The logistics bots are great. They make factory expansion a bit more dynamic and easier when your factory begins to be quite large. And the player logistics is a great idea. One situation that keeps occurring though is bots getting destroyed by creeper waves because the ran out of work in the middle of nowhere. It would be nice if I could set a rally point for for bots go to when there are no jobs to fulfill at the moment. It would also help with defending the bots as I could set up turrets around the rally point. On more additional thought, have the bots disengage from there task and head for a defended rally point if they detect danger.
Also, it would be nice to be able to set an upper and lower limit for request chest. For example: I need a chest so hold around 100 units. These units will be depleted rather fast from the chest. So I set the chest to be filled to 110 but only once the count drops to 90. Therefore, the work gets done in chunks instead of a large number of bots being tied up in a constant stream back and forth.
A couple logistics ideas.
Moderator: ickputzdirwech
Re: A couple logistics ideas.
To the first: see this post from slpwnd: https://forums.factorio.com/forum/vie ... =917#p7629
Charging station should bring the bots back.
To the second: good logistics is a constant flow, not a big rush. I would really avoid that all my bots are doing only one work and the other time they stand around and wait. A good logistics is balanced so that only 10-20% of the bots are doing nothing. So, no, I don't see this so and I'm sure in this case, that most others are the same opinion. I think of using the charging stations, that the bots return earlier back to the source, but with level 3 assemblies and upgraded bots, this is also no problem anymore.
Charging station should bring the bots back.
To the second: good logistics is a constant flow, not a big rush. I would really avoid that all my bots are doing only one work and the other time they stand around and wait. A good logistics is balanced so that only 10-20% of the bots are doing nothing. So, no, I don't see this so and I'm sure in this case, that most others are the same opinion. I think of using the charging stations, that the bots return earlier back to the source, but with level 3 assemblies and upgraded bots, this is also no problem anymore.
Cool suggestion: Eatable MOUSE-pointers.
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Re: A couple logistics ideas.
About the only reason Logistic Bots aren't OP is that they Are vulnerable, requiring the player to ensure they stay in defended areas.
The only current problem is that it's slightly micromanagement-y to require the player to individually setup and delete their logistic slots when they leave safety.
I support an idea I saw elsewhere for a switch for the Logistic slots.
The only current problem is that it's slightly micromanagement-y to require the player to individually setup and delete their logistic slots when they leave safety.
I support an idea I saw elsewhere for a switch for the Logistic slots.