Factorio

Factorio

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Sebine 16 DIC 2021 a las 6:08
Wow. Logistics are NOT worth it.
Just. Wow.

Just let me plug my damned personal roboport into the grid, so much simpler.


Logisitcs is clunky, requires you to rebuild your *entire base* around these 50x50 and 110x110 logisitics and construction areas

Which is really annoying.

rebuilt my entire power supply and storage and tried to use the personal roboports but they're slow charging

Tried using roboports and... what a ♥♥♥♥♥♥♥ mess.

Because the supply area is only 50/50 and 110/110 I have to continually pick up and move everything around to rebuild
Or build it around roboports
and I am not going to be forced to design my base around roboports.

To Hell With That.
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Mostrando 31-45 de 131 comentarios
brian_va 16 DIC 2021 a las 12:04 
Publicado originalmente por :(:
I have absolutely no idea why you people are still feeding the troll. You can't possibly be as bored as OP.
Just making sure the baby trolls have enough so they can grow up big and strong; reach their full potential.
RiO 16 DIC 2021 a las 13:16 
Publicado originalmente por Sebine:
Publicado originalmente por Hiigara:
Ah well, bit of rage is part of Factorio right? Its not about the gaming being wrong but the fault OP made himself and sometimes that is hard to digest.
Ah yes, it's the PLAYERS fault the roboport is clunky and poorly designed.

Except it's not clunky and it's not poorly designed. You're just misusing it. And you're refusing to listen to others trying to teach you how to use it and have it work for you, rather than against you.

You know what all of this reminds me of? Preschool toddler failing to jam a square peg through a round hole and having a temper tantrum, complete with flipping the table.

Take a few steps back; take a deep breath; calm down; and re-read the thread before you continue to make a fool of yourself.
Última edición por RiO; 16 DIC 2021 a las 13:20
Sebine 16 DIC 2021 a las 13:37 
Publicado originalmente por RiO:
Publicado originalmente por Sebine:
Ah yes, it's the PLAYERS fault the roboport is clunky and poorly designed.

Except it's not clunky and it's not poorly designed. You're just misusing it. And you're refusing to listen to others trying to teach you how to use it and have it work for you, rather than against you.

You know what all of this reminds me of? Preschool toddler failing to jam a square peg through a round hole and having a temper tantrum, complete with flipping the table.

Take a few steps back; take a deep breath; calm down; and re-read the thread before you continue to make a fool of yourself.

"This reminds me of"
Mmm smells like projecting.

I'm glad you're mad, stay mad.
knighttemplar1960 16 DIC 2021 a las 13:49 
Publicado originalmente por Sebine:
The part about Spidertrons that annoys me is they require 2 PFRs to create
But don't inherently generate power... wtf!? Surely there's excess production when the bloody thing is sitting still.


Logistics robots area (the red) is only 50/50, how are you getting 250/250?
It depends on how you look at it. In your power armor an exo skeleton uses 200 Kw so the built in 4 exoskeletons are using 800 KW of the 1,500 KW generated by the built in PFRs. Plus you have spidertrons massive health (its going to take a lot of energy to move all that mass) you have the 2 radars, the automated fire control system, and the com system that lets you use a remote and spidertron is the only vehicle that doesn't require additional fuel to move. I suspect that those things use up all the power from the built in PFRs.

To expand a logistic network you just have to place the orange areas of the roboport so that they just touch or even overlap. In this bot based smeltery you can see how I've designed it. I solve the limited charging port issue by having long rows of roboports placed perpendicular to the robots anticipated line of travel. This smeltery is beaconed and uses 5,000 logistic bots when its running at full capacity. 45 ore per second as an input (or out put) isn't sufficient and I have 3 of these smelteries just for copper in this 1000+ science per minute mega base.
https://steamcommunity.com/sharedfiles/filedetails/?id=2684215303
This is one of the three nuclear plants that keeps it all running:
https://steamcommunity.com/sharedfiles/filedetails/?id=2620119878
My construction Spidertrons are set up like this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2684215387
They are admittedly slow but they can take and defend the territory they are going to be building in with their rockets. All I have to do is Shift left click a blue print and use a remote to send them on their way. I use a group of about a dozen of them with their logistic requests set to fill up every thing I need to build a sub factory. When they are done building a project I bring them back to the supply area of the base and the logistic system refills them and I trash the wood, stone, and coal. The wood gets sent to a requester that has an inserter that feeds it to a wooden chest. Any time I walk by and its full I just shoot the wooden chest to get rid of the extra wood. The stone and coal get moved elsewhere to be used for other things.

