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by TI-89
Thu Sep 14, 2017 3:00 am
Forum: Ideas and Suggestions
Topic: Multiple logistics networks
Replies: 11
Views: 6304

Re: Multiple logistics networks

Any logic between multiple logistic networks can be accomplished by placing roboports one tile apart. I made this a while ago, posted elsewhere -- all I did is set up very basic production each in an individual logistic network. I placed one bot in each network and let them spread themselves out. Ba...
by TI-89
Tue Mar 21, 2017 6:53 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Final (Maxed) Designs
Replies: 99
Views: 95034

Re: Final (Maxed) Designs

Ok, so I'm back with my efficiency module smelting layout :D. But this time I've got some interesting points of comparison with the beacon smelting layouts. Plus I refined mine a bit. First off, I based these designs around the belt throughput rates so that each furnace column receives the exact amo...
by TI-89
Sat Mar 18, 2017 3:41 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Final (Maxed) Designs
Replies: 99
Views: 95034

Re: Final (Maxed) Designs

Optera wrote:
TI-89 wrote:Hey Optera, is that a mod that gives you those stats on the left side of your screenshot? That looks very useful if so.
Sadly it's nothing fancy automated. Only smart display connected to a constant combinator with manual set production values.
Ah, oh well. Still looks useful, thanks.
by TI-89
Thu Mar 16, 2017 4:46 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Final (Maxed) Designs
Replies: 99
Views: 95034

Re: Final (Maxed) Designs

Hey Optera, is that a mod that gives you those stats on the left side of your screenshot? That looks very useful if so.
by TI-89
Thu Mar 16, 2017 4:43 am
Forum: Gameplay Help
Topic: What is the best way to move full chests around?
Replies: 13
Views: 15569

Re: What is the best way to move full chests around?

Yes, I meant logistics is only way to move full chests without player intervention. Manually transferring items onto a car or train is also a viable solution, but requires [at least partially] emptying your inventory of other items to be efficient.
by TI-89
Wed Mar 15, 2017 2:23 am
Forum: Gameplay Help
Topic: What is the best way to move full chests around?
Replies: 13
Views: 15569

Re: What is the best way to move full chests around?

Logistics bots are the best (only?) way to move full chests. You basically have two options: 1) create a ton of bots -- empty box in seconds 2) replace chest with active provider and walk away -- it will be empty when you come back
Other option is shotgun the box and make more stuff.
by TI-89
Fri Mar 10, 2017 3:15 pm
Forum: Ideas and Suggestions
Topic: Maximum capacity production
Replies: 6
Views: 1938

Re: Maximum capacity production

I think something like this could be very useful, though I'm not sure what form it should take. There's the method ssilk mentioned, with some sort of selector (kind of like deconstruction planner). My other thought was if production screen had some way to highlight things that are being consumed fas...
by TI-89
Tue Feb 28, 2017 6:01 pm
Forum: Ideas and Suggestions
Topic: Dedicated repair logistics network
Replies: 3
Views: 1881

Re: Dedicated repair logistics network

Yes, but it ensures that the bots respond in a timely manner to attacks. All you have to do is move the necessary materials into the defense network for bots to access. You can use trains as Hannu suggested, or if you prefer a purely robot based solution, you can separate defense network and main ba...
by TI-89
Tue Feb 28, 2017 8:33 am
Forum: Ideas and Suggestions
Topic: Construction chests
Replies: 18
Views: 7567

Re: Construction chests

Oh, I don't expect anyone to build what I did :D - That's just me. Networks in general are a fascination of mine; plus I found it easier to start reasoning about how to distribute bots if I knew there were enough of them to go around. So I just massively overproduced. But, now that I've figured out ...
by TI-89
Mon Feb 27, 2017 6:37 pm
Forum: Ideas and Suggestions
Topic: Construction chests
Replies: 18
Views: 7567

Re: Construction chests

First off, I really appreciate the feedback. Thank you for taking the time to try it out and give me your opinion. Unfortunately I still feel the need to disagree on a few points. I recommend to inspire you by watching youtube or make multiplayer or use mods like bobs mod etc. The ideas are endless....
by TI-89
Mon Feb 27, 2017 4:37 pm
Forum: Gameplay Help
Topic: Using trains to transport resources that are getting low?
Replies: 29
Views: 14078

Re: Using trains to transport resources that are getting low?

