Autonauts

Autonauts

34 ratings
Storage Links 2.0
   
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3.760 MB
Nov 11, 2022 @ 6:15am
Dec 10, 2022 @ 9:35am
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Storage Links 2.0

Description
=== ENGLISH (Google translate)
A set of buildings that can link storages together. This is a great minimal mod.

=== Crude, Good, Super ===
- Crude buildings are available at any time, every second you can move up to 1 item.
- Good buildings are available after building a mortar mixer and can move up to 5 items every second.
- Super buildings are available after building a steam hammer and can move 15 items per second.
- All levels can be turned on or off using "Super Switch" or "Inspector".

=== Pump ===
- Transfers the goods to the warehouse indicated by the arrow.
- The long version works exactly the same.

=== Balance Pump ===
- Keeps the balance of two storages of the same type.
- The long version works exactly the same.

=== Overflow Pump ===
- Works only if the source side is full.

=== Receiver ===
- Requests and will receive everything it can, of the type that is placed in this store.
- If there are multiple recipients for each stored item type, the emptyest store is always processed first.

=== Transmitter ===
- Dispatches any requested types, if possible, from the attached store.

=== Magnet ===
- Attach to storage. Gathers items that fit in storage within 11x11 around the magnet.
- If you name the magnet by setting the name to "80x80", you will collect items that are 80 tiles wide and 80 tiles high.
- If you name a magnet by setting the name to "{10,12;20,23}", you will collect items in that area.
- Crude: Attracts 1 item at a time.
- Good: Attracts up to 5 items at once.
- Super: Attracts up to 15 items at once.

=== Switch ===
- The group you want to manage, for example: "[GroupName]" (use the "L" key) enter in the name of the building (mod buildings only).
- Build a switch anywhere.
- Append to the name of the "Switch", for example "[Group 1]" (use any group name). Add to the building name (mod buildings only) this group name "[Group 1]". Now the building and the "Switch" are in the same group. And the "Switch" can turn off the logic of the building.
- You can have as many "Switch" or/and "Inspectors" as you want for each group, (when either of them fires, the group logic stops).

=== Inspector (SL) ===
- The group you want to manage, for example: "[GroupName]" (use the "L" key) enter in the name of the building (mod buildings only).
- Build an inspector anywhere you want to monitor the existence of an item (for example, the exit of a building).
- Append to the name of the "Inspector", for example "[Group 2]" (use any group name). Add to the building name (mod buildings only) this group name "[Group 2]". Now the building and the "Inspector" are in the same group. And the "Inspector" can turn off the logic of the building.
- You can have as many "Switch" or/and "Inspectors" as you want for each group, (when either of them fires, the group logic stops).

=== Language support ===
- English
- Russian
- German (Thanks to Lord_Junes)
- others (write the translation to the author) ;)

~= Enjoy =~

Fork of abandoned mods: Storage Links and Storage Links
Thanks to the mod authors for opening the sources and the opportunity to fix the mod =)

Source code for this mod: https://github.com/VirRus77/StorageLinks
Unofficial enable lua mods at Autonuts vs Pirats:
Nexus mods[www.nexusmods.com]
Popular Discussions View All (2)
19
Jan 12 @ 2:49pm
Bug tracker.
VirRus77
3
Jul 6, 2024 @ 10:41am
Need help with translation.
VirRus77
87 Comments
Lobombre Feb 16 @ 4:10pm 
Estoy confuso. No logro hacer que el Inspector pare el trabajo. No entiendo lo de ponerle nombres de los grupos. Alguien puede explicarlo para gente torpe como yo? Gracias
nikuspl6 Jan 20 @ 4:46am 
awesome mod! but, i would love it even more if there was added a function to the transmitter/receiver where if a storage ex: pole storage if i have a transmitter attached to my plank storage and a receiver onto a saw that makes poles, the function would make it so that if the storage is in the same group as the transmitter receiver and switch once it fills out the pole production stops and once it has place it resumes
jungletec Dec 8, 2024 @ 3:16pm 
Please add the ability to toggle animations off
Jupiter/Jupes Jan 15, 2024 @ 11:28pm 
I'm a little confused. How do you work the transmitters and receivers?
sloshappy Oct 17, 2023 @ 9:21pm 
Thank you for updating and making the mod awesome. I would also like to see if possible, a specific transmitter/receiver to only transfer to specific places.
knito Sep 6, 2023 @ 5:42am 
I'd like to have some Transmitter - Receiver - Pairs working exklusively with each other. This is needed to resolve transmitting circles.
Idea: Giving a [Groupname] to them would only send/receive inside of the group.
knito Sep 5, 2023 @ 9:37am 
Much better than version 1. Thank you very much. I just recently upgraded to v2 and its a huge difference.
Kodijack! Aug 20, 2023 @ 7:52am 
Great mod, thanks for sharing! :doge:
VirRus77  [author] May 2, 2023 @ 5:01am 
@triquetras По колизиям потребуется играть в пиксель хантинг если строение стоит на полу (баг игры). https://discord.com/channels/331886561044201473/332435473509122059/1046575579429871686
Сообщения со ссылками до сих пор не обработались.
triquetras May 2, 2023 @ 2:34am 
Да, если внутрь то строить будет, но при этом у меня забагались получатели ресурсов, у них пропала коллижен модель(выбрать курсором их не получается)