When I set up my initial bus for my main factory I have always left a gap of 4 tiles between the belts so I can pull off the outside belts and run it under the bus. That 4 tile gap later on is what allows me to put roboports in for logistics in the main supply area.
https://steamcommunity.com/sharedfiles/filedetails/?id=2553803263

When I build banks of machines that feed from the bus I leave a row of 4 tiles perpendicular to the bus. That allows me to add supplementary belts supplied by trains below the banks of machines for when my draw gets too quick late game and coincidentally allows me to use underground belts at strategic points to include roboports in the late game design.
https://steamcommunity.com/sharedfiles/filedetails/?id=2619349339
Última edición por knighttemplar1960; 16 DIC 2021 a las 13:50
Sebine 16 DIC 2021 a las 14:05 
Publicado originalmente por knighttemplar1960:
Publicado originalmente por Sebine:
The part about Spidertrons that annoys me is they require 2 PFRs to create
But don't inherently generate power... wtf!? Surely there's excess production when the bloody thing is sitting still.


Logistics robots area (the red) is only 50/50, how are you getting 250/250?
It depends on how you look at it. In your power armor an exo skeleton uses 200 Kw so the built in 4 exoskeletons are using 800 KW of the 1,500 KW generated by the built in PFRs. Plus you have spidertrons massive health (its going to take a lot of energy to move all that mass) you have the 2 radars, the automated fire control system, and the com system that lets you use a remote and spidertron is the only vehicle that doesn't require additional fuel to move. I suspect that those things use up all the power from the built in PFRs.

To expand a logistic network you just have to place the orange areas of the roboport so that they just touch or even overlap. In this bot based smeltery you can see how I've designed it. I solve the limited charging port issue by having long rows of roboports placed perpendicular to the robots anticipated line of travel. This smeltery is beaconed and uses 5,000 logistic bots when its running at full capacity. 45 ore per second as an input (or out put) isn't sufficient and I have 3 of these smelteries just for copper in this 1000+ science per minute mega base.
https://steamcommunity.com/sharedfiles/filedetails/?id=2684215303
This is one of the three nuclear plants that keeps it all running:
https://steamcommunity.com/sharedfiles/filedetails/?id=2620119878
My construction Spidertrons are set up like this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2684215387
They are admittedly slow but they can take and defend the territory they are going to be building in with their rockets. All I have to do is Shift left click a blue print and use a remote to send them on their way. I use a group of about a dozen of them with their logistic requests set to fill up every thing I need to build a sub factory. When they are done building a project I bring them back to the supply area of the base and the logistic system refills them and I trash the wood, stone, and coal. The wood gets sent to a requester that has an inserter that feeds it to a wooden chest. Any time I walk by and its full I just shoot the wooden chest to get rid of the extra wood. The stone and coal get moved elsewhere to be used for other things.

When I set up my initial bus for my main factory I have always left a gap of 4 tiles between the belts so I can pull off the outside belts and run it under the bus. That 4 tile gap later on is what allows me to put roboports in for logistics in the main supply area.
https://steamcommunity.com/sharedfiles/filedetails/?id=2553803263

When I build banks of machines that feed from the bus I leave a row of 4 tiles perpendicular to the bus. That allows me to add supplementary belts supplied by trains below the banks of machines for when my draw gets too quick late game and coincidentally allows me to use underground belts at strategic points to include roboports in the late game design.
https://steamcommunity.com/sharedfiles/filedetails/?id=2619349339

♥♥♥♥♥♥♥♥♥.

That is seriously impressive.
Much more impressive than empty bragging about setting up 2k solar panels.

You mind adding me so we can talk further about this?




