GG's Starlog 8 - Logistic, Building & Editing

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GG Cannon
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GG's Starlog 8 - Logistic, Building & Editing

Post by GG Cannon »

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Entry Number: 8 - [Creation: 15/11/2019 || Last update: 15/11/2019]
                                   Networks, Ghosts & Blueprints
      -------------------------------------------------------------------------------------------------------------------------------------------------
  • Number Coded Logistic Networks
    • Right-clicking a roboport would allow to set a number code, making Logistic Networks that work independent from one another even when they intercede, connecting only to those of the same code as them and allowing to place a few drones to work only within an specific area.
      Ex: 0000(Default), 0001, 1793, 9999, etc. (10^4 = 10 Thousand possible individual networks)
    • Logistic System Boxes can be assigned to one or more specific logistic network or unassigned, belonging to all networks that connect to them.
  • Manual Control of Logistic Network Sizes
    • Being able to reduce the maximum size of a specific roboport's logistic network with up, down, left and right limiters for both the green and orange areas to a minimum of 3 or "disabled" for 0.
      (So, theoretically, there could be a roboport with only a rectangular orange area that is shorter to its left and top sides, for whatever reason the player might want or need it set like that.)
    • Ex: Green - 3 Up, 3 Down, 3 Left, 3 Right would set the green area as 3x3
  • Network Relay Poles
    • Slightly more resource expensive Medium and Big Power Poles with circuits in its recipes that requires Roboports to be unlocked, by researching either the Logistic or Construction robots, and Electric Energy Distribution 1.
    • If within either the green or orange area of a Logistic Network, it will create a new area of that/those color(s).
    • Does not recharge drones like a roboport, but it's cheaper to make than one.
    • Could also be assigned to a Number Coded Logistic Network and have its size manually defined to the same maximum as a usual roboport and a minimum of 1 Up, Down, Left and/or Right or disabled for 0.
  • Early Game Ghost Building and Blueprint Usage.
    • Allowing the efficient use of both the Blueprints and Ghost Building by making it so that, if the player's character is within range to build a ghost and does have the necessary item inside the inventory, that it will automatically place that item, but if the player does not, it will give the same warning notification it does with the Construction Robots when an item needed to place on a ghost is lacking in the Logistic Network.
    • This would make it possible to use blueprints since the start of the game, as even if it is a massive structure could be built by simply having the items needed within the inventory, placing the blueprint and walking around.
  • Advanced Blueprint Editing
    • Allowing the player to zoom in and out with + & - and move the camera around with WASD while editing and blueprint, as well as placing new ghosts of any item within the game, place or remove wires, program or re-program circuit networks and saying which items or fluids should come in or out of which belts and pipes and then run a short "simulation" with production and consumption statistics just as if one was in "sandbox mode".
    • This would both fix the issue of when you try to edit the blueprint of massive structures, which is very difficult as it everything looks too tiny, and also allow for more complex blueprints even for early on, which would help a LOT both new and old players alike.
    • By also allowing players to edit an empty Blueprint Planner by right-clicking it, just as one can do with Destruction Planner and Upgrade Planner, it would also allow one to create a blueprint from 0 using the exact same system.
    • If a new tool called "select canvas" is added, where a player selects an area of the map as if selecting items for a blueprint, showing the ground, cliffs, water and trees inside the selected area within the empty blueprint being edited, it would allow players to create and plan blueprints specifically tailored for specific places on the map, knowing everything they need to build that there before even starting.
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gGeorg
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Re: GG's Starlog 8 - Logistic, Building & Editing

Post by gGeorg »

Its a bit over enngineered, but that part of the coded Logistic network would be fun to play with.

GG Cannon
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Re: GG's Starlog 8 - Logistic, Building & Editing

Post by GG Cannon »

gGeorg wrote:
Thu Nov 21, 2019 12:20 pm
Its a bit over enngineered, but that part of the coded Logistic network would be fun to play with.
Thank you! ^^

I did over-engineered it quite a bit, but I always try to get my suggestions as complete as I can get as I believe its easier to simplify aomething, cutting out that which is not needed, than to complete something that is too incomplete and lacks a lot of details or information.

