Factorio

Factorio

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Zentaki Jan 5, 2019 @ 8:10pm
Chest reserved slots
So i was having a problem would only be solved if the chests could reserve the slot for the item.(that means i don't wanna use the circuit system logic of the game to do such thing, keep reading and you find why)

As the game already have means to do so it would be very easy to implement it.

So any chests, i could select any of it's slot to mark as reserved.

How it would work?

1 - right click in the desired slot.
2 - a window will popup for you to select the item you wish to reserve the place for.

Now if i have a belt with 2 types of items and need to make a buffer with a chests i can now mark one slot to hold one of the 2 items and then mark another slot to hold the other item.

I know you could do the with circuit system in game, but i think such a need as this should really be a chest function. It will simplify things and let the circuit system for more comlicated things.

And its supposed to be able to reserved each slot or even right clicking it and drag would select a group of slots to be reserved.

I think this will be an awesome feature.
Last edited by Zentaki; Jan 5, 2019 @ 8:11pm
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Showing 1-8 of 8 comments
KatherineOfSky Jan 5, 2019 @ 8:30pm 
If you really want to simply things, you can always just use two separate chests :-)

Circuits are a VERY easy option for this function.
Last edited by KatherineOfSky; Jan 5, 2019 @ 8:32pm
Killcreek2 Jan 5, 2019 @ 8:34pm 
This has been suggested a few times, but devs don't want to hand-hold the players too much by adding "easy-mode" features (& which only affect a niche situation, for a small number of players).

& it can already be done in vanilla rather easily (1x constant combi), as you pointed out:
Originally posted by Zentaki:
I know you could do the with circuit system in game
Alternatively, you can filter cargo wagon slots & use those instead of chests, if you prefer.
Zentaki Jan 6, 2019 @ 5:56am 
Originally posted by KatherineOfSky:
If you really want to simply things, you can always just use two separate chests :-)

Circuits are a VERY easy option for this function.
You are crazy.
Using 2 chests will occupy more place, use more inserter etc.
Simple way it to have a reserved slot in chests. It will open more possibilities in game.

Originally posted by Killcreek2:
This has been suggested a few times, but devs don't want to hand-hold the players too much by adding "easy-mode" features (& which only affect a niche situation, for a small number of players).

& it can already be done in vanilla rather easily (1x constant combi), as you pointed out:
Originally posted by Zentaki:
I know you could do the with circuit system in game
Alternatively, you can filter cargo wagon slots & use those instead of chests, if you prefer.


The solution will use probably more than 6 grids.
The suggestion to reserved slots will never use more than 3.

It is easy to implement. And it is not about hold hands, its about a feature to make things more compact . It will open up new possibilities specially if combining it with the logic system.

No reason to really why not do it!

Devs could just add this feature and take it away if wanted.
Either way the logic is really needed just for stuffs like trains loads/unloads and robots creation control.
Really the game does not ask more use then that. though of course you can create many complex things. But the average of ppl will probably not.(nor even will try to use it).

No need to fear such a feature will break the use of circuit logics in the game. Because if you think that way why the chests have a limiter in the first place? as your way to think it should not have that, player need to use the logic system to limit the usage of slots in chests.

The thinking of reserved slots, is to solve the problem when you want to be compact and use just 1 chests 2 insertes(one to put another to take), where it takes 2 items from a belt. Because you can have 2 items in the belt and seting a chests to limit it for 2 slots 1 for each item htere is no simple way tp make sure the chests will have each slot filled with each item.

So not making the feature will just block the possibilities.

Instead of trying to stop me, why not join me? and as said, this was already suggested. Guess it was not stressed enough then!!
Last edited by Zentaki; Jan 6, 2019 @ 5:56am
KatherineOfSky Jan 6, 2019 @ 4:08pm 
Originally posted by Zentaki:
Originally posted by KatherineOfSky:
If you really want to simply things, you can always just use two separate chests :-)

Circuits are a VERY easy option for this function.
You are crazy.
Using 2 chests will occupy more place, use more inserter etc.
Simple way it to have a reserved slot in chests. It will open more possibilities in game.

Originally posted by Killcreek2:
This has been suggested a few times, but devs don't want to hand-hold the players too much by adding "easy-mode" features (& which only affect a niche situation, for a small number of players).

& it can already be done in vanilla rather easily (1x constant combi), as you pointed out:

Alternatively, you can filter cargo wagon slots & use those instead of chests, if you prefer.


