Factorio

Factorio

View Stats:
Oct 27, 2023 @ 4:00am
Friday Facts #382 - Logistic groups
< >
Showing 76-90 of 93 comments
WE CAN GO TO SPACE NOW?!?! ♥♥♥♥ I really need to finish this game lmao. never made it to space science yet
Olyvya Oct 30, 2023 @ 3:50pm 
I hope I am not screwed out of this expansion because I don't understand logistic networks at all. I've watched dozens of tutorials and I never have any idea what I am doing in the least. I can barely understand how the train signals work and even then its a crapshoot.
malogoss Oct 30, 2023 @ 9:56pm 
Originally posted by BlazedRogue:
I hope I am not screwed out of this expansion because I don't understand logistic networks at all. I've watched dozens of tutorials and I never have any idea what I am doing in the least. I can barely understand how the train signals work and even then its a crapshoot.

Logic circuits can be very simple. Start with a tank of heavy oil and a pump, with a red or green wire connecting them. Use that setup to send heavy oil to cracking only if the tank is near full.

Why? Because you want to keep some heavy oil available to make lubricant in priority. Only the excess should go to cracking.

How? Connect the tank and a pump with a wire. Click the pump. At the bottom you'll see its working condition. Set it to "heavy oil symbol" ">" "22500". Use the pump output as the only source of heavy oil for cracking.

No combinators needed, just a single wire. From there, take small bites, learn a little bit every time you load the game, try to do anything useful or silly with logic circuit. Make a lamp light up all the time. Then make it green all then time. Then make it red. Then make it red only when the accumulator it is connected to is not at full charge. Then make it blink. Then make it blink only when there's no iron plates on a belt where there should be iron plates. Then use a speaker instead of a lamp, to get an alarm triggered that will warn you wherever you are on the map. And then...

Small bites.

Here's a real good tutorial. It goes fast but it covers all basics.

https://www.youtube.com/watch?v=kWLKA5zRrQ0
Galileus Oct 31, 2023 @ 12:10am 
Originally posted by malogoss:
Originally posted by BlazedRogue:
I hope I am not screwed out of this expansion because I don't understand logistic networks at all. I've watched dozens of tutorials and I never have any idea what I am doing in the least. I can barely understand how the train signals work and even then its a crapshoot.

Logic circuits can be very simple.

... and it's unlikely you will need them in the expansion, judging from all we heard so far.
andreykl Oct 31, 2023 @ 2:57am 
Originally posted by Dr. Full Frontal:
... and it's unlikely you will need them in the expansion, judging from all we heard so far.
So far logic is second nature to train stops, oil cracking, nuclear reactors and couple other smaller things. It isn't strictly required but good luck automating a multi-reactor setup without logic).

Now project what we have with trains and reactors onto spaceships (because spaceships can have reactors). Logistics would be at least as complex as that of trains or even more so. My understanding is that resources are likely to travel both ways and having ships do one-way deliveries like trains do will be long and ineffective.

1. Pick up resources destination wants via rockets. 2. Stock on ammo, fuel or potential other consumables 3. Fly to the destination. 4. Unload. 5. Pick up resoruces 6. Resupply. 7. Travel back 8. Unload.

Seems like there will be at least some logic involved. Resuply I suspect is going to be particularly interesting since you probably don't want to start traveling unless you are sure you have full fuel tanks and enough ammo stocked, enough reactor fuel to last the trip (which you probably want to shutdown when in areas with enough light). And that is in a case of a self-resuplying ship (sans uranium), but is self resuplying ships the cheapest or practical early on? Or is it better to just transfer a bunch of ammo and liquids from a nearby space station (won't need rockets?) and bypass needing a lot of heavy industry that makes ship slow. How is that going to affect logic's complexity of very fast but short range ships?

And that's just spaceships. I imagine you don't want to sudenly lose whole logistic network on a remote planet due to running out of power and not knowing you did thus having to get creative with a spidertron or making a long trip via spaceship yourself once something goes wrong. Which means logic to notify you of issues before they happen, while you can do something about it remotely.
Last edited by andreykl; Oct 31, 2023 @ 3:18am
Galileus Oct 31, 2023 @ 5:05am 
Originally posted by andreykl:
Originally posted by Dr. Full Frontal:
... and it's unlikely you will need them in the expansion, judging from all we heard so far.
Snip

... and it's unlikely you will need them in the expansion, judging from all we heard so far.

Yes, circuits are great, that's why we get more circuits goodies. But it's perfectly fine to finish the game without them, and from what we know (SA aiming to be less hardcore space expansion compared to SE) it should not lock the progress behind them.
Randych Oct 31, 2023 @ 5:09am 
Originally posted by Dr. Full Frontal:
Originally posted by andreykl:
Snip

... and it's unlikely you will need them in the expansion, judging from all we heard so far.

Yes, circuits are great, that's why we get more circuits goodies. But it's perfectly fine to finish the game without them, and from what we know (SA aiming to be less hardcore space expansion compared to SE) it should not lock the progress behind them.
I wish we had not 2 wires but like 10, it would make many things better.
Stanley Paper Oct 31, 2023 @ 11:52am 
This update breaks a few mods: AAI Programable vehicles, dysonsphere, ironclad, disco science, party science, uranium gieger, programmable value wind turbines 2, cargo ships, kj horns, kux orbital cannon, dectorio, and inventory repair
RiO Oct 31, 2023 @ 2:33pm 
Originally posted by Stanley Paper:
This update breaks a few mods: AAI Programable vehicles, dysonsphere, ironclad, disco science, party science, uranium gieger, programmable value wind turbines 2, cargo ships, kj horns, kux orbital cannon, dectorio, and inventory repair

You probably meant to post this on the v1.1.94 announcement?
And not here?

Regardless; the update doesn't break those mods.
It 'breaks' ZK-lib, or rather: ZK-lib was doing something not-quite-supported wrt manipulating the prototype chain for entities, which broke with 1.1.94 and that breakage cascaded and in turn caused problems for all those other mods which were just doing their normal thing.

It's also already patched. Update ZK-lib.


Last edited by RiO; Oct 31, 2023 @ 2:36pm
Mugis Oct 31, 2023 @ 2:35pm 
woah we get descriptions now on combinators, it really IS year 2023

What's next? Labels for belts? Signposts? Wireless signals aka the internet?
Easier combinators? oh gawd
Last edited by Mugis; Oct 31, 2023 @ 2:39pm
2367826676 Oct 31, 2023 @ 5:15pm 
I want to ask why I couldn't find the building with that grip when I loaded the space exploration system? Is this the MOD for space exploration?
Galileus Oct 31, 2023 @ 9:16pm 
Originally posted by 2367826676:
I want to ask why I couldn't find the building with that grip when I loaded the space exploration system? Is this the MOD for space exploration?

It's an expansion and it will be out in a year or so.
EvgehaGames Nov 1, 2023 @ 11:09am 
ждём новые планеты и новых монстров )))))
ripwsp Nov 4, 2023 @ 10:06am 
Hejka mam problem z moim Save po ostatniej aktualizacji nie działają mi funkcje kosmiczne ani nie moge budować kosmicznych platform ani nic. wyskakuje tylko komunikat że n
Bsn12778 Nov 11, 2023 @ 1:01pm 
hope the logistics group can be toggled with circuits.
that would take it from an amazing feature to perfect.
< >
Showing 76-90 of 93 comments
Per page: 1530 50