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There are some potential issues with this solution, as the planet may not required as much of an item as the platform is currently carrying so the cargo may take a long time to get to 0. With this in mind you can add a time passed additional condition for the platform to consider as well before moving to its next destination.
I've used time passed instead of inactivity but if the time is too short all needed drops may not be made. If too long it sits there waiting when it could be on the way back.
I've tried any of the items = 0 but it goes back as soon as one of the drops is complete when it still has requested items on board left to drop.
I could make one platform per item but that gets expensive.
Make a logistics group, and put the items the ship is carrying.
On the planet;
set up the following;
roboport -> Arithmetic combinator -> decider combinator -> cargo landing pad
Constant combinator / (connected to the same point as the decider
comb)
The roboport must be set to read logistic network content.
The Arithmetic combinator needs to multiply by -1 (*-1)
The decider combinator set to input EACH > 0 (more than 0) and output EACH as input count
The Constant combinator must contain the logistics list that is also present on the ship.
In short what this does.
You logistics contents will be set to the negative, (if you have 100 green circuits, it will say its -100)
The Constant combinator sents the list of items of what you want to drop on the planet.
The Arithmetic combinator subtracts from both sources, and only shows what is not present in the network.
If you have enough cargo pads on the ship and planet. a stop only takes 5 seconds and all requests are filled.
I hope this makes sense, as i was typing it while having dinner and working at the same time :P
Also, dont forget to set the cargo landing pad to set request
Oh, and a bonus,
you can put multiple lists in, so effectively you controll all logistics on multiple ships by maintaining 1 simple list.
Most ships are on 10-15 min timer. Planets need to be setup to be able to transfer resources in that time and have enough buffer planetside to sustain production for at least time required for shipe to come with new delivery.
It is not "elegant" solution but I've not hit at any point problem with ship setup that way.
If enough resources cannot be send up to fill cargohold with all requests then I need more rockets being lunched and I need to expand those. As if ship is requesting that much then it also means some planet is empting cargohold.
If I run out of resources/buidlings delivered by ship then either ship needs to bring more each trip or I need bigger buffer (ship brings enough but planet is not accepting all).
If ship leaves before droping all resources but production is fully sustained then it doesn't matter. It will just pick up less on next trip but still comeback with full cargo.
If it is something that might be needed in huge quanity but rarely (like belts, drills etc) then planets need to have buffer of that (for example I set buffer chests that will request 10k of belts) but ship carries way less each trip. Reasnobly I will have enough for expansion, even with bigger project and ship should restore all before I will need it again.
Obvious downside is that ship is often carring more of some stuff than is currently needed, as it is setup to carry usual "peak demand", but making ship hold a bit bigger to compensate for it is close to no cost in the end.
I don't want my interplanetary supply ships to loiter in orbit dropping 2 calcite, and they will if you aren't careful.
I wish I could flag specific items for unloading and not others.
Anyway, I go with the timer method too (with a check for ammo supply). Better to keep things running.
But you can flag a planet. Instead of having no rule for say Nauvis, you can request calcite from it. That way it will not drop anything below the minimum threshold. You can make a rule for every planet but it requires a different category for each. Of course on a downside Nauvis could send rockets of calcite up there, or maybe it's not a downside...
And their point is to make frequent trips and not carry a ton of cargo all at once so there's plenty of room. Also to make sure every single planet has a stack of recyclers, em plants, foundries, big drills, stack inserters, etc so I can build a bit without worries.
Good tip about the requests though, that should stop the calcite problem.
Here's what I'm talking about.
https://steamcommunity.com/sharedfiles/filedetails/?id=3369464193
I could fit more cargo but I'd need to move stuff to maintain cargo hold symmetry and I don't really care.
The first design had even less belts but I moved the fuel chem plants away for some reason.
I also bring back 20k lava science, artillery cannons green belts and 60 big miners give or take.... I'm going to planet 3 soon 🤣 I swear it!
I gave up symmetry after 2 failed attempts 🤣 now I just got a beast block thay could transport the corpse of a dead planet if I needed to
edit the space truck!!!
https://imgur.com/a/nwbcTM1