Friday Facts #437 - Cargo Pod Deep Dive

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BlueTemplar
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Re: Friday Facts #437 - Cargo Pod Deep Dive

Post by BlueTemplar »

Oh, which one ?
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BraveCaperCat
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Re: Friday Facts #437 - Cargo Pod Deep Dive

Post by BraveCaperCat »

Wouldn't it be possible for a mod to allow platform <--> platform logistics?
Also, to help stay on topic - why was the decision made that stations had to be addressed by surface, force, station, hatch and not planet, surface/platform, force, station, hatch?
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Strontium97
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Re: Friday Facts #437 - Cargo Pod Deep Dive

Post by Strontium97 »

KuuLightwing wrote: ↑Fri Nov 15, 2024 12:11 pm I thought it will touch more on gameplay aspects when I saw the title.

Biggest gripe is I really feel like we should be able to set minimum payload size for orbital drops so that it doesn't send 1000 pods of 1 science over just sending 5 pods with 200 science or so.

And contrariwise the rockets delivering only full stacks is awkward to use sometimes. I know there's workaround with custom minimum payload, but that's a lot of manual work. I wish it could use some greedy algorithm trying to fill up the rocket the best it could with the required items and send it.

Also pods should fold solar panels when reentering.
I have been looking for something to fix that as well and this is what I came up with:

I am using an customised S/R Latch (https://wiki.factorio.com/Tutorial:Circ ... ok#Latches) to control what the Landing platform requests.

The Amount requested it a lot higher than the Amount that will trigger the reset value.

Thanks to the new Parameter feature you can quickly set up any item you need.

This has worked well so far and prevented an overload of the landing pad.

Here is the Blueprint: (Connect a green wire to the Input of the S or R Compinator this wire should transmit Logistic network content, connect Red wire output of the SRS Combinator to your cargo landing pat, you should allow to set requests via circuit network)
Svip
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Re: Friday Facts #437 - Cargo Pod Deep Dive

Post by Svip »

BraveCaperCat wrote: ↑Mon Nov 18, 2024 10:14 pm Wouldn't it be possible for a mod to allow platform <--> platform logistics?
Yes. Since a platform is just a surface, like Nauvis or Vulcanus, the engine itself supports platform to platform logistics, it's just not in the base game, but you could easily mod it in.
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BraveCaperCat
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Re: Friday Facts #437 - Cargo Pod Deep Dive

Post by BraveCaperCat »

Svip wrote: ↑Fri Nov 22, 2024 6:01 am
BraveCaperCat wrote: ↑Mon Nov 18, 2024 10:14 pm Wouldn't it be possible for a mod to allow platform <--> platform logistics?
Yes. Since a platform is just a surface, like Nauvis or Vulcanus, the engine itself supports platform to platform logistics, it's just not in the base game, but you could easily mod it in.
I already checked in the control api docs - there is nothing which lets me send a cargo pod from one "station" to another.
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Re: Friday Facts #437 - Cargo Pod Deep Dive

Post by Muche »

Strontium97 wrote: ↑Thu Nov 21, 2024 12:48 pm [...] I am using an customised S/R Latch (https://wiki.factorio.com/Tutorial:Circ ... ok#Latches) to control what the Landing platform requests.

The Amount requested it a lot higher than the Amount that will trigger the reset value.

Thanks to the new Parameter feature you can quickly set up any item you need.

This has worked well so far and prevented an overload of the landing pad.

Here is the Blueprint: (Connect a green wire to the Input of the S or R Compinator this wire should transmit Logistic network content, connect Red wire output of the SRS Combinator to your cargo landing pat, you should allow to set requests via circuit network)
I believe your blueprint is affected by 117000 Blueprint parameters with same value are collapsed to one, and would be more user-friendly, if default values are not all zeroes.
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