[DLC] Сargo landing pad

Place to discuss the game balance, recipes, health, enemies mining etc.
User avatar
ALDK
Inserter
Inserter
Posts: 21
Joined: Sun Oct 27, 2024 3:29 pm
Contact:

[DLC] Сargo landing pad

Post by ALDK »

Why in game i can place only 1 cargo pad per surface?
Why was this restriction made?

If I want to bring a lot of resources from another planet, the most difficult thing will be to get them to the right places.
I'm afraid to imagine what will happen when I build city blocks and my base will be 10k x 10k chunks

maybe add opportunity build a lot landing pads?

Here is a mod that solves this problem:
https://mods.factorio.com/mod/a_lot_of_cargo_pads
ezylot
Burner Inserter
Burner Inserter
Posts: 9
Joined: Tue Feb 26, 2019 8:08 pm
Contact:

Re: [DLC] Сargo landing pad

Post by ezylot »

I can only speculate why it was descided like this, but I think it would destroy quite some logistical challenges when you can basically teleport items around by sending them to space at your production site and dropping them wherever you want on the whole map.
shopt
Fast Inserter
Fast Inserter
Posts: 118
Joined: Tue Jul 13, 2021 9:07 am
Contact:

Re: [DLC] Сargo landing pad

Post by shopt »

In https://factorio.com/blog/post/fff-382 they outright confirmed that the logistics get too easy if you can have more than one per surface. So that's why they have this mandatory logistics bottleneck.
User avatar
ALDK
Inserter
Inserter
Posts: 21
Joined: Sun Oct 27, 2024 3:29 pm
Contact:

Re: [DLC] Сargo landing pad

Post by ALDK »

ezylot wrote: Tue Oct 29, 2024 9:59 am I can only speculate why it was descided like this, but I think it would destroy quite some logistical challenges when you can basically teleport items around by sending them to space at your production site and dropping them wherever you want on the whole map.
What's stopping me in real life from sending resources into space and dropping them anywhere in the world? Flight duration to a certain point. Why isn't this limited in a way that will allow the base to be expanded?
User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 3019
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: [DLC] Сargo landing pad

Post by BlueTemplar »

Because gameplay > realism.

https://factorio.com/blog/post/fff-417
Regarding the landing pads, you can see one of the problems of the original design, where every landing pad was individually accepting some cargo from space. This had 3 main problems:

It was very annoying to manage each of the item requests individually.
Since the landing pads were not logistic providers yet, we tended to have this repeated pattern of landing pad → passive provider chest everywhere.
Since you could build landing pads anywhere, it felt a little bit too cheesy, to be able to drop items from space anywhere needed. This is one of the reasons why now we have just one expandable landing pad per planet.
Image
Bare-bones Gleba with early landing pads and way too many harvestable types of plants.
BobDiggity (mod-scenario-pack)
Panzerknacker
Fast Inserter
Fast Inserter
Posts: 234
Joined: Mon Aug 22, 2022 5:27 am
Contact:

Re: [DLC] Сargo landing pad

Post by Panzerknacker »

Maybe if er can find a way to make it more managable with the logistic system we can have more landing pads again, IF we add a cost to drop items from space. Make it so that the drop pods needs to be crafted and sent up first before they can be used to drop items. The rockets are very cheap now so it should not be a problem really and it would also help fix the 'mining in space' imbalance.
EustaceCS
Fast Inserter
Fast Inserter
Posts: 236
Joined: Tue Dec 15, 2020 5:41 am
Contact:

Re: [DLC] Сargo landing pad

Post by EustaceCS »

ALDK wrote: Tue Oct 29, 2024 9:57 amIf I want to bring a lot of resources from another planet, the most difficult thing will be to get them to the right places.
Why not trains?
How's Landing Pad any different from naturally occurring resource patch?
User avatar
ALDK
Inserter
Inserter
Posts: 21
Joined: Sun Oct 27, 2024 3:29 pm
Contact:

Re: [DLC] Сargo landing pad

Post by ALDK »

EustaceCS wrote: Sat Nov 09, 2024 11:04 pm
ALDK wrote: Tue Oct 29, 2024 9:57 amIf I want to bring a lot of resources from another planet, the most difficult thing will be to get them to the right places.
Why not trains?
How's Landing Pad any different from naturally occurring resource patch?
theoretical maximum throughput of one platform on an infinite map. When you don't have time to deliver rotting objects to some point.
shopt
Fast Inserter
Fast Inserter
Posts: 118
Joined: Tue Jul 13, 2021 9:07 am
Contact:

Re: [DLC] Сargo landing pad

Post by shopt »

I wonder if a minimum distance between landing pads could be a solution? There's still a logistics challenge as you can't just spam them wherever you want, but there's no absolute cap on item throughput.

