Logistic Network Channels


Adds communication channels to logistic networks. Logistic entities can be assigned to different channels, and will only form a network with other entities on the same channel. This allows for creating separate logistic networks in areas where they would normally overlap and be merged by the game into one network.

Tweaks
a month ago
0.17 - 2.0
3.95K
Logistic network

g Please do not deprecate this! 2.0 does NOT "replace" this

3 days ago

So I saw your comment about 2.0 maybe removing the need for this, and NO! It certainly does not. For a few reasons!

1) Quality sorting. As I have played more Space Age, I am finding that at least for my style, I would prefer to use bots to move quality ingredients around in a setup to "upcycle" (as in, feed in normal ingredients, get out legendary or epic products, of a specific thing) stuff. The problem is that if the networks are all overlapping, then one build is going to steal uncommon plates from a different build, and that will throw off ratios, etc.

So the point here is that having a separate network for each build makes this much more simple, as nothing will steal from anything.

Obviously you can "isolate" networks in vanilla, but the problem with this is that you have to space them out by a TON. and you cannot overlap. That's one of the things I love about this mod, is it lets you overlap separate bot networks, and you can have interaction between separate networks over a large area.

In this case, you could have quality upcycling builds RIGHT NEXT TO EACH OTHER, which are not going to share/mingle products/ingredients, which is exactly what you want.

2) modded roboports can be much MUCH larger than vanilla, providing even more value to having isolated networks, since you can't just easily "not connect" them. My example for this was actually when I used this mod in (i think) a bobs-angels-omni playthrough, and had city blocks, and I wanted each city block to have its own network, but not have bots flying between city blocks. But the problem is the modded roboports were so large, they would spill into adjacent city blocks with their radius. So I needed to use separate channels.

I am sure there are even more reasons that this mod is still needed. The simplest "family" of reasons is just that it provides a functionality (an isolated bot network that is "within" a larger bot network) that cannot be achieved with vanilla or SA. This functionality could have an endless list of use-cases, far more than I can think of above.

This being said, I understand maintaining mods can be not-fun or annoying, so if you are wanting to find a way to move on, I would simply ask that you put the mod up for adoption in the mod-making discord, and I'm hopeful that one of the other mod-makers out there would be happy to take on ownership and maintenance of it!

3 days ago

Hi, thanks for the great feedback! I hadn't considered these points, thanks for the perspective. I can see how there might still be a place for the mod in 2.0, and I'll be sure to take that into consideration for future development.

I should mention - I don't plan on taking down the mod or anything like that, and I'll likely continue to perform at least minimal maintenance on it regardless (i.e. bump the version number when the base game has major updates, fix bugs when I can, etc.).

I actually do enjoy mod making, it's just hard to find the time sometimes, what with all of the IRL responsibilities I have. I'd still like to try and make it work, but I'll consider the adoption route as well, thanks.

2 days ago

Yay! Thanks for reading. I am glad to hear the mod will stay alive, but of course IRL comes first.

But yeah, right now I'm really wishing I had this mod enabled in my SA run for the quality sorting stuff (i'm doing a no mods run first, so that's why I haven't added it).

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