Logisctic SubNetwork
Posted: Wed Mar 30, 2016 4:27 pm
Hi guys!
Some time ago I had a problem with handling large logistic network, trains and steel distribution. I had a blue science production uni on the one side of the map and an oil processing area on the other connected by train system (steel and batteries transport). At firs everything seemed to be ok, but after a while, amount of production and transport get wild, so I've build some roboports to control the quantity of distribution. I've put some request and active provider chests by the train stops and it ends up with logistic robots putting steel into chests by station A, train transporting it to station B and unloading to chests, robots getting it and moving back to station A or to storage chests "on the end of a world".
Later on I've solved that problem by splitting logistic network and connecting them by logic circuit system (it was tough with fluids) but I think it should be easier to manage such advance technology in the game as logistic system and I've got an idea - maybe the excluding roboports into separate network function will be useful?
This is how I imagine that
From top to bottom:
- list of roboports in particular logistic subnetwork (window - like button).
- name of subnetwork
- area of influence colour
- count of robots which will be "resting" or doing tasks on the area of subnetwork
- option of getting resources from other networks (in this case robots from main network can deliver e.g. steel to chests in subnetwork)
- option of giving resources to other networks (in this case non of networks can get anything from Wild boar, so nothing will travel to strange directions on the other side of a map)
There could be something like an exchange chest to share resources between different networks too (which are in the... "reception area").
What do you think?
I would like to write a mod like this but I don't have any skills in programming - maybe someone of you?
Some time ago I had a problem with handling large logistic network, trains and steel distribution. I had a blue science production uni on the one side of the map and an oil processing area on the other connected by train system (steel and batteries transport). At firs everything seemed to be ok, but after a while, amount of production and transport get wild, so I've build some roboports to control the quantity of distribution. I've put some request and active provider chests by the train stops and it ends up with logistic robots putting steel into chests by station A, train transporting it to station B and unloading to chests, robots getting it and moving back to station A or to storage chests "on the end of a world".
Later on I've solved that problem by splitting logistic network and connecting them by logic circuit system (it was tough with fluids) but I think it should be easier to manage such advance technology in the game as logistic system and I've got an idea - maybe the excluding roboports into separate network function will be useful?
This is how I imagine that
From top to bottom:
- list of roboports in particular logistic subnetwork (window - like button).
- name of subnetwork
- area of influence colour
- count of robots which will be "resting" or doing tasks on the area of subnetwork
- option of getting resources from other networks (in this case robots from main network can deliver e.g. steel to chests in subnetwork)
- option of giving resources to other networks (in this case non of networks can get anything from Wild boar, so nothing will travel to strange directions on the other side of a map)
There could be something like an exchange chest to share resources between different networks too (which are in the... "reception area").
What do you think?
I would like to write a mod like this but I don't have any skills in programming - maybe someone of you?