What I definitely don't want in Factorio is a mechanic that's close to teleportation. That starts to feel like abstract factories in a vacuum and is getting closer to dime-a-dozen clicker games.
EustaceCS
Fast Inserter
Fast Inserter
Posts: 236
Joined: Tue Dec 15, 2020 5:41 am
Contact:

Re: [DLC] Сargo landing pad

Post by EustaceCS »

ALDK wrote: Sun Nov 10, 2024 4:42 pm
EustaceCS wrote: Sat Nov 09, 2024 11:04 pm
ALDK wrote: Tue Oct 29, 2024 9:57 amIf I want to bring a lot of resources from another planet, the most difficult thing will be to get them to the right places.
Why not trains?
How's Landing Pad any different from naturally occurring resource patch?
theoretical maximum throughput of one platform on an infinite map. When you don't have time to deliver rotting objects to some point.
Ah, yes.
Let's delete half of the integral Gleba's mechanics "because".
It's sensible to keep your research cluster near your landing pad simply because you can't craft ALL packs on same planet, no?
User avatar
ALDK
Inserter
Inserter
Posts: 21
Joined: Sun Oct 27, 2024 3:29 pm
Contact:

Re: [DLC] Сargo landing pad

Post by ALDK »

shopt wrote: Sun Nov 10, 2024 8:39 pm I wonder if a minimum distance between landing pads could be a solution? There's still a logistics challenge as you can't just spam them wherever you want, but there's no absolute cap on item throughput.

What I definitely don't want in Factorio is a mechanic that's close to teleportation. That starts to feel like abstract factories in a vacuum and is getting closer to dime-a-dozen clicker games.
Minimum distance between landing pads its really good idea. Moreover, there is even a limit of 1000, 10000 or 100,000 tiles. It's still better than the 1 per planet limit.
Just because mega base, without a solution, it will not be playable.
(In order to get to the edge of the world, you need 3 hours of driving on one locomotive. Without wagons
https://youtu.be/HzpUQZIr15g)


Also, it may be worth adding technology (infinite). +1 landing pad
User avatar
ALDK
Inserter
Inserter
Posts: 21
Joined: Sun Oct 27, 2024 3:29 pm
Contact:

Re: [DLC] Сargo landing pad

Post by ALDK »

EustaceCS wrote: Sun Nov 10, 2024 11:01 pm
ALDK wrote: Sun Nov 10, 2024 4:42 pm
EustaceCS wrote: Sat Nov 09, 2024 11:04 pm
ALDK wrote: Tue Oct 29, 2024 9:57 amIf I want to bring a lot of resources from another planet, the most difficult thing will be to get them to the right places.
Why not trains?
How's Landing Pad any different from naturally occurring resource patch?
theoretical maximum throughput of one platform on an infinite map. When you don't have time to deliver rotting objects to some point.
Ah, yes.
Let's delete half of the integral Gleba's mechanics "because".
It's sensible to keep your research cluster near your landing pad simply because you can't craft ALL packs on same planet, no?
There are many solutions to how you can keep the idea of Gleba, and not limit the player in such moments:
1) Minimum distance between landing pads.
2) Technology (infinite). +1 landing pad per planet.
3) Settings when start new world. limit 1 <-> infinity
EustaceCS
Fast Inserter
Fast Inserter
Posts: 236
Joined: Tue Dec 15, 2020 5:41 am
Contact:

Re: [DLC] Сargo landing pad

Post by EustaceCS »

ALDK wrote: Mon Nov 11, 2024 9:54 am (In order to get to the edge of the world, you need 3 hours of driving on one locomotive. Without wagons)
Planet surface is infinite on default config, no?
ALDK wrote: Mon Nov 11, 2024 9:57 am There are many solutions to how you can keep the idea of Gleba, and not limit the player in such moments:
1) Minimum distance between landing pads.
2) Technology (infinite). +1 landing pad per planet.
3) Settings when start new world. limit 1 <-> infinity
Which problem will it gonna solve, specifically?
You know, the problem which isn't already-solve'able by trains or other means.

BlueTemplar provided a link to detailed explanation of why landing pad is a landing pad we currently know, use and sometimes love.
We players better have some damn good reason to ask for a change.
Instead of flooring it from start with "there are many solutions".
You know, there are also many solutions to sand eating.
But humankind does not utilize these.
Which is good!
User avatar
BraveCaperCat
Fast Inserter
Fast Inserter
Posts: 241
Joined: Mon Jan 15, 2024 10:10 pm
Contact:

Re: [DLC] Сargo landing pad

Post by BraveCaperCat »

EustaceCS wrote: Mon Nov 11, 2024 10:26 am
ALDK wrote: Mon Nov 11, 2024 9:54 am (In order to get to the edge of the world, you need 3 hours of driving on one locomotive. Without wagons)
Planet surface is infinite on default config, no?
In 1.1, the map had a radius of 1 million. That makes for a diameter of 2 million (or 2 million and one, not very sure) which makes for a total size of a 2 million by 2 million map.
In 2.0, I don't know what radius the (nauvis) map has, and therefore cannot determine the (nauvis) map's size.

Also, is the limitation on how many you can have per surface separate for each force?
Last edited by BraveCaperCat on Mon Nov 11, 2024 10:57 am, edited 1 time in total.
Creator of multiple mods, including Quality Assurance - My most popular one. Expect multiple modding-related questions, answers and other posts.
User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 3019
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: [DLC] Сargo landing pad

Post by BlueTemplar »

It has to be, how else (long games of) PvP would work ?