The solution will use probably more than 6 grids.
The suggestion to reserved slots will never use more than 3.

It is easy to implement. And it is not about hold hands, its about a feature to make things more compact . It will open up new possibilities specially if combining it with the logic system.

No reason to really why not do it!

Devs could just add this feature and take it away if wanted.
Either way the logic is really needed just for stuffs like trains loads/unloads and robots creation control.
Really the game does not ask more use then that. though of course you can create many complex things. But the average of ppl will probably not.(nor even will try to use it).

No need to fear such a feature will break the use of circuit logics in the game. Because if you think that way why the chests have a limiter in the first place? as your way to think it should not have that, player need to use the logic system to limit the usage of slots in chests.

The thinking of reserved slots, is to solve the problem when you want to be compact and use just 1 chests 2 insertes(one to put another to take), where it takes 2 items from a belt. Because you can have 2 items in the belt and seting a chests to limit it for 2 slots 1 for each item htere is no simple way tp make sure the chests will have each slot filled with each item.

So not making the feature will just block the possibilities.

Instead of trying to stop me, why not join me? and as said, this was already suggested. Guess it was not stressed enough then!!

I am not "crazy". Your suggestion that your solution is "easier" than circuits, and that "circuits should be left for more complicated things" sounds to me that you have no idea how they work and don't wish to learn. You can easily wire up a chest to accept X number of product 1 and x number of product 2. Simple.
Zentaki Jan 6, 2019 @ 4:38pm 
ok make a solution for that , to reserve 2 diferent items in a chest buffer with only one inserter.
Ah and have another problem can't use anything else , like you have just 2 grids on the groud to do so.

And like i said i use the system for many solutions, but reality is that they proved more useful for a number of things while other things it really has no need at all.

An less you wanna construct something really special inside factorio like a led screen or make even a game with it. Which it is very instresting to do so. The logic system in the game is solid as far as i could learn about it.
Last edited by Zentaki; Jan 6, 2019 @ 4:38pm
KatherineOfSky Jan 6, 2019 @ 5:33pm 
Originally posted by Zentaki:
ok make a solution for that , to reserve 2 diferent items in a chest buffer with only one inserter.
Ah and have another problem can't use anything else , like you have just 2 grids on the groud to do so.

And like i said i use the system for many solutions, but reality is that they proved more useful for a number of things while other things it really has no need at all.

An less you wanna construct something really special inside factorio like a led screen or make even a game with it. Which it is very instresting to do so. The logic system in the game is solid as far as i could learn about it.
One inserter wouldn't work in ANY case, since the inserter would only pull from the near side of the belt. Once it fills one filter, it will hold the next item above the chest, and will not go back to the belt to get anything else.

The output inserter will take from the LAST TILE in the chest, so effectively it would only output one ingredient.

If you check YT, you will see MANY MANY complex and wonder combinator designs that work with the current system.

Perhaps you should learn to use it properly.
Zentaki Jan 6, 2019 @ 9:02pm 
Originally posted by KatherineOfSky:
One inserter wouldn't work in ANY case, since the inserter would only pull from the near side of the belt. Once it fills one filter, it will hold the next item above the chest, and will not go back to the belt to get anything else.
I forgot that, its true. The inserter will lock up. And eventually will need to make use the logic to fix this issue. It was so useful in my head back then. Now not so much.
Killcreek2 Jan 7, 2019 @ 1:07am 
I forgot to mention earlier, but you can use cars (or tanks) instead of the train wagons, as their inventory can also be filtered. Tile footprint is roughly similar to using 2x in & 2x out inserters around a chest + constant combi.



Originally posted by Zentaki:
Originally posted by KatherineOfSky:
One inserter wouldn't work in ANY case, since the inserter would only pull from the near side of the belt. Once it fills one filter, it will hold the next item above the chest, and will not go back to the belt to get anything else.
I forgot that, its true. The inserter will lock up. And eventually will need to make use the logic to fix this issue. It was so useful in my head back then. Now not so much.

Technically... this is possible, but the circuit required to have 1x in plus 1x out inserter moving 2x item types independantly would be rather bigger the moving parts. (Throughput may be abysmal too, if it required the inserter hand size limited to 1 item per swing. I think this can be avoided by using a few extra combis though.)
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Date Posted: Jan 5, 2019 @ 8:10pm
Posts: 8