Friday Facts #138 - Better Circuit Network III

Regular reports on Factorio development.
Maja153
Inserter
Inserter
Posts: 41
Joined: Wed May 11, 2016 12:03 pm
Contact:

Re: Friday Facts #138 - Better Circuit Network III

Post by Maja153 » Sat May 14, 2016 6:45 pm

What i would like to see soon, is that (at least smart) inserters would have reconfigurable in- and outputs, meaning that you could set the input square from within its range as well as its output. It would be soo 'handy' (see what i did there?) and would make things far more compact. I think it's a great idea, and i'm pretty sure that many people agree or have posted this idea before possibly. Thanks. :idea:

Bi0nicM4n
Inserter
Inserter
Posts: 41
Joined: Tue Apr 12, 2016 2:44 pm
Contact:

Re: Friday Facts #138 - Better Circuit Network III

Post by Bi0nicM4n » Sat May 14, 2016 9:27 pm

First of all, congrats on getting those two awards, they are well deserved. Factorio, despite being an alpha, already accomplished more than many games do after release. Keep up the good work.

On this FFF - with belts detection we can now tell if there is enough ore for smelters, or enough plates in circuit factory, and etc, which is super useful. I have one question though, now that there is no smart chest anymore, how do we make logistic chests? Are smart chests replaced with steel ones in those recipes?

ratchetfreak
Filter Inserter
Filter Inserter
Posts: 936
Joined: Sat May 23, 2015 12:10 pm
Contact:

Re: Friday Facts #138 - Better Circuit Network III

Post by ratchetfreak » Sat May 14, 2016 10:09 pm

Bi0nicM4n wrote:First of all, congrats on getting those two awards, they are well deserved. Factorio, despite being an alpha, already accomplished more than many games do after release. Keep up the good work.

On this FFF - with belts detection we can now tell if there is enough ore for smelters, or enough plates in circuit factory, and etc, which is super useful. I have one question though, now that there is no smart chest anymore, how do we make logistic chests? Are smart chests replaced with steel ones in those recipes?
and it lets us do proper !SCIENCE! with belt mechanics

User avatar
siggboy
Filter Inserter
Filter Inserter
Posts: 988
Joined: Tue Mar 29, 2016 11:47 am
Contact:

Re: Friday Facts #138 - Better Circuit Network III

Post by siggboy » Sun May 15, 2016 3:05 am

Bi0nicM4n wrote:I have one question though, now that there is no smart chest anymore, how do we make logistic chests? Are smart chests replaced with steel ones in those recipes?
My guess is that it won't be possible anymore to make logistic chests. Kappa.
Is your railroad worrying you? Doctor T-Junction recommends: Smart, dynamic train deliveries with combinator Magick

golfmiketango
Filter Inserter
Filter Inserter
Posts: 531
Joined: Fri Jan 29, 2016 2:48 am
Contact:

Re: Friday Facts #138 - Better Circuit Network III

Post by golfmiketango » Sun May 15, 2016 3:28 am

TheUnknown007 wrote:I just love how you guys win two awards at a game of the year awards ceremony and it's only mentioned briefly, like "and we're gonna make this, and that was done, and stuff was implemented, oh and we won some rewards but that's not important, here's the link to the forums to tell us about what you think of the new features"
this.

Aonova
Long Handed Inserter
Long Handed Inserter
Posts: 65
Joined: Sun May 15, 2016 4:10 am
Contact:

Re: Friday Facts #138 - Better Circuit Network III

Post by Aonova » Sun May 15, 2016 4:16 am

Maja153 wrote:What i would like to see soon, is that (at least smart) inserters would have reconfigurable in- and outputs, meaning that you could set the input square from within its range as well as its output. It would be soo 'handy' (see what i did there?) and would make things far more compact. I think it's a great idea, and i'm pretty sure that many people agree or have posted this idea before possibly. Thanks. :idea:
This^

There are a myriad of mods which aim to emulate this much needed functionality, by giving 90 degree left/right inserters or whatnot. Its popularity really attests to its necessity. Having it officially supported in vanilla would be great. Also, the standardization of inserter types across all tiers would be great, like having long burner inserters, etc.

