Factorio

Factorio

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Mister Dawg Feb 13, 2019 @ 10:17pm
Logistic Networks and Mega Bases
Here's a shot of my networks. You can see they evolved as 4-5 separate networks that are now one. I'm debating whether to leave them that way or separate them and redistribute the bots.

https://steamcommunity.com/sharedfiles/filedetails/?id=1654985930

When joined I have access to all the goods - and bots - for all networks (there's really only two main networks - upper right and lower left). It's a good thing in this respect.

The cost is logistic performance obviously. Construction bots can take a long time to move from one area to another. Logistic bots can have similar issues. By that I mean - I just requested 50 assembly machines and they took almost 2 minutes to arrive - even though they were being manufactured relatively closely.

Thus my first question - I have some buffer chests in a remote location but on the same network. Will the bots bring me those BEFORE going to a closer supply chest that has the same object? I can see how they might... I can work around this if so.

The second question - what does everyone do with separate (or not) logistic networks? I'm specifically NOT talking about using logistics for production - I use belts almost exclusively - I'm talking about character resupply as well as the use of construction bots.
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Rather than completely connecting them, create buffer zones between them, where bots will stock chests, that have inserters to move those items to another chest in another logistic zone, who will relay it to another set of chests to keep them stocked.

Man, this is sounding convoluted, but I'm sure it'll work better.

Edit: or you know, just have bots load a train that does all that for you.
Last edited by CPT Chthonbeard the Pirate; Feb 14, 2019 @ 2:34am
Killcreek2 Feb 14, 2019 @ 5:32am 
Originally posted by Mister Dawg:
Thus my first question - I have some buffer chests in a remote location but on the same network. Will the bots bring me those BEFORE going to a closer supply chest that has the same object? I can see how they might... I can work around this if so.
Probably, yes. They would grab from the closest source*, based on the location of the bot that is assigned to the delivery job. Depending on where the bots have clumped (they always clump somewhere), this might be a chest far from the player, or one nearby. *(Though they will still obey the chest priorities for player resupply: active > buffer > storage > passive.)
Placing additional buffer chests in other locations would give them a choice of supply point to draw from.

The second question - what does everyone do with separate (or not) logistic networks? I'm specifically NOT talking about using logistics for production - I use belts almost exclusively - I'm talking about character resupply as well as the use of construction bots.
I use lots of small dedicated logi nets, mostly for train (un)loading & refuel, but a few are for augmented production lines.
Items are passed from network to network automatically, either by a chest-inserter-chest "bridge" between the air-gapped networks; or by belt where appropriate; or via the train system if longer distance.

So I use a resupply train stop in the player shop ~ can send my personal train there & the shop assistants (bots) will restock my inventory without having to exit the train (via logistics request slots). Usually have a construction train stop in there too ~ which is refilled automatically based on the cargo wagon filters, & can be summoned to the player by placing & renaming a stop.
Factory construction is done by personal conbots, except for the walls which build themselves (once hooked up to a train-based supply hub).

In a large sprawling factory, the delivery latency of a mono-network would be rather big ~ yours is already roughly 2 min delay, & will only get worse as the factory grows ~ my megafactory smelting depot is a 5 min train ride away, far too far for a bot-based item delivery network.
This is why I prefer to use a personal &/or construction train that visits the central shop area, as it delivers items to the player faster than the bots would over longer distances.
Nailfoot Feb 14, 2019 @ 5:33am 
I use supply trains for construction. I set up a train to have all of the supplies I may need. I can be out building and have the train run back to the base to resupply.

Large bot networks are inefficient
Mister Dawg Feb 14, 2019 @ 8:18am 
Okay. Thanks for the replies. Sounds like a connected network just isn't very practical. It was nice at first but yeah the lag is too much. Now I just have to lure the bots to where I want them and break the networks. Maybe I'll put a mall on the border with a bunch of bridges : )
Killcreek2 Feb 14, 2019 @ 8:26am 
Originally posted by Mister Dawg:
Maybe I'll put a mall on the border with a bunch of bridges : )
That sounds like a fantastic idea. A central "shopping network" linked to the other networks surrounding it, so the "local" bots in whichever network you are stood in will deliver the stuff made in the shop.
piccolo255 Feb 14, 2019 @ 8:26am 
Originally posted by Mister Dawg:
Now I just have to lure the bots to where I want them and break the networks.
In modded games, a Bot Recaller[mods.factorio.com] mod is very useful in times like these (or when using other mods with Mk2+ bots).
Originally posted by Killcreek2:
Originally posted by Mister Dawg:
Maybe I'll put a mall on the border with a bunch of bridges : )
That sounds like a fantastic idea. A central "shopping network" linked to the other networks surrounding it, so the "local" bots in whichever network you are stood in will deliver the stuff made in the shop.
I still like my idea, because it involves trains.

