youtakun wrote: Mon Aug 19, 2019 4:17 pm
This is not diggy where spills are limited to a confined area.
When you keep chopping trees with a full inventory the spills pile up quickly and you get a new source of slowness: When you spill inside a spill of already dozens of meters radius, the algorithm that finds empty spots to spill on will lag the game. And it gets in between the trees, hard to clean up.
That's what i tried to describe with this
mmmPI wrote: Sun Aug 18, 2019 6:13 pm
The problem is that if you go too fast, some ressources spills on the "wrong" side, not on the full belts, it looks for the closest spot, which sometimes end up in location that you didn't plan to expand, leaving tons of ressources on the floor everywhere. ( which in solo i used commands to remove sometimes).
The ressources in between trees are those ressources that spill in the "wrong" place".
In the picture and with your numbers I understand the problem you see using a belt flooring, the throughput would be too low for the belts to ever drain ressources or , two person mining would need to be connected with a 16 lane bus too a place where ressources are stockpiled and sorted.
( The square shape of the spill on spills wouldn't be much of a problem in case of lower throuput and/or more confined area , since the ressources would always find the closest place to drop on the floor being the same belts almost where you just mined.)
Given the throuput you have reached in this game i would definitely consider that late game.
This is similar to train usage as i see it, i would explain it this way:
Your factory consume 8 belts of material, you can mine 16 belts if you reach this distance. This means you can build 50% of time and 50% of time you should mine or the buffer will run dry.
You will need at some point to do woodcutting 30 minutes in a row, because it will takes you 2 minutes to travel at a place where you can get this 16belts of material.
You can't do 5 minutes mining 5 minutes building forever, because the bigger your factory, the further away you need to go ( or the more person mining you need).
5 minutes mining 5 minutes building would result into wasting your building time by travelling to, and travelling back from the mining spot/forest.
Solutions:
1) Reduce need to come back to main base: have it automated as much as possible, use robots to replenish defense and copy paste easily tileable design, and so your character is free to mine longer period, or from further area, only get back when buffer are enough to let you build what you have planned ( 20 min buffer for making another green circuit factory with beacon this time ?) ( 30 minutes too add a new train in the mall for that new product you unlock? ) ( 10 minutes to add some more steam engine/nuclear ? ) and so on, if you can use blue print from afar it's always better
2) This goes for preparing next "forest" , or in my case " room" , this means let say you estimate your buffer at 25 minutes, you can take 15 to 20 minutes to keep it safe, to lay down tracks and load/unload station from the beginning of the main bus ( or anydropoff location ) to the new forest. Preparing this means that when it is finished you are in the forest, in a small roboport network that cover the forest, with 5000 logibots.
You have 200's storage chest in a square and 12 requester chest per ressources that load directly on wagon for example. And then you mine with auto trash on.
3)You can mine as much as you want you are in situation 1) and your buffer are the 200's storage chest, the robots will put the material in storage in the requester , and send to the base only the theorical 8 belts of material, and not the whole 16 you can mine. The difference will stay idle in storage chest.
When you are done with the forest, you only leave 500 robots instead of 5000 for example, just so that then can on the long run empty the storage chest into the requester.
You can even check this way how much ressources each of the outpost has left, by using the hotkey to monitor logistic network
Doing this methods doesn't require huge inventory, as you can expect robots to form a continuous line acting as a floating belts between the mining character and the chests, if the line gets too long, just consider it as a "new forest" with its own station of tracks, isolated network and stuff.
I would then unresearch the inventory size with command like cheats , the robots should be fast enough to prevent materials from clogging inventory. ( on short distance you can unload full inventory in less than 2 second. ) The material would in this case never fall on the floor since you'd always have room.
Does that seems like it would solve problems ?
[EDIT: seems similar too your 2nd picture, but with trains instead of belt, bonus: you already have trains setup to use with real miners on the ressources patch that are generated under the trees ]
i'd need to try it for myself in choppy, but i feel like i would add a mod that lets you plant seed automatically, like blueprintable-seed, and recursive blueprint

so that i would only chop the same few forest that i grow very far away and always use the same rails