User avatar
brunzenstein
Filter Inserter
Filter Inserter
Posts: 874
Joined: Tue Mar 01, 2016 2:27 pm
Contact:

Re: Friday Facts #138 - Better Circuit Network III

Post by brunzenstein » Sun May 15, 2016 5:39 am

siggboy wrote:
Bi0nicM4n wrote:I have one question though, now that there is no smart chest anymore, how do we make logistic chests? Are smart chests replaced with steel ones in those recipes?
My guess is that it won't be possible anymore to make logistic chests. Kappa.
Contrary!
As far as I understand; all chests will be connectable eg. circuit ones (and have after being researched) the additional ability to become logistics chests. Great stuff indeed!

User avatar
siggboy
Filter Inserter
Filter Inserter
Posts: 988
Joined: Tue Mar 29, 2016 11:47 am
Contact:

Re: Friday Facts #138 - Better Circuit Network III

Post by siggboy » Sun May 15, 2016 7:37 am

brunzenstein wrote:
siggboy wrote:
Bi0nicM4n wrote:I have one question though, now that there is no smart chest anymore, how do we make logistic chests? Are smart chests replaced with steel ones in those recipes?
My guess is that it won't be possible anymore to make logistic chests. Kappa.
Contrary!
As far as I understand; all chests will be connectable eg. circuit ones (and have after being researched) the additional ability to become logistics chests. Great stuff indeed!
You should look up what "Kappa" means :).
Is your railroad worrying you? Doctor T-Junction recommends: Smart, dynamic train deliveries with combinator Magick

Bi0nicM4n
Inserter
Inserter
Posts: 41
Joined: Tue Apr 12, 2016 2:44 pm
Contact:

Re: Friday Facts #138 - Better Circuit Network III

Post by Bi0nicM4n » Sun May 15, 2016 12:53 pm

brunzenstein wrote:
siggboy wrote:
Bi0nicM4n wrote:I have one question though, now that there is no smart chest anymore, how do we make logistic chests? Are smart chests replaced with steel ones in those recipes?
My guess is that it won't be possible anymore to make logistic chests. Kappa.
Contrary!
As far as I understand; all chests will be connectable eg. circuit ones (and have after being researched) the additional ability to become logistics chests. Great stuff indeed!
In my opinion, having several logistic chests as we have now is better since you don't have to configure them to either request/provide/store items and etc. You just slap them down - done! I'm not willing to put some universal chest and then make it provider chest if I can simply put down a chest made specifically to provide items. After all, 4 more assemblers making logi-chests are nothing much to talk about.

Besides, if you only have one universal logi-chest then it becomes a pain to distinguish what it does and where. As of now you can tell what the chest is doing just by looking at it, since it's color represents it's function.

User avatar
siggboy
Filter Inserter
Filter Inserter
Posts: 988
Joined: Tue Mar 29, 2016 11:47 am
Contact:

Re: Friday Facts #138 - Better Circuit Network III

Post by siggboy » Sun May 15, 2016 1:20 pm

Guys, relax. I'm 99% sure the old logistic chests will still be there, and they'll build from a steel chest instead of a smart chest.
Is your railroad worrying you? Doctor T-Junction recommends: Smart, dynamic train deliveries with combinator Magick

hickop
Manual Inserter
Manual Inserter
Posts: 2
Joined: Sun Jul 19, 2015 8:37 am
Contact:

Re: Friday Facts #138 - Better Circuit Network III

Post by hickop » Mon May 16, 2016 7:19 am

Congratualtion for the awards and for the hard work you're putting in that lovely game.
Me and my friend are impatiently waiting for 0.13 to start a new game.

Neotix
Filter Inserter
Filter Inserter
Posts: 597
Joined: Sat Nov 23, 2013 9:56 pm
Contact:

Re: Friday Facts #138 - Better Circuit Network III

Post by Neotix » Mon May 16, 2016 8:54 am

I see that new decider combinator behavior is similar to my proposition (viewtopic.php?f=6&t=23264). I'm glad about that change.

