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Local production statistics

Posted: Tue Jul 12, 2016 8:03 pm
by Kryptos
In one of my games, I have built a delocalized factory around rare resource deposits from the RSO mod. This game has been going on for a while, and I use it as my "creative mode" of sorts. Just add a few roboports to a resource patch, throw down blueprints, and everything will get built once the supply train drops by once or twice. Due to the disjointed production network, the production screen doesn't really help much. I was wondering if you wanted to put in put in a way to check production/consumption (like the production statistics window) locally, by tying it to a building as well. I imagine something like checking electric network graphs at power poles, which show only the network connected to them, but for production statistics. I would use something like a roboport to define the area of the network.

I imagine this would also be useful for multiplayer games with independent starts. You could even make a competitive factorio where you try to reach certain production numbers first, and have to capture resource patches from each other and stuff.

Re: Local production statistics

Posted: Wed Jul 13, 2016 4:08 am
by mattj256
Yes, you'd have to have some way to define the production area. The obvious answer (which you've kind of said) is to do it per logistic network.

This is what I do:

Image

1. Have a roboport send the contents of the logistic network to the circuit network.
2. I use the Nixie Tubes mod to display this information:
https://mods.factorio.com/mods/justaran ... ixie-tubes
3. Next to each Nixie Tube I put a wood chest with one of that item. This is just for visual identification so I don't have to remember which number is which.

This lets me see the quantity of how much is stored in the logistic network, but you'd have to do additional work with the circuit network to figure out how quickly items are being produced.