The Logistics Network could use a tutorial

Hey, that's an idea! One of these Condescending Prick Elitists like Pun could stand to build a tutorial map "mod" or "scenario" to teach us lesser beings all their otherworldly knowledge about the superiority of logistics networks, since Pun is *such* an expert, though the evidence shows he's not.

Fat chance of that happening, Pun is *much* more mouth than action.
astrosha 16 DIC 2021 a las 15:06 
As others have said, you can merge the logistics network (the smaller effect square) of roboports by making sure that those squares are at leas close enough to touch. This allows yo to have much larger bot networks than what one roboport can provide. So why only use one roboport?

This is both a good thing and a bad thing. It is a good thing because it means that you can build the network large enough to cover building, demolition, and rebuilding projects for you.

It is a bad thing because you usually find that the bots assigned the jobs are the ones at the far end of the network.
PunCrathod 16 DIC 2021 a las 15:22 
Publicado originalmente por Sebine:
Hey, that's an idea! One of these Condescending Prick Elitists like Pun could stand to build a tutorial map "mod" or "scenario" to teach us lesser beings all their otherworldly knowledge about the superiority of logistics networks, since Pun is *such* an expert, though the evidence shows he's not.

Fat chance of that happening, Pun is *much* more mouth than action.
I don't understand why you have to be so hostile.

Also why on earth would I waste my time making something youtube is already full of. Just 10 seconds of google and https://www.youtube.com/watch?v=6_zKJa3K5-E here you go a 22 minute video that covers everything you need to know about the subject. And here is a 50 minute one https://www.youtube.com/watch?v=J1it6DcLWjI . If those are not enough for you then that is your problem.

But since I am such a nice guy I will make a mini tutorial anyway. So here.

First thing to do is to notice that when you place two roboports close enough that their red area touches each other they will link. All linked roboports are part of a single network.

And if there are items in logistics chests then logistic bots and construction bots that are on that network can move and use those items.

A robot can go anywhere inside this network. Not just the roboport it was put in.

So if there are solar panels in a provider chest somewhere on the network and you put down a blueprint with solar panels somewhere the network covers then any construction robot in any roboport of that network can go to the provider chest and pick up those solar panels and then go to the blueprint and put the solar panels there.

The more roboports and construction/logistic bots you have the more things they can do at once. And the only limit on how many of those you can have is how good your computer is. The only technical limit on their speed is that each tick only 5 new construction jobs can be started or 1 alert is made for a construction job that is missing an item or free construction bot. Which ever comes first.

And if you automate the production of bots you can use an inserter to put them into a roboport to automatically increase the amount of bots your network has. And if you automate the production of the buildings you use and use an inserter to put them into a provider chest you don't even have to worry about if they have enough items. When your factory produces something that is missing from the network and puts it into a provider chest your robots will soon go and pick up that item and place it where you ordered it with your blueprint.

Construction bots can build anything you want. Incuding more roboports. So if you put a roboport into a blueprint they will build that roboport for you. If you put a 2000 solar panels into a blueprint they will build that for you too. This way you can even build entire bases with a single click.

Have fun watching your factory grow faster and faster until eventually your computer can't handle all the stuff happening anymore.

Edit: Just to clarify. You don't have to move the provider chests or roboports. Just build more roboports and expand the network to a wider area. Also all of this was covered by the in game tutorials.
Última edición por PunCrathod; 16 DIC 2021 a las 15:27
Overeagerdragon 16 DIC 2021 a las 16:34 
Publicado originalmente por Sebine:
Publicado originalmente por PunCrathod:
I don't understand why you have to be so hostile.

But since I am such a nice guy I will make a mini tutorial anyway. So here.

You remind me of a used car salesman.
So modest.

But since I am such a nice guy I will make a mini tutorial anyway. So here.
How to make friends: Stop being yourself. Your mother lied to you.

it's not like you were hellping your case from how you started out...many commenters replied to your initial post with a kind word about how you clearly didn't understand the fundamentals of how robo-logistics work.