I also see that you make changes in GUI and interface features (e.g. highlighting wires). I would like to propose another feature that will help with connecting huge amount of entities and reduce clicking madness :D viewtopic.php?f=6&t=22227

matjojo
Filter Inserter
Filter Inserter
Posts: 310
Joined: Wed Jun 17, 2015 6:08 pm
Contact:

Re: Friday Facts #138 - Better Circuit Network III

Post by matjojo » Tue May 17, 2016 12:54 pm

Congratulations on the awards!

User avatar
Nova
Filter Inserter
Filter Inserter
Posts: 921
Joined: Mon Mar 04, 2013 12:13 am
Contact:

Re: Friday Facts #138 - Better Circuit Network III

Post by Nova » Tue May 17, 2016 7:45 pm

This whole news about more Circuit Network stuff sounds so awesome. 0.13 will be so awesome. The whole game is awesome. :D
Greetings, Nova.
Factorio is one of the greatest games I ever played, with one of the best developers I ever heard of. Image

User avatar
vincenteam
Burner Inserter
Burner Inserter
Posts: 17
Joined: Sun Mar 20, 2016 6:07 pm
Contact:

Re: Friday Facts #138 - Better Circuit Network III

Post by vincenteam » Fri May 20, 2016 11:57 am

congratz for the award !
Image

equitime77
Inserter
Inserter
Posts: 47
Joined: Mon Mar 28, 2016 11:07 am
Contact:

Re: Friday Facts #138 - Better Circuit Network III

Post by equitime77 » Fri May 27, 2016 7:08 pm

Congrats on the well deserved awards

doc
Long Handed Inserter
Long Handed Inserter
Posts: 96
Joined: Mon Mar 28, 2016 3:52 pm
Contact:

Re: Friday Facts #138 - Better Circuit Network III

Post by doc » Tue May 31, 2016 6:20 pm

Solyx wrote:So... when are you guys going to make programmable blueprint placers for roboports?

Finalize that one capability, and people could make bases approaching Von Newman machines - fully automated bases that will detect running low on resources, scout out expansions to new resources on their own, and otherwise grow and expand.
I have a mod in the works for this: viewtopic.php?f=93&t=24053

I'm intending everything you described to be possible with it after my next couple of releases, but I would still love to see it eventually implemented in the core game as it certainly takes automation to yet another level, and doubtless the devs would be able to improve the implementation!

The circuit network improvements will in any case allow me to make the mod much better already, well done devs!

Unifire
Inserter
Inserter
Posts: 27
Joined: Tue Apr 26, 2016 1:34 pm
Contact:

Re: Friday Facts #138 - Better Circuit Network III

Post by Unifire » Mon Jul 18, 2016 7:31 am

congrulations on the award
Last edited by Unifire on Mon Jul 18, 2016 7:49 am, edited 1 time in total.

Nexela
Smart Inserter
Smart Inserter
Posts: 1815
Joined: Wed May 25, 2016 11:09 am
Contact:

Re: Friday Facts #138 - Better Circuit Network III

Post by Nexela » Mon Jul 18, 2016 7:44 am

It has, hook a circuit wire up to a roboport you can read either robot stats or logistic contents.

chrisxaustin
Manual Inserter
Manual Inserter
Posts: 2
Joined: Wed Jul 06, 2016 11:05 pm
Contact:

Re: Friday Facts #138 - Better Circuit Network III

Post by chrisxaustin » Mon Jul 18, 2016 9:57 pm

The option to read either the robot counts or logistic network contents is wonderful.

I'd also like the option to read the number of repair packs in the directly connected roboport, which would allow me to load the roboports on the front lines instead of waiting for packs to be fetched from storage when they're needed.

Post Reply

Return to “News”

Who is online

Users browsing this forum: BlueTemplar, DanGio, kreisa, seltha, snago, valneq