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Logistic request to not be 1 stack - infinite?... Sorry got complicated and long

Posted: Tue Feb 24, 2026 12:12 am
by Green Cat
In options, preferences, can we get an option where we can change how the default works?

exemple: minim 1 stack, max infinite (default)

min and max = same

Min custom stack and max custom. Since this will be amazing combined with the x amount. Like you always want 1 stack and max 2 stacks, well with the mutiplier it will be amazing since since everywhere it's always 1 stack and max 2 but you can use the mutiplier to increase this.

And like this we could use "mutiple selection" since the amount will be automatically set.

regarding the last one. i won't explain how since there are mods doing this, when me don't have the min amount, the restock to not be the min amount but the max ammount. Aka this is why i said, all this to be in the preference since everyone would like different stuff.

And just like how we can import or export the settings for items, there to be a new section, where, we can give further instructions

I will use the tank as an exemple: I placed the tank, and for whatever reason, i have fully roboport logistic networks so one. So the trank needs fuel... and the only fuel avalable is wood. So it will request wood. However then coal is avalable, well now the chain kicks in... as in is there enough coal avalable? And here i thing you see what i mean, the trigger is not if coal exist, but if there is x ore more of avalable coal. If yes, wood will be removed, and if possible, a fuel reset (as if it just got placed). Now as you can imagen this chain continues.

and the ideea is that this can actually be done via the buffer chest. as in, if this "chaining" is activated, only IF they are in buffer chest will said items be used

and this is very important because why i said about fuel, that was just to keep it simple. because the real thing is the equipment grid.

So look

I freaking hate quality.

Ok? i absolutly hate it, I would have love that we need to speend the same amount of resources we currently do but we get 100% whatever we want because it's not quality i hate, but how it was implemented, aka GAMBLING.

And why?

because even if the items used, needed, so on, is the same ration, 100% = you can automised and control. Currently this is not possible unless mods so you will have random quality equipments and buildings and you don't know what to do with them....

Well i hope now it's clear what i want to say and why i mentioned this:

Via the chain upgrading, we have a vehicle or even us, with request for the equipments... but... each time a higher quality is avalable, that lower quality will be automatically replaced (via logistic bots) to the higer quality.

Meaning we can have a full operation army of spiders, each time a new quality spider was succesfull, it will be replace... oh wait... sorry this is something else, i get there in a moment since this is not even good due to grid size difference, so we can equip all the spiders with normal equipments, and, due to this chain comand of actions, if a building (modules), trains (fuel due to blueprints), vehicles (fuel and/or equipments), said entety will be prevented from doing anything until it's completly finished.

And i it does not end here. Since i mentioned the buffer chest is the one being used, it actually to have a new mode that adds to functions if on.

If ON, when an items is placed it scanes to see if there is any units or whatever that needs said items. If it its, bots will take care if possible, if not, we'll get a notification (this needs to be same surface just like roboports).

Now, i hope it is clear that this is just for the automatical updated via logisc. as an exemple, if we blueprint copy something, of course the bots will still access said buffer chest if they contain an equipment needed

the main ideea is that when we build something, it works like how it works currently. But this also means it will check the buffer chests.... including for upgraded version... this is a new... but there will be no "missing item" notification since this one just a check and if exist request.

And of course, because my aim is to prevents floods of notification, floods of loop searches, this is why this "check" only happens when something got created (including if it's overriten via copy paste), and when a new item is added to the buffer chest, with this option ON, it will check just once, because again, this is to avoid loops of searches.

And as anyone can imagen, the next level is a global versions, where, if any kind of mk, including different inserter, as well as tiles (concrete, refined), mod or quality, even trains (due to mods or quality), to be automatically replaced without casusing a "missing 6 K items because you placed refined concrete in a larger area. Or used land fill but not enough land fill.

Let me rewirite, if that buffer chest is on, and we select an item (the request and offer like it normally does), and then, said item is in high demand (like Bulk inserters, Turbo belts, REFINED concrete), you won't get any notification because you already said said items in this chain. Aka no loop search. And it does not even end there. Because if you defined the chain via same type (aka NO long handed, no burner, no stack inserter, but inserter (yellow), fast (blue), bulk (green), and whatever mod you have) well even if you don't have enough bulk inserters, or turbo belts, or REFINED concrete, not only you won't get a notification, the bots will start placing previous versions. So fast or even the (yellow) inserter, mk1, 2 or similar for assembles. Previous versions of the belts, and of course, concrete or stone paths or really whatever you chained it to do.

And as you can guess, each time a yellow inserter is added to the buffer chest, it checks if needed, if not, nothing happens, no further loop or notification. If it then get's a fast inserter, it checks the chain, and now it will replace one yellow inserter. And then a legendary yellow inserter come to the buffer chest! and now it will replace the blue inserter... why?... because you did not check the speed, assuming a legendary yellow inserter is faster then a common quality fast inserter, so you set the chain like that... OR... for reasons i don't understand..... actually i do. The legendary is legendary, so it's very good for when needed as an ingredient. A non legendary inserter can be used as a material to next tier inserter that might become legendary. So via replacing lower quality with higher means you add them into the "gambling" poll that might result in better inserter, cover materials shortages (Aka higer quality yellow inserter replace common fast inserters if there is shorting of materials to make them), and of course, all kind of other silly things, like less power consumption for whatever wierd reason.