Having said that; here's my 2 bit without trying to sound too condescending

Factorio is all about planning for the future...as such it sounds like you just unlocked robo-logistics because many players don't plan their bases around roboports; they leave space for them to be integrated into their (already) existing plans OR they deal with having to double up on ports in some places. The achievement isn't there because it's a hard thing to do....it's because robo-logistics simplify things SO much there was talk in the past about removing them entirely with people building bases that had no belts or trains at all anymore in favour of robo-logistics. It's quite easy to see why as well because if you build your base correctly it's easy to have a base operated strictly on robo-logistics (I myself build a stresstest base around them with over 500K robo's doing all the work). In addition to that there's plenty of examples out there on YT on self-replicating bases (through recursive blueprints) or people building chunk-based.

Near my endgame I hardly do anything myself anymore...I'm just a deliverymethod for blueprints and I work from the radar overlay. Why would I want to spend a 5minute traintrip or a 15 minute walk to some far-edge of my base when I can just plop a blueprint there from the radarview and then have it completely built and operational in the time it would've taken me to travel there.....Mods like FARL and Angel's CAB make this even easier and if I were to actually invest in Recursive blueprints I doubt I would have to do anything at all anymore from the moment I unlock robo-logistics

So with all due respect....I don't think you understand how to work with robo's....

on the macro-level
https://www.youtube.com/watch?v=xF--1XdcOeM&t=62s&ab_channel=NiftyManiacFactorio

on the micro-level
https://www.youtube.com/watch?v=9dzQge6pe2o&t=26s&ab_channel=DaveMcW

on the macro-level (without recursive blueprints)
https://www.youtube.com/watch?v=dY2nxVNBHQs&ab_channel=Vueltero
Sebine 16 DIC 2021 a las 16:57 
Publicado originalmente por Overeagerdragon:
it's not like you were hellping your case from how you started out...many commenters replied to your initial post with a kind word about how you clearly didn't understand the fundamentals of how robo-logistics work.

Having said that; here's my 2 bit without trying to sound too condescending

Factorio is all about planning for the future...as such it sounds like you just unlocked robo-logistics because many players don't plan their bases around roboports; they leave space for them to be integrated into their (already) existing plans OR they deal with having to double up on ports in some places. The achievement isn't there because it's a hard thing to do....it's because robo-logistics simplify things SO much there was talk in the past about removing them entirely with people building bases that had no belts or trains at all anymore in favour of robo-logistics. It's quite easy to see why as well because if you build your base correctly it's easy to have a base operated strictly on robo-logistics (I myself build a stresstest base around them with over 500K robo's doing all the work). In addition to that there's plenty of examples out there on YT on self-replicating bases (through recursive blueprints) or people building chunk-based.

Near my endgame I hardly do anything myself anymore...I'm just a deliverymethod for blueprints and I work from the radar overlay. Why would I want to spend a 5minute traintrip or a 15 minute walk to some far-edge of my base when I can just plop a blueprint there from the radarview and then have it completely built and operational in the time it would've taken me to travel there.....Mods like FARL and Angel's CAB make this even easier and if I were to actually invest in Recursive blueprints I doubt I would have to do anything at all anymore from the moment I unlock robo-logistics

So with all due respect....I don't think you understand how to work with robo's....

on the macro-level
https://www.youtube.com/watch?v=xF--1XdcOeM&t=62s&ab_channel=NiftyManiacFactorio

on the micro-level
https://www.youtube.com/watch?v=9dzQge6pe2o&t=26s&ab_channel=DaveMcW

on the macro-level (without recursive blueprints)
https://www.youtube.com/watch?v=dY2nxVNBHQs&ab_channel=Vueltero


My problem is that Factorio seems to be a game about efficiency and there's nothing efficient about tearing your base down to scraps to rebuild it around roboports.

I unlocked and ignored logistics because it wasn't required.
It didn't help with anything.
"Build 500 ports, 50,000 robots and replace all your chests"
*Why?*
I've launched two rockets without logistics and attempting to use it to streamline rebuilding my accumulator farm was ANYTHING but easy.

I'd need to rebuild the farm *around the roboports* to make the farm "self build"
But even then I'd have to lay out ports and build robots and ♥♥♥♥♥♥♥♥♥, I already have the accumulators and substations, why would I go through extra effort?