Yes that has occurred to me as well. The delay can be minimized quite a bit, as the train leaves at pick up, not delivery. If you keep robots near the pick up point it's almost instant. But I think there should be a balance between the two uses. For example have a train Depot near your perimeter wal...
by TI-89
Mon Feb 27, 2017 7:30 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: How to Automatically Distribute LogiButts [Demo]
Replies: 0
Views: 1690

How to Automatically Distribute LogiButts [Demo]

So, yesterday I became the latest in a long line of those foolish enough to argue with ssilk (for which I beg forgiveness, O Glorious Moderator ;) ) and I made a thing. Thought others might be interested, so I decided to make a new post. I'm not sure this is in the right place, as it's more a demons...
by TI-89
Sun Feb 26, 2017 7:45 pm
Forum: Ideas and Suggestions
Topic: Construction chests
Replies: 18
Views: 7567

Re: Construction chests

Well what other styles are there? Currently I'm not aware of any great solutions to this. Logistics trains does seem like a good one, it's on my list to try (main reason I haven't yet is because there's still so much for me to learn in vanilla). But as I said once I accepted the way it worked I've f...
by TI-89
Sun Feb 26, 2017 7:11 am
Forum: Ideas and Suggestions
Topic: Construction chests
Replies: 18
Views: 7567

Re: Construction chests

It can be a bit awkward at first. Like I said, I originally had a much different idea of how things should work. And I've read most (ok, fine... half. But there's a lot to catch up on) of the threads on that page; many of them are the same or similar to thoughts I had while starting. In all honesty ...
by TI-89
Sat Feb 25, 2017 8:43 am
Forum: Ideas and Suggestions
Topic: Construction chests
Replies: 18
Views: 7567

Re: Construction chests

Can you explain why splitting the networks wouldn't work? I have found it to be a pretty useful / flexible mechanic. At least, once I accepted that was what I needed to do. It certainly wasn't how I originally wanted to do things, and setting up chests can be a bit annoying. But other than that you ...
by TI-89
Fri Feb 24, 2017 8:49 pm
Forum: Gameplay Help
Topic: Using trains to transport resources that are getting low?
Replies: 29
Views: 14078

Re: Using trains to transport resources that are getting low?

Will load up after work, but Im still not sure how you effectively scale that to multiple trains. That was most of the complexity for me. Yeah I mean you tried to do a lot more than what I've finished so far, but I think it should scale fine if for multiples if you replace the goofy ass logic I use...
by TI-89
Fri Feb 24, 2017 7:41 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Final (Maxed) Designs
Replies: 99
Views: 95034

Re: Final (Maxed) Designs

Oh, see I was thinking something more like this: http://i.imgur.com/A83sTKA.png http://i.imgur.com/TbvCIJD.png I'll be the first to admit that things got a bit goofy, but I basically had two goals: 'optimal flow' and self similarity. These mean different things, but essentially imply the same desig...
by TI-89
Fri Feb 24, 2017 4:22 am
Forum: Gameplay Help
Topic: Using trains to transport resources that are getting low?
Replies: 29
Views: 14078

Re: Using trains to transport resources that are getting low?

Alright, here it is. There are still some goofy things in how I did the logic*; I do not guarantee that it will never malfunction. But most of my design goals center around resilience rather than absolute perfection (edit2: this mostly comes from basing robonetwork design on analogies with the Inter...
by TI-89
Fri Feb 24, 2017 2:44 am
Forum: Gameplay Help
Topic: Using trains to transport resources that are getting low?
Replies: 29
Views: 14078

Re: Using trains to transport resources that are getting low?

Oh gees you're way overcomplicating it. I should just posted mine. Lemme put together a sandbox real quick, you don't wanna have to deal with my whole save, would take an hour just to figure out where the logic happens. Especially since I think you'd keep looking for more circuits :P
by TI-89
Fri Feb 24, 2017 2:40 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Final (Maxed) Designs
Replies: 99
Views: 95034

Re: Final (Maxed) Designs

EDIT: Ignore this reply, my finished design is just below. when there is more possibilites in the game, why we should constrain our approach into one model? The one criteria I've stated for this post is that a max design include at least one input or output that is maxed out (40 items on a blue bel...

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