[0.13] Roboport option to output construction needs
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[0.13] Roboport option to output construction needs
It would be great for the roboport, in addition to Robot and Logistics statistics, to have an option for Construction Statistics, which causes it to output the needed items to complete construction for all ghosts within range of the network.
This way, we could build a network that produces a wire request for all the items it needs to complete construction, which can be used to trigger these items to be sent into the network from elsewhere.
Edit: Also, an option to output unfilled requester amounts. Negative values in contents mode would be pretty intuitive - you have this many of these things, and this many "holes" for these other things.
This way, we could build a network that produces a wire request for all the items it needs to complete construction, which can be used to trigger these items to be sent into the network from elsewhere.
Edit: Also, an option to output unfilled requester amounts. Negative values in contents mode would be pretty intuitive - you have this many of these things, and this many "holes" for these other things.
Re: [0.13] Roboport option to output construction needs
Been thinking about this.
Maybe I will do something like this in 0.14
Maybe I will do something like this in 0.14
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Re: [0.13] Roboport option to output construction needs
I guess I'll have to mod my own way around it for my self-replicating power field until then (In combination with an updated Recursive Blueprints mod - which is going to get a lot smarter!)Twinsen wrote:Been thinking about this.
Maybe I will do something like this in 0.14
Re: [0.13] Roboport option to output construction needs
I added this to viewtopic.php?f=80&t=18093 Roboport/Logistic Network/Robot enhancements
There are also a lot of more or less similar suggestions
viewtopic.php?f=6&t=2686 Requester chest for other network
viewtopic.php?f=6&t=2912 Chests for construction bots
viewtopic.php?f=6&t=4983 high priority logistic provider chest
There are also a lot of more or less similar suggestions
viewtopic.php?f=6&t=2686 Requester chest for other network
viewtopic.php?f=6&t=2912 Chests for construction bots
viewtopic.php?f=6&t=4983 high priority logistic provider chest
Cool suggestion: Eatable MOUSE-pointers.
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Re: [0.13] Roboport option to output construction needs
I was writing up my own suggestion for this but rather than make a new post I'll just add it here, since it's basically the same concept argued a little differently.
When reading logistic network contents via wire on a roboport it should include outstanding requests and construction items. This would let you automatically export any trash or pull in missing items, particularly in these use cases:
This would be greatly aided by two other suggestions:
When reading logistic network contents via wire on a roboport it should include outstanding requests and construction items. This would let you automatically export any trash or pull in missing items, particularly in these use cases:
- FFF-140 outposts could pull construction items off the train without maintaining constant stock of them. Wood and other items could be pushed back into the train
- Subdivided networks (such as bot unloading of trains) could pull construction across the networks. Player logistics slots could pull across the networks. Player trash could push back to the main network.
This would be greatly aided by two other suggestions:
- Controlling stack size in filter inserters (to prevent moving too many items at once)
- Reading contents from a train car (allowing you to limit contents without applying slot filters, even to the point of allowing arbitrary items to be loaded.)
Re: [0.13] Roboport option to output construction needs
0.14? Here's hoping it will be a feature for 0.15 now.
It'd make outpost building nearly fully automated with LTN.
It'd make outpost building nearly fully automated with LTN.
My Mods: mods.factorio.com
Re: [0.13] Roboport option to output construction needs
I push this suggestion also.
Plus:
- A combinator which can filter signals (either all but this signal or all signals but not this).
- A combinator that works like a heating regulator: One "current"-signal-wire and one "should"-signal-wire (signals for each item-type). Outputs every second (or so) a signal, which is how much needs to be requested/provided - like in a thermal heating (which then turns the burner on or off). This is complex to describe in detail, but there is no magic, the knowlegde how this works is well known, see for example: https://de.wikipedia.org/wiki/Heizungsregler or https://en.wikipedia.org/wiki/HVAC_control_system
Because such a regulation is slow by definition it reduces the number of signal-changes per second a lot. I explained it also here: search.php?keywords=heating&t=36976&sf=msgonly (which includes also an idea about the minimum stack-size, that should be requested).
PS: LTN is definitly something that improves gameplay with trains. What's needed is this suggestions (requests and construction requests of a network).
(And a lot of tweaking to make the handling easier. )
Plus:
- A combinator which can filter signals (either all but this signal or all signals but not this).
