Ghost requests in circuits

Ideas that are too old (too many things have changed since) and ones which won't be implemented for certain reasons or if there are obviously better suggestions.

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xcape
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Ghost requests in circuits

Post by xcape »

I've got a circuit system set up where if a current network is missing some items that the logistic network needs, it would request these items from another logistic network.

Similarly, this is also used in my auto-assembler system. Missing logistic items such as inserters, or assemblers, especially on Fulgora, are automatically requested, crafted, and supplied.

However, the problem is that whenever I place ghost blocks down that the logistic network doesn't have, it wouldn't be read by the network as missing. Therefore it won't be supplied.

As a workaround, I have to always have a buffer chest in place that would include nearly every potentially needed entity for the logistic network to fulfill to prepare for building ghost blocks, but with it comes another problem: resourcefulness. On Fulgora, with the limited space and how expensive higher quality machines become, requesting them could bottleneck the entire system when they aren't yet needed. I might require rare inserters before a rare electromagnetic plant.
robox
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Re: Ghost requests in circuits

Post by robox »

Honestly, with 2.1 coming soon and the logistic requests option coming from roboports, I'm surprised this wasn't slotted to be announced today. Hopefully next FFF!
Rseding91
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Re: Ghost requests in circuits

Post by Rseding91 »

This information simply isn't known by the engine to putout anywhere. The alerts you see are only accurate at the instant the alert is created and the game only checks a few ghosts per tick to see if items are available to build them.

You can observe this in the map view as the alerts move around the ghosts.

Additionally the alerts are only relevant to a single logistic network - but multiple networks may overlap a given ghost.
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Ruuttu
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Re: Ghost requests in circuits

Post by Ruuttu »

That wouldn't be a problem IMO. The roboport could output a list which is a little flakey, out-of-date, and incomplete, but it would still be useful. The idea of responding to unfulfilled build requests by manufacturing items on demand is a little silly, and you have to know getting into it that it can't be as efficient as having materials readily in stock. It would just be pleasing that if something gets broken which is not available in the network, I could've setup a machine which would eventually take care of it. Realistically, instead of making the game easy, it's just going to give me one more thing that occasionally fails somehow :)

I realize ghosts aren't associated with roboports, so unfulfilled requests are not "owned" by any specific port. But ghosts are associated with logistics networks. If I place a ghost in the middle of nowhere, away from any logistics networks, there is no alert about missing construction materials. The alert only appears when a ghost fails to acquire the material from all the logistic networks within range. In terms of "owning" the unfulfilled request, I would say it should be signaled by roboports in every network which failed to provide the material.
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