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Friday Fun Thread for November 15, 2024

Be advised: this thread is not for serious in-depth discussion of weighty topics (we have a link for that), this thread is not for anything Culture War related. This thread is for Fun. You got jokes? Share 'em. You got silly questions? Ask 'em.

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..yeah it's definitely not a game for people with both kids and time-consuming jobs. Unless they know it there and back and can just speed run it - something like 75% of the time is just tweaking stuff.

I joined up the game after seeing the ad. I've been meaning to use use it to finally build up my vanilla megabase using circuit-logic based crude train logistic network I never finished.

It's really simple, based on I think Nilaus's video for inspiration and I'm not sure if it'll scale to the skies but we'll see.

There's 3 kinds of stations: intake (train gets unloaded, source where it gets loaded, and depot where it is if nothing is needed to get done).

Intake station is open if all is true:

  1. it's missing enough of a resource
  2. there's enough of a supply (green wires)

Source station is open if all is true:

  1. there's enough demand (red wires)
  2. it has enough to fully load 1 train

It's not that efficient, but it does work. The big problem was first time around I never really settled on a single design for the circuits so I had a whole mess and couldn't keep track of which actually worked. Solved that problem...

Looking at Factorio blog that came up since, it seems you can just now get away with 2 types of trains: liquid and item ones. https://factorio.com/blog/post/fff-389

The train logistics rework has changed things massively, and the new systems are going to be radically different and much fancier.

It's unfortunate the space logistics came out so half baked. I think that's going to get reworked, because a lot of high profile players have been complaining at talking to the devs about it.

It seems perfectly adequate... ? Within the simplified framework of the game. Obviously you'd try to use reusable vehicles if possible etc, but .. operations-wise it seems okay.

You can just add some circuit logic to it and it's golden. Doesn't ask for more stuff than there is etc.

The only downside is only one cargo pad per surface and that IMO there's no materials requirement for getting stuff down.

Unless they've fixed it, a space platform asking for 2 inserters, 1 blue inserter and a combinator will get a full rocket load of each. And there's not a way to set the load with combinators.

You mean you can't custom-load rockets with multiple things using circuit combinators because.. there's no way of accessing Space Platform demands ?

near as I can tell, the best way to handle things at the moment is to go to your platform, make a note of all the things you need, then place a requester chest on the ground one space away from the rocket, set requests for the items and amounts, wait for them to be delivered, replace the requester with a steel chest, add an inserter, and then launch the rockets until the chest is empty. There's probably a way to do it better with circuit networks, but getting the correct amounts into the rocket is a pain to do manually, and you need to switch to the platform and open the hub to get a summary of what is actually needed. It definitely could use some serious improvement.

There might be a way to do it better with combinator witchcraft, but I do not worship Satan.

Seems like a small matter.

Honestly with how generous the game is and the benefits to scaling, this doesn't seem like a big deal. If you're exporting stuff, it's single commodities. If you're exporting components for ship, you're probably wanting to get enough for spares and all that so..

It is. The rest of the game is just absurdly good, and I'm confident they'll iron this part out in short order in any case. I've made it to Vulcanus, and am figuring out the smelting system in preparation to World War Worm. It's amazing how much better things have gotten from what I previously would have sworn was the perfect game.

The combinator witches have been complaining because the system doesn't expose a way for them to do it either, which is encouraging because those are the people with a direct line to the devs. Plus the spedrunners who are just as frustrated by it.

It's not the only half baked thing about the rocket logistics either. They had to quickly fix a frequent double launch bug, where stuff would get requested again after delivery.
You get the feeling from this and the dev log that a lot of stuff was being worked on (and fought over) right up until release day, like the last minute "better to ask forgiveness" change to the entire fluid system.

Typical "team expands, collaborative consensus management style fails to adapt" stuff.