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Dispencer Chest

Posted: Sat Jul 09, 2016 6:47 am
by archanison
Acts in the form of a requester chest but also allows for construction bots to use the items within. would be a good quality of life upgrade.

Re: Despencer Chest

Posted: Sat Jul 09, 2016 7:02 am
by MindChanger
You can create it with magazine chest, normal chest and blue chest and some combinators.

For example you set some items to be in magazine. If magazine is empty then it sends signal to blue chest to pickup desired items which are then inserted to normal chest (checking amount in chest).
When chest got all desired items, then it can insert those items to magazine. Ofc when magazine chest is empty then you have to wait for items, but it is only way to achieve what you want to do.
And it would be hard to change logic of robots to don't let them pick from chest and then refilling it (as it makes no sense, because they have to come with items that are far away anyway).

Re: Dispencer Chest

Posted: Sat Jul 09, 2016 7:47 am
by ssilk
Sorry, but what is a "despencer"? I think you meant "dispenser"? Changed topic. :D

Edit: and to the functionality I'm not so sure, if that is really good. Think it so: to make this really work you need to take the items out of the logistic network. Like If you put them into a requester chest. So your Factory needs to produce more items, even if you have currently more than enough.
It can break you as player the neck if you produce too much unneeded stuff. :)

The better direction that I can currently see here is, that the items for construction should be transported much faster somehow...

Re: Dispencer Chest

Posted: Sat Jul 09, 2016 8:42 am
by MindChanger
I think making magazine like that is not bad idea if we produce a lot of materials. They will stop being produced as soon as magazine is full, so it is not much problem and can make easier access to items.

For example we have 2 "dispensers" (system or chest) and 1 factory,
Item flow (initially it looks different, but here is after initiall load):
factory -> 1st dispenser -> 2nd dispenser (factory in this example have to be closer to dispenser 1 or dispenser 1 would pick items from dispenser 2, also factory needs to store enough materials to give full desired amount to dispenser 1)
All dispensers work as I mentioned above.
When dispenser 2 goes empty then dispenser 1 gives item to dispenser 2.
When dispenser 1 goes empty then facility sends items to dispenser 1.
Result? Easy access to items stored near dispenser 2 and 1 as it magazines needed items close to each other.
Dispenser 2 will get from dispenser 1, because it is closest one.
It works much better than waiting for robots to go whole distance.

Also I think since it is possible to make dispenser system without having vanilla dispenser it is no needed to add dispenser to the game.
It is what deciders and combinators are for, right?

Also I think transporting items is currently fast enough. Faster could be too op.

PS: viewtopic.php?f=6&t=28614&p=181582#p181582
This is one problem that can be solved by this idea

Re: Dispencer Chest

Posted: Sat Jul 09, 2016 10:42 am
by ssilk
Well, I don't said it isn't useful. But I know other suggestions, that provide more use-cases.
See linked article and other discussions currently in this forum.

Re: Dispencer Chest

Posted: Sat Jul 09, 2016 10:45 am
by MindChanger
Okay will check it, just wanted to signal that this have use-case (maybe there are better solutions).

Re: Dispencer Chest

Posted: Sat Jul 09, 2016 10:50 pm
by archanison
_____RRRR
_____RRRR
RRRRRRRR
RRRRRRRR
RRRRSSRRRR
RRRRSSRRRR
__RRRRRRRR
__RRRRRRRR
__RRRR
__RRRR

This is the layout I use to allow for rapid charging to decrease wait time for long distance transporting, each letter representing 1 tile, R= roboport S= Substation i will say i'm at a lack of knowledge however on the usage of combinators and how they work. As far as the items being removed from the logistic system, I see no issue, as the things one would be sending to it are things like factories, substations, roboports, and other key structures. Also, on the few things that are used for other required items, solar panels for example, sending them to the chest effectively denotes them as for construction only, and the player should know that the items are being done as such to be mindful of it just as one should be mindful of their pollution cloud when you have no defensive perimeter set up.

Side note, I had realized my typo and went to fix it when I realized you had already done so, so thank you.

Re: Dispencer Chest

Posted: Sun Jul 10, 2016 6:33 pm
by MindChanger
viewtopic.php?f=8&t=28268

Created Magazine Delivery, it should work just fine if you read instructions and do everything properly (I am not 100% sure as I didn't do much tests).

Re: Dispencer Chest

Posted: Mon Jul 11, 2016 12:07 am
by MeduSalem
I will use the opportunity to shamelessly push my idea of unified logistic chests further... :D

viewtopic.php?f=6&t=21413

Because basically the dispenser chest OP had in mind acts like a storage chest that has slot filters.

Re: Dispencer Chest

Posted: Mon Jul 11, 2016 5:20 am
by MindChanger
MeduSalem wrote: Because basically the dispenser chest OP had in mind acts like a storage chest that has slot filters.
It could be done in my idea as well, but didn't want to make it too big. Also this system isn't perfect