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Infinite requests not working?
I tell a building to make a request, set it to infinite. My network brings 20 items and considers it done. What gives? Last I checked, 20 is less than infinity.
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Showing 1-5 of 5 comments
beatwho  [developer] Feb 7 @ 7:32pm 
Hi ! Currently, there is currently no "infinite request" so a request for infinite will request one stack size. It has been a requested feature though so we are in still discussing whether it fits in with the game and how it could work (would it work similar to factorio requestor chests for example)
Green Cat Feb 8 @ 1:10am 
Originally posted by beatwho:
Hi ! Currently, there is currently no "infinite request" so a request for infinite will request one stack size. It has been a requested feature though so we are in still discussing whether it fits in with the game and how it could work (would it work similar to factorio requestor chests for example)

I would like to add something: Factorio is awesome exactly because you can fine tune everything (and the mods increase this even further but that's off topic). Example: you can create a deconstructed planner that will mark for deconstruction items on the ground only (aka like spilled inventory). All rails as a filter OR curved rails only, OR Elevated rails only.

I wrote the top example for one single reason: Just create separate string (or whatever it's called in IT) for the infinite ones. Aka they are their own entry, separate from the finite ones. This will further help because in an infinite resource play, there are tons of non infinite ones around. So we can automate the bots to harvest the finite ones, without touching the infinite ones, as in automatically without us keeping an eye on them, and once clear, we can create a permanent set up for the infinite ones.

Regarding the "fit to the game", as far as I can tell, the current options is perfect as it its. Aka by default there is no, however if people want infinite, they only need to tick a box. And no, it's not game breaking. While Factorio has some infinite types of resources (especially the DLC that has lava and asteroids), a game like Satisfactory is a good example that just by having infinite mining places, doesn't break the game, cheat, or otherwise. So this is really more an adjustment to make it more comfortable for players to play a game, without needing to do a "second job" (aka setting up outpost after outpost with turrets and such, regenerate minerals, explore more and more, so on that is not "an enjoyable/fun game for everyone).

2 Off topic stuff:

Add trains. And no, you don't need to do any complications or otherwise. heck you most likely don't even need lights or otherwise exactly because you have everything already except for rails and the train. What do I mean? Let's say we do a GoTO, and do the same for 2 other bots. Well this is the train, except it goes exactly because it's on rails. So how does no light works? exactly because there is no "bot crashed into another bot". So how to prevent them getting stuck? This is the most basic of rail and station. Aka you create a work, one is the continue where the train (bots) keep going if the station is not for them, and the bot for who's station is, will go an the other path. And once completed it will rejoin where it was left. And the GoTo can be used for destination. And from there any other fine tuning, like staying in a train station until needed or similar via behaviour and similar functions, aka the core idea of this game.

For the stations themselves, as well as avoiding bots running after the trains. the solution is actually a bit tricky: Bot's can load/unload train wagons. Instead, the train stations are fixed (no moving) storage boxes. Aka the train can transfer (jump items) between it's wagon and the station storage box. And the box will interact with the station storage box just like any other entity with storage

2nd suggestion: Ability to change the colour of units per category. Aka I'm not talking about signal or similar individual colouring, but the unit category. Some use the show signal to easily determine what bots do what. However, this could be also done if we can manually (aka completely optional) change the colour of the entity as a category, especially in cases of structures where you want to see what you can craft there but might want to also see what size they are without the need to manually check <- late game/mega bases.
Last edited by Green Cat; Feb 8 @ 1:13am
have you considered using mods?

there is a mod that does what you want. it is called 'item requestor component'. it fits into any building/storage with an internal component and you can use it to request resources infinitely.
If I'm sacrificing a component slot I can just use a behavior component and request them in a loop.
yes, i guess you could do that too.
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