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Still working on the wiki, but this is one thats been written about.
"When a building or unit is full it looks for a Shared Storage with the appropriately locked slots to transfer its storage "
Its for freeing up space in production and I found an excellent use for it in mining when you want to take from the miners instead of having them deposit resources themselves.
For example, I wrote a behavior that loops every X seconds and orders a transfer of the item on the visual register to the store register. This lets me turn off the "supply" tag on that building so that I can limit where my workers are allowed to go to pickup resources, while still allowing the "order transfer to" command to compel a worker to move things when I want it to.
If I turn off the "supply" flag in logistics and the building is making "Circuit Boards," I have a storage in the network with a shared storage whose locked slots are all "Circuit Boards", will the building making circuit boards, with the supply tag disabled, still order transfers to the storage?
Behaviors and other components such as this one are allowed to generate requests and transfers independent of the logistics system, which is likely by design
I'm absolutely sure this is the case. I actually really like this particular quirk because it lets me limit what the pick-up points are. I can have bots operate in a very limited physical space, since the physical transfer of items ends up turning into a bottleneck if you get enough workers in a small enough space.
In answer to my own question, the "Shared Storage" component requires a building have the "Supply" setting enabled. I set it up and figured it out pretty quickly.
I have another chain that needs silicone so I set up warehouse B will all slots locked to silicone and both warehouses have shared storage.
Nothing happens??
Try clearing your orders queue. In my experience it's the assembler finishing a production cycle that triggers a push order to shared storage. The shared storage doesn't pull...meaning that if you don't have some process inserting new "locked slot" items into the network, the shared storage module won't actually do much.
I tried them on raw material storage to push to production and that does not work. The explanation the wiki is misleading. Seems they only push out of a production building
However I do see quite often some deadlocks.
To the point that I always end up removing these.
I find the "super boring" "cheap haulers" to transfer items from Stage 1 to Stage 2 (and so on) production facilities actually extremel reliable and "ok ish" in initial-setup effort.
Boring cheap hauler:
- Dashbot
- 1x S-sized extra Storage
- Network: Transport route
- From / To registers set from 'factory out' to 'factory in'
I combine this with multiple 11x4 factory-strips of 2x1 sized factory buildings
always:
2x 1 In-Storage (with requestor style behaviour, one per strip)
2x 9 Factories in the 2x1 size in line (with transporter component)
3 shared "buffer" Storage (with transporter component)
1 OUT-Storage
In & Out Storage are on "general" Logistics network
Everything else is on "transporters only" mode
And all the buildings are "chained" from IN Storage -> 9x Factory -> Buffer -> Out Storage
Even with "just" Level 1 Storage Racks this offers quite some Buffer as all the factories have usually 2-4 slots for products.
Can you explain exactly how you set this up? I equipped miners with shared storage, locked the slot to metal. then set up a warehouse with a shared storage and locked slots to metal. The miners fill up and just sit there. Nobody comes to pick up the metal. Can't figure this out.
Then setup most of resource storages at my base with Shared Storage component and locked them to specific item. So, whenever a slot opens up and there's a fitting item in my garbage storage it gets transferred in there.
I don't recommend to do this with miners, though. Easiest solution would be to take a Unit with large storage for items, open logistics menu at the bottom-left and tick checkbox about transfer route at the bottom. Then set Storage and Target registers to places where to drop resources off and where to pick them up and let them move back an forth on auto. When you have multiple miners it's better to set them to store items at some centralized unit first and set this unit as target for units on a transfer route to pick items up.
This approach works just fine even in the endgame when mining drastically changes. You may want to use Behavior Controller instead and implement custom transfer logic to wait at both locations at a distance from the target / storage and periodically pick / unload items until inventory is completely full / empty, but that's up to you. I even implemented system which checks items my drone transferring and automatically picks storage for that resource, so I don't have to set them up manually whenever I add another one.
The point is you _don't_ want to use your default logistics to move things from the mining sites since all your worker drones will go there to pick one-two stacks at a time. Even worse, they'll go there to pick 1-2 items at a time! This may create congestions in traffic and will slow down and potentially stop everything at the base. Or you'll have to build way more workers than you'd want to have around on the ground. This only viable in the endgame with flying units since they don't collide with each other and even then this is a bad idea.
If you also use it in Miners, they will act as another storage and will request Metal Ore, not deliver them.