And as you can tell, this also means all vechicles will also be updating their ammo, tiers, quality rank. Exemple, put for a tank to have 400 ammo. In the ammo section i will put click to add a filter for any quality so it will (hopefully) replace any quality with same but different quality. And the bots will bring me 400 ammos, but it will be mixed quality, while attempting to give me as high as possible.

And again, the whole ideea is to avoid loops and thousens of notifications via creating "triggers" when to check and FOR WHAT to check.

...... Yes, i finally am talking about the Spidertron (or really, anything with a grid size).... but also mk versions of buildings and similar.

1st things 1st: oh but i don't want my common quality belts to be replaced by higher quality.... are we talking about the quality or mk? because i don't understand how you can end up with quality belts if you did not intentionally created a section for that.... ah wait, now i get it, the issue is that i used 2 triggers. One is that for belts, aka to check if there is a higer quality belt as they are being put... well... you know how i said about maybe more due to mods? well when you place an express belt, it will check for both the quality and turbo or whatever mod, as long as it's set in the chain. so again, you don't want it to cehck for something, don't add it in the chain. simple.

On this ideea, i hope it is now clear that i am NOT talking about a global rule, but per ententy (sorry, i forgot how to spell and want to continue writing before i forget the ideeas, sorry, no grammer checks or otherwise since i want to write the ideeas before i forget)

so if a quality vehicles, armour, or whatever has an equipment grid, as well as mk buildings like assembles that have more modules slots are placed into the buffer chest or are build, the chain will activate to upgrage, but, the equipments (modules, fuels in case of modded vehicles, the actual equipments, their placement, ammount, even ammo since mods might change them), will be checked for said entaty (aka separat chain, default same as previous). So a mk2 to mk3 assemble will automatically upgrade the modules.

And of course, this means that we can finally use module 1 regadless of what quality since the bots will constantly update them without causing loops of request, notifications, and nedding us to manually ajust what quality is distrubuted.

Meaning that like this, we can automise everything to a degree where any quality can be used, no more issues that we got an uncommon, or epic, or whatever, and we don't have enough same rank materials so gambling via recycle


Bonus for recycle: quality caps depending on the quality modules. We put in a tier 22 quality into a recycler with no quality moduels or just the common quality moduels, the result will be a common version. (i do hope people realise that by default not only is epic unlocked, but you most likely have access to quality module 2 by the time you unlock the recycler so there is really no sense in being angry that how can you gamble if all you have are 4 common quality module 1 that give you 4%.... seriosly.. why is it harder to get uncommon quality (once unlocked <- core criterial, subject) then it is to get legendary quality once unlocked....

Whatever

And i think it goes without saying that such buffer chest can be blueprinted so we can sort them for other plays, depending on mods and similar.

As in, as we are playing, we are creating a new set of filters since different mod different whatever (like starting on vulcanus mod), but, once we do that, we have now access to it and don't need to readd them each and every time.

Heck, there is one more element, when a mod removes stuff, the blueprins (IF ACTIVATED, new stuff again), will check if it contains any of those items, and if it does, it will just add a placeholder icon so, that if said mod is added back, it will restore it, but without having the current issues blueprints have....

.....

space age... copy a turbo belt and save blueprints and save gave

disavle space age.... currently, the belts is missing...

what i am suggesting via this chain is that insted of missing, the blueprint will add a placeholder, and then downgrade it to whatever i can without affecting the chain... so like express belts... (similar to how if you blueprint quality versions, disable quality and reload, you will have uncommon versions of them but you will still have enteties)

More or less i am done and i don't know for how long i wrote but i definitly don't have the energy to use the ai to actually correct all the issues. So you know what, use whatever ideea you want, run it via a free ai to sort it out and rewrite whatever mess i wrote, and then good luck for you. I will now return to continue the mess of a savefile i created due to mix of mods and editing that help me see what is more fun, and what is just "cheat" level (aka amazing... ok now i'm bored).

Re: Logistic request to not be 1 stack - infinite?... Sorry got complicated and long

Posted: Tue Feb 24, 2026 11:07 am
by crimsonarmy
Green Cat wrote: Tue Feb 24, 2026 12:12 am I freaking hate quality.

Ok? i absolutly hate it, I would have love that we need to speend the same amount of resources we currently do but we get 100% whatever we want because it's not quality i hate, but how it was implemented, aka GAMBLING.
You need to squint really hard to see quality (once automated) as gambling (unless you see yourself as the casino). It is like rolling 1000 dice and worrying that you won't get 10 6s--possible but not going to happen.

Green Cat wrote: Tue Feb 24, 2026 12:12 am because even if the items used, needed, so on, is the same ration, 100% = you can automised and control. Currently this is not possible unless mods so you will have random quality equipments and buildings and you don't know what to do with them....
Not sure what you have against mods and needing to deal with byproducts is kind of the point of quality.

Re: Logistic request to not be 1 stack - infinite?... Sorry got complicated and long

Posted: Tue Feb 24, 2026 12:03 pm
by Kyralessa
Green Cat, when you write your wall-of-text suggestions, please take pity on the rest of us. Learn from Antoine de Saint Exupéry:
It seems that perfection is attained not when there is nothing more to add, but when there is nothing more to remove.

Re: Logistic request to not be 1 stack - infinite?... Sorry got complicated and long

Posted: Tue Feb 24, 2026 12:10 pm
by Loewchen
I close this, as before keep it brief and follow 47316.