Map used to be infinite, but then some people had fun crashing it using IIRC some teleportation commands, and IIRC Wube decided to make a limit (which I assume is the same on all surfaces) to combat potential MP griefing / to not have those pollute the crash reports they get ?
BobDiggity (mod-scenario-pack)
User avatar
ALDK
Inserter
Inserter
Posts: 21
Joined: Sun Oct 27, 2024 3:29 pm
Contact:

Re: [DLC] Сargo landing pad

Post by ALDK »

EustaceCS wrote: Mon Nov 11, 2024 10:26 am
ALDK wrote: Mon Nov 11, 2024 9:54 am (In order to get to the edge of the world, you need 3 hours of driving on one locomotive. Without wagons)
Planet surface is infinite on default config, no?
ALDK wrote: Mon Nov 11, 2024 9:57 am There are many solutions to how you can keep the idea of Gleba, and not limit the player in such moments:
1) Minimum distance between landing pads.
2) Technology (infinite). +1 landing pad per planet.
3) Settings when start new world. limit 1 <-> infinity
Which problem will it gonna solve, specifically?
You know, the problem which isn't already-solve'able by trains or other means.

BlueTemplar provided a link to detailed explanation of why landing pad is a landing pad we currently know, use and sometimes love.
We players better have some damn good reason to ask for a change.
Instead of flooring it from start with "there are many solutions".
You know, there are also many solutions to sand eating.
But humankind does not utilize these.
Which is good!
Main problem is the Limit! Limitation, for the sake of limitation.
Why then can there be many space rockets? After all, the logistics will be so simple?
After all, this allows us to launch resources from anywhere on the map to the platform, and from it to the center of the map?

And for some reason this is not a problem. :))))
User avatar
ALDK
Inserter
Inserter
Posts: 21
Joined: Sun Oct 27, 2024 3:29 pm
Contact:

Re: [DLC] Сargo landing pad

Post by ALDK »

EustaceCS
Fast Inserter
Fast Inserter
Posts: 236
Joined: Tue Dec 15, 2020 5:41 am
Contact:

Re: [DLC] Сargo landing pad

Post by EustaceCS »

ALDK wrote: Mon Nov 11, 2024 3:37 pm Main problem is the Limit! Limitation, for the sake of limitation.
Why then can there be many space rockets? After all, the logistics will be so simple?
After all, this allows us to launch resources from anywhere on the map to the platform, and from it to the center of the map?

And for some reason this is not a problem. :))))
If you can Launch That Damn Rocket without limitations, you can do so.
Without mods.
Without even buying the game.
Just click on a rocket at website's footer.
Works at any page. Truly limitless.
Screenshot From 2024-10-21 11-06-37.png
Screenshot From 2024-10-21 11-06-37.png (200.23 KiB) Viewed 602 times
User avatar
BraveCaperCat
Fast Inserter
Fast Inserter
Posts: 241
Joined: Mon Jan 15, 2024 10:10 pm
Contact:

Re: [DLC] Сargo landing pad

Post by BraveCaperCat »

EustaceCS wrote: Tue Nov 12, 2024 7:31 am
ALDK wrote: Mon Nov 11, 2024 3:37 pm Main problem is the Limit! Limitation, for the sake of limitation.
Why then can there be many space rockets? After all, the logistics will be so simple?
After all, this allows us to launch resources from anywhere on the map to the platform, and from it to the center of the map?

And for some reason this is not a problem. :))))
If you can Launch That Damn Rocket without limitations, you can do so.
Without mods.
Without even buying the game.
Just click on a rocket at website's footer.
Works at any page*. Truly limitless.
Screenshot From 2024-10-21 11-06-37.png
*Only pages on the main website (factorio.com) and mod portal (mods.factorio.com) include this feature.
Creator of multiple mods, including Quality Assurance - My most popular one. Expect multiple modding-related questions, answers and other posts.
kimbernator
Manual Inserter
Manual Inserter
Posts: 4
Joined: Sat Jul 13, 2019 1:45 am
Contact:

Re: [DLC] Сargo landing pad

Post by kimbernator »

Unfortunately it does make sense to not allow multiple pads on the same surface, but it's causing a bit of a drag for me in terms of spreading out my base. Normally I would build wide and have trains running around doing everything, but I've found that it's really annoying to have to rely on this central thing which has a primary interface of robots. I tend to think it's a more interesting challenge to avoid bots, but it does feel like everything in this expansion has been built around them being used everywhere.

As an example, I was trying to figure out how to best get calcite to my iron smelting area on nauvis so I could switch to casting instead, but deflated slightly when I realized it would mostly just be bots flying it over from the giant requestor chest (landing pad) to a train. Obviously I could use an inserter to pull it out, but I wish I could have a more direct interface between my calcite supply and my iron smelting area ala Space Exploration's space elevator.
Post Reply

Return to “Balancing”