-provider-chest, void chest, void storage chest, and void requester chest to use the vanilla infinity chest. No changes in usage should be present.
- Removed all on-tick scripting for these entities. There is a quick script ran on placement that sets them up, and GUI scripting for the creative chests.
- creative-chest and creative-provider-chest have two minor regressions:
- Copy/paste no longer works since the base game considers them non-operable. As it appears this only set the group number, and not the filters, this is fairly minor.
- The inventory display mode also doesn't do anything for them, since infinity chests sort their contents. Technically it DOES have a slight change in how the filters are set, but as those are only viewable in the editor this isn't particularly useful.
- Changed Fluid Void to use the vanilla infinity pipe.
- Old fluid voids will NOT be automatically swapped to the new one - due to changing to a pipe, new fluid voids will connect in all four directions, which may cause issues with previous builds. They will remain scripted and thus use significantly more UPS until replaced. Any newly built fluid voids will be the new style and not use scripting.
- These are now a purple tinted pipe instead of the old graphics, due to the prototype change and requirement to connect in all four directions.
- Energy void no longer produces an item. It should run constantly as long as it has power.
- Active and Passive Energy Sources and Passive Energy Void are now electric interfaces and require no LUA scripting to function.
- They no longer have a circuit connection due to this change.
The text was updated successfully, but these errors were encountered:
I have a very old testbed map, started back in Factorio 0.17, which has used various versions of CM over the years and has run for the tick-equivalent of 384 hours. It doesn't use any heat sources/voids but has most of the other entities mentioned in the changelog above.
In CM 1.8.0 the overall update time hangs around a whopping 3.1 (compared to FNEI's overhead of 0.004 and IR3's overhead of 0.001) - with your version it's down to about 2.1. That is without updating any of the fluid voids to the new type.
I don't see any breaks in the builds but the map is a horrific mess in the first place.
I thought about including a command/migration script to auto-replace the fluid voids if there was only the one possible connection, but felt it would've taken too long to write.
So far I haven't found anything that's broken/worse in my test map, and no one's reported anything, so I'm gonna go ahead and make a pull request for it.
creative-mod_1.8.1.zip
This needs testing to ensure that a) old builds are minimally affected, and b) performance gains are appreciable.
Check builds to ensure items/fluids/heat/etc are flowing properly.
Check performance statistics to ensure that overall updates are faster, not just creative mod timings.
Truncated change log:
The text was updated successfully, but these errors were encountered: