![]() Place a passive provider chest in the logistics area, and fill it with roboports, rails, and electric poles. Place another roboport to create a line with the first roboport parallel with the railway to expand the logistics network and make sure they are powered. Build a roboport next to the new railway, ensuring that the entire new section of rail is within the construction zone of the roboport. For the sake of simplicity, this guide will refer to a non-diagonal railway. Start by building a railway that will require the least amount of turns from the desired start point. ![]() If the player already has an automated process they would like to expand, that's also a great place to begin their logistics network. For this example, let's say the player wants to build a railway with a logistic network up to their new coal mine. I love personal logistics requests and auto-trash, but because I use them so heavily I consistently run into some issues.By placing a storage chest within the logistic network and providing it with materials needed, the player can begin automating the placement of things like assembly lines, railways, walls, and miners. Logistics and Trash amounts aren't validated against each other - if I request 100 Iron Plates, but my trash is still set to 0 Iron Plates, bots will constantly fight each other over my head, adding and removing the plates repeatedly. ![]() ![]() Character logistic trash slots Cost 30 1 1 1 30 Allows the player to get rid of unneeded items from their inventory. It's possible to have the same item in the trash list multiple times (and logistics, but that hasn't been an issue for me) 2019 Changes: - Adding AutoTrash to an existing save only opens the gui when requests/trash is set. In Factorio < 1.0.0 chests have a fixed maximum of 30 items to request, constant combinators are limited to 18 signals, in Factorio 1.1.x. These items are taken away by the logistic robots. constant combinators can hold 20 signals Presets with more slots, that do not contain more than items/signals as supported are squished together to fit. Presets containing more than that will not be applied. Each level of research increases the character's logistic trash slots by 6. Maximum number of trash slots is now 30 (up from 12). Bugfixes: - Fixed items in armor, gun and ammo inventory not being counted for the request status display. Fixed possible crash when loading a scenario in the map editor. Doing so is difficult, however.Īdd a second slider to the Logistics tab, the first for Request and the second for Trash.Īs either slider or value is updated, ensure the alternate value is appropriate (Trash >= Request, Request <= Trash) When clearing huge sections of stuff with Deconstruct, my Auto-trash will get filled, and it would sometimes be much faster to dump all that to a chest I'm sitting next to rather than waiting for bots to fly over. If not for balance/power, we could remove the fixed # of Requested items, and eliminate the Trash tab entirely. ![]() #Factorio inventory logistics autotrash update#īut if that's too powerful, keep the # fixed but make any changes on the Logistics tab update the Trash tab amounts automatically. Remove the ability to have an item multiple times in one the lists, particularly in trash where it's a larger list and it can be more difficult to spot a dupe. #Factorio inventory logistics autotrash update#. ![]()
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