Mobile Crates
Posted: Thu May 10, 2018 12:25 am
I started designing parking/driving systems using belts because I am a horrible Factorio driver.
Artillery Ammo-Loader Parking Space Assist Cross-Base Driveway Gate Drive-Through Assist Ultimately, this is what I ended up with: The video below shows a loop for demo purposes. The idea is to build a chain of similar inputs to put some standard core-base items in the trunk of an [unattended] vehicle. Players can go off and do other things while their vehicles are loaded up. This seems like it might be particularly useful in mmo games; players could jump into fully-loaded cars, drive out to new base sites and start building out-of-the-box. Walls are used in this example, the next step in the chain could be turrets, ammunition, assembly machines, belts, inserters, and whatever else to build a remote base. Tanks can be filled up as well. I added a fuel loader here, but you wouldn't want one at every stop.
In the example, a player can park an [empty] car on the three belts up-top. The belts guide the vehicle into position for filling, which is pretty forgiving so almost any angle will work.
We can't read the contents of the vehicle, so a counter logic circuit is used to put roughly 200 walls into the vehicle, then the vehicle moves-on automatically via the belts - like an automated car-wash system. Finally, while I used blue belts for this demo, the concept can be implemented early-game - as soon as cars and circuits are available, of course.
Logic controller blueprint:
A few logistics notes:
1) Ammunition and fuel will fill up the vehicles' ammunition and fuel slots first, then fill up the trunk space.
2) Fill-amounts are approximate, so it's a good idea to leave at least a few buffer slots or leave some stack space. For example, in this demo I set the wall counts to 200, but 185 would probably be a better value leaving room for a +15 overfill error.
3) The logic needs to be jump-started by pulling a few walls off the end of the line. I'll work on a better solution if folks seem to like this idea.
4) Vanilla-friendly. I'm using the Creative Mod (Fix for 0.16) to run the simulator, but nothing else.
Video: https://youtu.be/te9uPbRPzcI
Artillery Ammo-Loader Parking Space Assist Cross-Base Driveway Gate Drive-Through Assist Ultimately, this is what I ended up with: The video below shows a loop for demo purposes. The idea is to build a chain of similar inputs to put some standard core-base items in the trunk of an [unattended] vehicle. Players can go off and do other things while their vehicles are loaded up. This seems like it might be particularly useful in mmo games; players could jump into fully-loaded cars, drive out to new base sites and start building out-of-the-box. Walls are used in this example, the next step in the chain could be turrets, ammunition, assembly machines, belts, inserters, and whatever else to build a remote base. Tanks can be filled up as well. I added a fuel loader here, but you wouldn't want one at every stop.
In the example, a player can park an [empty] car on the three belts up-top. The belts guide the vehicle into position for filling, which is pretty forgiving so almost any angle will work.
We can't read the contents of the vehicle, so a counter logic circuit is used to put roughly 200 walls into the vehicle, then the vehicle moves-on automatically via the belts - like an automated car-wash system. Finally, while I used blue belts for this demo, the concept can be implemented early-game - as soon as cars and circuits are available, of course.
Logic controller blueprint:
A few logistics notes:
1) Ammunition and fuel will fill up the vehicles' ammunition and fuel slots first, then fill up the trunk space.
2) Fill-amounts are approximate, so it's a good idea to leave at least a few buffer slots or leave some stack space. For example, in this demo I set the wall counts to 200, but 185 would probably be a better value leaving room for a +15 overfill error.
3) The logic needs to be jump-started by pulling a few walls off the end of the line. I'll work on a better solution if folks seem to like this idea.
4) Vanilla-friendly. I'm using the Creative Mod (Fix for 0.16) to run the simulator, but nothing else.
Video: https://youtu.be/te9uPbRPzcI