You can have a supply train that runs to pick up and deliver goods to whichever network has/needs them, and with circuits you can make it smart enough to not run stupidly. Then all of your stuff doesn't have to be made in one location, but can be available anywhere.
Mister Dawg Feb 14, 2019 @ 2:02pm 
Originally posted by CPT Chthonbeard the Pirate:
Originally posted by Killcreek2:
That sounds like a fantastic idea. A central "shopping network" linked to the other networks surrounding it, so the "local" bots in whichever network you are stood in will deliver the stuff made in the shop.
I still like my idea, because it involves trains.

You can have a supply train that runs to pick up and deliver goods to whichever network has/needs them, and with circuits you can make it smart enough to not run stupidly. Then all of your stuff doesn't have to be made in one location, but can be available anywhere.

I like trains too. Seems like they'd be appropriate for satellite bases, maybe to supply satellite malls. I think using them for very near supply would be more work than necessary, especially if you're trying to supply a bunch of different items, as you can't segregate train cars easily so you'd need really long trains, basically with a car for each unique item.
Kinder Lijk Feb 14, 2019 @ 2:10pm 
Originally posted by Mister Dawg:
Originally posted by CPT Chthonbeard the Pirate:
I still like my idea, because it involves trains.

You can have a supply train that runs to pick up and deliver goods to whichever network has/needs them, and with circuits you can make it smart enough to not run stupidly. Then all of your stuff doesn't have to be made in one location, but can be available anywhere.

I like trains too. Seems like they'd be appropriate for satellite bases, maybe to supply satellite malls. I think using them for very near supply would be more work than necessary, especially if you're trying to supply a bunch of different items, as you can't segregate train cars easily so you'd need really long trains, basically with a car for each unique item.
You can filter train cargo slots.
Mister Dawg Feb 14, 2019 @ 2:17pm 
Originally posted by Kinder Lijk:
You can filter train cargo slots.
You can filter contents to a car, but you can't segregate contents within that car... which means it's one car per item. If you put more than one item then over the long haul doesn't your train car become full of whatever item doesn't get used as much?

... or maybe I'm missing something.
Kinder Lijk Feb 14, 2019 @ 2:24pm 
Originally posted by Mister Dawg:
Originally posted by Kinder Lijk:
You can filter train cargo slots.
You can filter contents to a car, but you can't segregate contents within that car... which means it's one car per item. If you put more than one item then over the long haul doesn't your train car become full of whatever item doesn't get used as much?

... or maybe I'm missing something.
Click your middle mouse button on an empty slot in a cargo wagon. You can then specify the only item the wagon will accept in that slot.
Mister Dawg Feb 14, 2019 @ 2:29pm 
I don't have a middle mouse button, and clicking the wheel doesn't do anything.
Mister Dawg Feb 14, 2019 @ 2:31pm 
Ohhhhhhh... Each actual slot. Wow. That's powerful. :D Now I can totally see these being used for in base resupply. One car would almost do it - except for those large quantity items, like concrete, or earth.
Last edited by Mister Dawg; Feb 14, 2019 @ 2:32pm
Kinder Lijk Feb 14, 2019 @ 2:47pm 
Originally posted by Mister Dawg:
I don't have a middle mouse button, and clicking the wheel doesn't do anything.
You can rebind it in options.

Originally posted by Mister Dawg:
Ohhhhhhh... Each actual slot. Wow. That's powerful. :D Now I can totally see these being used for in base resupply. One car would almost do it - except for those large quantity items, like concrete, or earth.
Yes :) A single train with a few wagons is usually enough to supply outposts with building materials for expansion.
Mister Dawg Feb 14, 2019 @ 2:47pm 
Oooooohhh you can do this in your character slots too. *mind blown* - I only have 4k+ hours on this game.
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Date Posted: Feb 13, 2019 @ 10:17pm
Posts: 32