- A combinator that works like a heating regulator: One "current"-signal-wire and one "should"-signal-wire (signals for each item-type). Outputs every second (or so) a signal, which is how much needs to be requested/provided - like in a thermal heating (which then turns the burner on or off). This is complex to describe in detail, but there is no magic, the knowlegde how this works is well known, see for example: https://de.wikipedia.org/wiki/Heizungsregler or https://en.wikipedia.org/wiki/HVAC_control_system
Because such a regulation is slow by definition it reduces the number of signal-changes per second a lot. I explained it also here: search.php?keywords=heating&t=36976&sf=msgonly (which includes also an idea about the minimum stack-size, that should be requested).
PS: LTN is definitly something that improves gameplay with trains. What's needed is this suggestions (requests and construction requests of a network).
(And a lot of tweaking to make the handling easier. )
Cool suggestion: Eatable MOUSE-pointers.
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Re: [0.13] Roboport option to output construction needs
bump. Would love this feature
Re: [0.13] Roboport option to output construction needs
It is already possible via [some](https://mods.factorio.com/mod/GhostScanner) mods, altho in apparently not very effective way. Would be nice to have additional option for roboport to
- Output building requests (so blueprints/repairs)
- Output resource requests (requester/buffer chests)
Re: Roboport option to output construction needs
Not That I would not like that feature, but It is not really neccessary.
Just set the minimum level of anything you might need to any value above 0. When the roboport wants to build something the robots take it and it will be replaced.
Thus not really that important in my opinion.
Stm
Just set the minimum level of anything you might need to any value above 0. When the roboport wants to build something the robots take it and it will be replaced.
Thus not really that important in my opinion.
Stm
Re: [0.13] Roboport option to output construction needs
Its 2024 and we are headed toward the 2.0 & Space age release. There has been a ton of upgrades to the network but this would be an awesome addition. If it was one of the check-marks when connecting a roboport then we could use other new feature to build only what is needed! All the vanilla fix suggestions here assume you have an amount in a robo-chest. We could have it output to the display system being added and we could use the new combinator to select index etc. I always see challenges to "beat the game in a ___ X ___ grid" or whatever. Imagine we could have a complete mall build like the example in FFF#394 (https://cdn.factorio.com/assets/blog-sy ... embler.mp4).
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Re: [0.13] Roboport option to output construction needs
+1, very nice qol especially with all of the multi-surface logistics coming in SA
If you need to reach me, message me on discord.
I make qol mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
I make qol mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
Re: [0.13] Roboport option to output construction needs
Any updates on this? With the introduction of different planets, this feature is essential to connecting disconnected construction networks
Re: [0.13] Roboport option to output construction needs
In https://www.factorio.com/blog/post/fff-428 they say they looked into it but can't do it
Re: [0.13] Roboport option to output construction needs
I was about to write a suggestion when i found this
Usecase?
FULGORA!
You VERY often cant connect power networks and/or logistic networks, due to the distance between the islands. No, not even with epic quality.
So, until "Foundation" research (as in: AQUILO) you are restricted
Now, i thought i can send requests via the new radar option, load a train and ship desired items automaticly, but sadly this isn´t the case.
What i dont understand is the FFF part DeadMG provided the link to in the post above this:
Does it need to be updated every tick?
No. Not for my usecase.
Because it cant know whats in a train thats on its way, so it would output too much.
It might get removed/negated and "Trash unrequested" might remove it from a provider station, so I wouldn´t have cared.
Usecase?
FULGORA!
You VERY often cant connect power networks and/or logistic networks, due to the distance between the islands. No, not even with epic quality.
So, until "Foundation" research (as in: AQUILO) you are restricted
Now, i thought i can send requests via the new radar option, load a train and ship desired items automaticly, but sadly this isn´t the case.
What i dont understand is the FFF part DeadMG provided the link to in the post above this:
The information is there. You can see the yellow warning gear flashing.It outputs the amount of items needed to satisfy all the logistic requests in the system, including mobile entities like the player and spiders.
Importantly (or unfortunately), it does not include items needed to build ghosts (construction requests).
This is mostly a technical restraint on our behalf, as logistic networks do not track ghosts in a way that would make it performant to include.
Does it need to be updated every tick?
No. Not for my usecase.
Because it cant know whats in a train thats on its way, so it would output too much.
It might get removed/negated and "Trash unrequested" might remove it from a provider station, so I wouldn´t have cared.