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Re: GG's Starlog 8 - Logistic, Building & Editing

Post by PyroFire »

GG Cannon wrote:
Fri Nov 15, 2019 5:16 pm
  • Number Coded Logistic Networks
    • Right-clicking a roboport would allow to set a number code, making Logistic Networks that work independent from one another even when they intercede, connecting only to those of the same code as them and allowing to place a few drones to work only within an specific area.
      Ex: 0000(Default), 0001, 1793, 9999, etc. (10^4 = 10 Thousand possible individual networks)
    • Logistic System Boxes can be assigned to one or more specific logistic network or unassigned, belonging to all networks that connect to them.
This is physically impossible.

GG Cannon wrote:
Fri Nov 15, 2019 5:16 pm
  • Manual Control of Logistic Network Sizes
    • Being able to reduce the maximum size of a specific roboport's logistic network with up, down, left and right limiters for both the green and orange areas to a minimum of 3 or "disabled" for 0.
      (So, theoretically, there could be a roboport with only a rectangular orange area that is shorter to its left and top sides, for whatever reason the player might want or need it set like that.)
    • Ex: Green - 3 Up, 3 Down, 3 Left, 3 Right would set the green area as 3x3
Also impossible.
Logistics areas are hardcoded squares.

Also your directions/distances are wrong.
3up, 3down, 3left and 3right is a 7x7 square, not 3x3.
[3][2][1][origin][1][2][3] <-- 7 boxes
I think you meant one unit of distance :P

GG Cannon wrote:
Fri Nov 15, 2019 5:16 pm
  • Network Relay Poles
    • Slightly more resource expensive Medium and Big Power Poles with circuits in its recipes that requires Roboports to be unlocked, by researching either the Logistic or Construction robots, and Electric Energy Distribution 1.
    • If within either the green or orange area of a Logistic Network, it will create a new area of that/those color(s).
    • Does not recharge drones like a roboport, but it's cheaper to make than one.
    • Could also be assigned to a Number Coded Logistic Network and have its size manually defined to the same maximum as a usual roboport and a minimum of 1 Up, Down, Left and/or Right or disabled for 0.
I don't fully understand this, but i think you're describing a "power pole" (it's actually a roboport) that expands another roboports logistics areas.

This is possible, and has been done in bobs logistics with modular roboports.
https://mods.factorio.com/mod/boblogistics



GG Cannon wrote:
Fri Nov 15, 2019 5:16 pm
  • Early Game Ghost Building and Blueprint Usage.
    • Allowing the efficient use of both the Blueprints and Ghost Building by making it so that, if the player's character is within range to build a ghost and does have the necessary item inside the inventory, that it will automatically place that item, but if the player does not, it will give the same warning notification it does with the Construction Robots when an item needed to place on a ghost is lacking in the Logistic Network.
    • This would make it possible to use blueprints since the start of the game, as even if it is a massive structure could be built by simply having the items needed within the inventory, placing the blueprint and walking around.
This is pretty OP.
Also already been done: https://mods.factorio.com/mod/Nanobots

  • Advanced Blueprint Editing
    • Allowing the player to zoom in and out with + & - and move the camera around with WASD while editing and blueprint, as well as placing new ghosts of any item within the game, place or remove wires, program or re-program circuit networks and saying which items or fluids should come in or out of which belts and pipes and then run a short "simulation" with production and consumption statistics just as if one was in "sandbox mode".
    • This would both fix the issue of when you try to edit the blueprint of massive structures, which is very difficult as it everything looks too tiny, and also allow for more complex blueprints even for early on, which would help a LOT both new and old players alike.
    • By also allowing players to edit an empty Blueprint Planner by right-clicking it, just as one can do with Destruction Planner and Upgrade Planner, it would also allow one to create a blueprint from 0 using the exact same system.
    • If a new tool called "select canvas" is added, where a player selects an area of the map as if selecting items for a blueprint, showing the ground, cliffs, water and trees inside the selected area within the empty blueprint being edited, it would allow players to create and plan blueprints specifically tailored for specific places on the map, knowing everything they need to build that there before even starting.
This one is possible and hasn't been done before, though I see little reason or need to make a mod like this.

It's just a special surface for designing the blueprint, and that's the same as playing factorio normally.
Try /editor maybe? or /cheat?
Those tools may help with designing your blueprints if it's an issue -- this idea you got here is very similar to just doing that.



Sin count: 2
Sentence: Forced to use construction bots to measure all of your factories

https://mods.factorio.com/mod/boblogistics
https://mods.factorio.com/mod/Nanobots

*No suggestion is without sin*

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