海狸浮生记 Timberborn

海狸浮生记 Timberborn

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Beavline Logistics (pseudo conveyor belt) [U7 ✅]
   
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10 月 12 日 下午 9:58
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Beavline Logistics (pseudo conveyor belt) [U7 ✅]

在 Luke ✞ Jesus Saves ✞ 的 2 个合集中
Luke's U7 Compatible Mods
97 件物品
Building Renovations
3 件物品
描述
Beavline Logistics adds new Renovations that auto-transfer goods between adjacent buildings. Link inputs and outputs to create direct flows, reduce hauling, and prevent bottlenecks.

Beavline Input/Output
Beavline Inputs and Outputs let buildings automatically exchange goods.

Each building with relevant goods handling can add a Beavline Input and/or Output renovation:
- Cost: 10 Planks, 10 Gears
- Build time: 3 days
Inputs and Outputs can be manually disabled or filtered by good type.

Transfer speed depends on the Output. It sends 1 item per cycle to 1 eligible connected building (adjacent blocks in any direction, including vertical). Buildings show their connected list when selected.

If multiple item types can be sent to a target (e.g. modded recipes), one of each type is sent in the same cycle and still counts as one transfer.

Default speed: 1 item per hour (24/day).
Beavline Output Express: upgrade that boosts speed by 900% (240/day or 24/hour). Costs 20 Gears, 15 Pine Resin, and 15 Metal Blocks.
Inputs have no rate limit; they can accept any number of items or simultaneous Outputs.

This design allows flexible merging and splitting of connected flows:


Beavline Storage Balancer
The Beavline Balancer applies only to storage buildings (Piles, Warehouses, and Tanks).
- Cost: 5 Planks, 5 Gears
- Build time: 1 day
It works independently from Beavline Inputs and Outputs, so no I/O renovations are required.

All adjacent storages with the Balancer renovation and the same good type form a cluster. Goods within a cluster are automatically equalized across all connected storages. Connections can pass through intermediate storages, so direct adjacency between every member is not required.

Balancers can be manually disabled on individual storages to exclude them from transfers while keeping them as connection bridges within the cluster:


There is no limit on the amount of goods moved. Balancing occurs once per hour to maintain stable game performance.

Tips and Notes
- Use TImprove 4 UI to add a scroll-bar to the panel when it gets too long, and TImprove 4 UX to make contents collapsible.
- Use the More Naming mod to rename buildings; the Connected Buildings list will display those custom names.
- Storage buildings used only for Beavline transfer or balancing may no longer need accessible entrances. The game still shows a warning but this mod adds an option to disable it.
- Avoid placing Inputs and Outputs of the same good type next to each other (e.g., two identical piles side by side). They will keep transferring goods back and forth, wasting time and performance.
- Beavline renovations can be added to: Storage buildings (Piles, Warehouses, Tanks), Manufactories (including Water Pumps and Water Dumps), Flags, Goods-consuming buildings (e.g., Agoras, Engines), Breeding Pods and Wonders. District Crossings are not supported. However, goods can still be transferred between buildings in different districts if they are connected.
- The Balancer ignores storage behavior settings (Supplying, Obtaining, Emptying). Disable the Balancer on a storage if you need to empty it manually.

===
If you need any support or feedback, feel free to contact me on Timberborn's official Discord ( https://discord.gg/timberborn, on #mod-users[discord.com] or Beavline Logistic[discord.com] channel), or @theapologist316

Idea by @Simonates.
Mod source code and donation: https://github.com/datvm/TimberbornMods (feel free to use the code for anything).
13 条留言
Luke ✞ Jesus Saves ✞  [作者] 10 月 21 日 上午 2:40 
@Retyus that's an interesting idea. I didn't think about having two different version. What do you suggest the faction difference should be?
Retyus 10 月 21 日 上午 2:37 
that's awesome, i'm looking forward to your conveyor belt design, especially the iron teeth. It would be great if there were two different versions.
Luke ✞ Jesus Saves ✞  [作者] 10 月 20 日 下午 5:41 
A real Conveyor Belt mod is in development and I likely will reuse those tubes' model. Tubeway cannot be used right now because this mod relies on existing inventories for transferring. Tubeway currently does not have any inventory/items.
Emmote 10 月 20 日 下午 3:19 
It just occurred to me. Wouldn't it be amazing if we could output to and input from those IT vacuum tubes!
r055co 10 月 19 日 上午 8:37 
Requires Building Renovations? Shame......
Hi*lers Breast Milk 10 月 19 日 上午 7:18 
is building renovations required? Why?
danieltudor94 10 月 19 日 上午 2:21 
would be a lot cooler if it did
Luke ✞ Jesus Saves ✞  [作者] 10 月 18 日 下午 4:57 
@danieltudor94 that setup should not work. You have to have the storage touching each production buildings. Production buildings cannot transfer products to each other (and even if it does, it's highly unproductive because you will have products move in between each other back and forth).
Luke ✞ Jesus Saves ✞  [作者] 10 月 18 日 下午 4:55 
@Akinare Yes I don't have a separate UI to show which one is disabled yet. If either is disabled, the UI would show up as Disabled but functionally only the one that you disable will be disabled.
danieltudor94 10 月 18 日 上午 3:22 
ifi have lets say 6 identical production buildings next to each other and then the storage at the end, will the goods be transferred between all of them and the storage?