Astro Colony

Astro Colony

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Aramid Aug 31, 2024 @ 1:52am
Any Logistic modification planned ?
Was there any news that I miss about modification to the logistic system ?
Last time I played, conveyors were pretty slow, getting any sort of "bus" was... Let's just say a death sentence to your brain.... Splitting conveyors was impossible without getting all ressource eaten by infinite crate (which is BAD seriously.) or just stuck because one line was full... And logistic bots were useless because they couldn't path and were buggy as ♥♥♥♥.

Was there anything new announced or added that I didn't see about that whole system ?
Because that's literally what make me stop this game. Everything about logistic is tedious and feel weird. Like, I literally can't make a high output factory because of it.
I played multiple factory game, (400hours on factorio for example) I know i'm not the best (at all) at those but I seriously can't understand ♥♥♥♥ about this logistic system. It's just too weird.

Like, I want a high throughput of some ressources (I remember I wanted a ♥♥♥♥ ton a building material because I wanted to remake my base) and I have no idea how the heck i'm suppose to setup that, because conveyors are too slow and bot are... Just worst.
Like, do I have to make everything 4852 kilometers to make anything clean, using 48789 logic scanner thingy to stop everything from eating infinite ressources ? Why is it so tedious ?
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AstroColony  [developer] Sep 1, 2024 @ 12:32pm 
There are many logistic modifications already planned.

Starting with a new train system for a little bit faster logistics and transferring resources from one planet to another.

There are 3 levels for conveyor belts and transport pipes, so should be enough.
What will come are new devices, containers, and logic blocks for better resource management.
New conveyor joint with more than one input/output. Items container with double inputs, etc.

Also, there is going to be a way to limit resources entering (resource cap) for inventories. So the carbon reactor won't accept more resources than defined (like max 10) etc.

Please feel free to share more suggestions! Thanks!
Star of Remphan Sep 1, 2024 @ 10:39pm 
The logistic system is my biggest gripe as well and the drones/transport bots are just not great. While like most factory games with resources, producers, machines etc the logistics design is outside the box in terms of the norm. I want to build massive factories with busses leading out and diverted but can't. At least how we are accustom to. I don't want to build a bunch of micro factories that have to start from ore collection with grabbers or whatnot but have no real choice because how the items flow and lack of inserters/extractors. I've already beaten the game and have well over 100hrs in my current save. However, I stopped playing because I have more resources than I need and nothing to build towards.

When I took down my "factory" for the last time I just didn't build again and switched my focus to seeing how fast I could strip planetoids. Which you can't fast because the queue mechanics of miner drones and not splitting up to more nodes. Anyways, unless the belts are revamped like a normal factory game and things like inserts and extractors aren't logic based it will never feel "right".

However I have enjoyed my play quite a lot and don't regret it. I also understand the developer wants to add more content to keep people active and progressing. It's easier to keep a customer than get new ones. However, I'd rather things get balanced out and solidified and even basic things like context menus and explanations instead of more content or tasks. Content is nice but when balance and things are lacking at the core new content doesn't make the game better or more fun.
Last edited by Star of Remphan; Sep 1, 2024 @ 10:47pm
Illuminia Sep 3, 2024 @ 2:25pm 
This game isn't really meant for huge mega-factories.

That said, nothing is really stopping you from scaling up aside from your planning and CPU limitations .... except for the "single bus" design concept. Don't try to fit everything into one conveyor.

Transport bots are designed for low-yield / low throughput applications where you don't want to design a dedicated belt system. If you're using more than a handful of transport bots for a single purpose, it's best to rethink your design and use belts/tubes instead.
(Yes, the are fairly useless for anything medium-scale or larger. Totally agree, they get congested/stuck too easily.)


I agree that I wish there were more options with the logistics system, but for being a one-person project, it's fairly good. With some pre-planning, there weren't any issues I couldn't work around with the limited tools we are given.


[[Splitting conveyors was impossible]]
Don't throw lots of different materials into a single centralized belt / bus and this isn't as much of an issue.

Bus for BASE RAW materials (Copper Bar, Iron Bar, Carbon) can work, but if you're going to be getting input feed from dozens or hundreds of sources (miners/asteroid catchers/etc) - it's better to consider where you split materials into their own dedicated belts.

Tired of having thousands of Iron Bars stuck in a Smelter waiting to be dispatched because there are thousands of Copper Bars it has to send out first?
A) Split the copper ore and iron ore to separate smelters.
or
B) Split the input into multiple smelters, and don't try to cram the results all into a single merged belt back to base.
or
C) - Do both options.


[all ressource eaten by infinite crate (which is BAD seriously.)]
Yeah, i had the same issues for a while - then redesigned to split specific resources into dedicated belt lines.
I stopped using crates in most cases - except for limited small-area buffers with an Inventory Sensor + Pusher.

Carbon from a group of asteroid catchers goes down a main line. To the side, I have a storage crate. Inventory sensor checks if there is less than 30 Carbon in the crate, if yes - activates Pusher that pushes an item off the side of the belt into the storage.

Why? It's a buffer outputting to belt that feeds an array tower of Carbon power generators - each one with a similar Inventory sensor/pusher setup to keep only a handful of Carbon in each generator. ( I couldn't get multiple inventory sensors to control the single Pusher well, so compromised. )
Each carbon generator uses a Pusher to feed from that shared line into the generator, sort of emulating an "Inserter". So the Crate stays as a buffer just for inventory sensor, so the side line to the generators stays saturated, but doesn't block off the main carbon line.

This lets all the rest of the carbon go down the main line to the next array, and any leftover/overflow down to be made into other materials.



Yeah, it would be easier if a storage limit was built-in to the Carbon Generator instead of it being a "bag of holding"... but I do like being able to store tens of thousands of ore in a single Smelter and just forget about it while it slaves away for days to feed the Iron Rod addiction.
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