As I said, my first 3 achievements were Lazy, NoLogic and Win the Game
I'm used to sitting around while the game does something, because that's what you do with LB.



Yes, people are helping, like Fel.
But words are words.
That doesn't really show me how Logistics works in a PRACTICAL manner.


"If you wanna know how the game plays watch a Let's Play video."
-An actual argument against demo versions of games

*So helpful*

But I'll check out the videos you linked.
Lunacy 16 DIC 2021 a las 17:23 
Put all your stuff in an active provider chest.
Boom, all the stuff you want to be in the grid is now in the grid.
Cats_In_Love 16 DIC 2021 a las 17:29 
Publicado originalmente por Sebine:
Just. Wow.

Just let me plug my damned personal roboport into the grid, so much simpler.


Logisitcs is clunky, requires you to rebuild your *entire base* around these 50x50 and 110x110 logisitics and construction areas

Which is really annoying.

rebuilt my entire power supply and storage and tried to use the personal roboports but they're slow charging

Tried using roboports and... what a ♥♥♥♥♥♥♥ mess.

Because the supply area is only 50/50 and 110/110 I have to continually pick up and move everything around to rebuild
Or build it around roboports
and I am not going to be forced to design my base around roboports.

To Hell With That.

Sorry to hear that. Perhaps there is a different game more suited to your particular tastes.
Sebine 16 DIC 2021 a las 17:33 
Publicado originalmente por Cats_In_Love:
Elitist whining
Hey look, another elitist prick.
HEY PUN, I FOUND YOU A FRIEND!

Actually this guy seems to be much more of a prick than you.

"HoW dArE yOu NoT lIkE lOgIsTiCs!"
Última edición por Sebine; 16 DIC 2021 a las 17:35
Cats_In_Love 16 DIC 2021 a las 17:57 
Publicado originalmente por Sebine:
Publicado originalmente por Cats_In_Love:
Elitist whining
Hey look, another elitist prick.
HEY PUN, I FOUND YOU A FRIEND!

Actually this guy seems to be much more of a prick than you.

"HoW dArE yOu NoT lIkE lOgIsTiCs!"

Um..... I do believe you are 1) not quoting and 2) confused.
Overeagerdragon 16 DIC 2021 a las 18:00 
From the comments you left on my profile it looks like you enjoyed the video's I posted in my last post.

It took me a while when I first started out to see the use in robo-logistics too and I was very much in the same position you were in. Some tips from my end.

Overlapping robo-ports area of influence doesn't hurt you much; their passive draw is not that high and as long as robo's aren't actively charging an extra roboport here and there just to cover a deadzone won't hurt your powerusage much as they only spike when robo's actually charge at them.

Once you unlock robo's you might be best suited to start building seperate blueprints that incorporate them until you are more experienced in using them. Remember that they don't have to cover assemblers....all that matters is that they cover the chests....or at least at the start this is important to remember.

Once you get more experienced you can use segregation zones where the logistical area's don't overlap and then build seperate logistical zones to make more efficient use of the total amount of logi-robo's in any sector whilst covering your entire base in such a way the constructo-robo's can reach any nook and cranny.

KoS has some excellent guides on roboport usage in her megabase series.

don't give up though....there's a LOT in factorio that seems really trivial and/or uninteresting at the start because you don't know how powerful they can actually be employed. Underground beltbraiding is one of those thing, logic networking is another and robo-logistics is definitely another.

EDIT: Btw...your suit CAN be tied into the network via your trash slots and remote ordering slots but you don't want to do that as a constant or you just turn yourself into a moving buffer chest.... I would like to think the engineer has more value than that xD
Última edición por Overeagerdragon; 16 DIC 2021 a las 18:03
astrosha 16 DIC 2021 a las 18:05 
If you think that picking everything up and having to rebuild is lunacy (or idiocy), have you considered leaving the old base up to supply you with machinery with which to assemble a new, better-designed factory?

Bot or belt driven, you do not need to tear everything down in order to build anew. You need only move to a new area and build.
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Publicado el: 16 DIC 2021 a las 6:08
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