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 the extensions section has the least links that show being clicked, but I spent a lot of time figuring out how to distribute bots effectively. Again though I'm going to have to ask you to be more specific. I mean, for this mechanic to actually be
removed from the game would require reworking logistics from the ground up. The ability to transfer resources from one zone to another using requester -> inserter -> provider ('logistics link' for brevity)* is just a consequence of how each of these works. So it seems to me (correct me if I'm wrong) that what you're saying is more along the lines of "I don't like it."
For example, let's look at one of the pictures from that thread:
Functionally, what changes if you replace each of the pink squares with a logistics link for the necessary resource? Absolutely nothing. And a logistics link places some restrictions on how things move between networks, whereas arbitrarily linked/layered (or colored) networks allow things to get pretty much anywhere automatically. But configuring something using a GUI to me seems far more against the spirit of Factorio than existing solutions. Plus this requires no changes to game implementation, whereas most suggested changes raise a lot of questions about how exactly bots would behave in the new system.
To me it seems a bigger problem is the fact that the construction network currently is basically a meaningless entity. It's just part of the logistics system. You can't provide items without a logistics network, you can't extend construction area without extending logistics area, and you can't meaningfully separate which ports are for construction and which are for logistics.
bobingabout wrote:I don't think we need a specific construction chest, but it would be nice if Construction robots were able to take items out of a chest that is within the construction zone, but outside of the logistics zone.
This is essentially my thought (or at least a key part). I think wide area construction zone coverage should be much easier to achieve (cheaper port with large construction zone and small/no logistics zone would be nice). Construction network should link in a way similar to current logistics; bots could either grab from any logistics zone within the construction network, or have to be supplied as bob suggested. This also would make the research tree make more sense, because the construction network would actually be a usable mechanic outside of logistics. And explain the cost difference between construction and logistics bots -- the only real differences atm are stack size and ofc the ability to place entities -- because the logistics bots need the advanced circuits to receive a 'logistics signal,' whereas the logistics zone is invisible to construction bots.
In my usage, I've found that setting up a chest for each resource needed for everything you build is most of the annoyance in using 'logistic links.' If it worked automatically for construction, things would be a lot less tedious to build. And, as you noted:
ssilk wrote:
I think I changed my opinion about this. I played several games like so, but I don't found any fun in this, cause it is so slow to let the robots bring the items.
And even with this chests: The more you request, the longer it takes to produce all items and fill all the construction chests with the requested stuff. And even then: You will still miss one item-type you forgot. And then you need to wait again.
While this solution is 'automatic,' it doesn't solve all problems for the player -- it actually suggests a problem for the player to solve (how to get supplies close enough to where you want to build that you don't have to wait forever for bots to place them). I haven't tried logistics train network yet, I've been trying to see how close to this I can get within vanilla. I'm not there yet, but I think it may be possible, if clumsy (see my response to
viewtopic.php?f=18&t=41431&start=20). Maybe skip to page two and download the sandbox save I posted rather than trying to make sense of my rambling, it will likely save time. My thought is some combination of this 'logistics messaging' with same name stations. So then you could place train station named 'mining outpost' and send request, which would send a train that's pre-filled with supplies. Haven't quite worked it out yet though.
The other two changes that would make this more viable would be if construction bots could respond to requests if a chest is in construction zone only (no stack bonus -- transferring in any quantity would be infeasible, but could be a way to have inexpensive long range messages) and/or broadcasting of signals over logistics network (which would basically make the first option unnecessary).
*note that to the logistics system it doesn't matter how you move things between networks. You could also use requesters to load a belt or train that then goes to a different network.