Quantum Resource Distribution

by eliont

Special chest can send placed items to ship quantum storage unit and retrieve from it. Also works for player inventory (optional). It's make resource management more like RTS for playing combat-oriented settings/mods. Compatible with multi-surface mods like Space Exploration - item transportation works on surface, but not between them. Should be UPS-friendly because using events to track entities, not find_entities_filtered.

Content
5 months ago
1.1
1.11K
Logistics Logistic network Circuit network Storage

i Thoughts on inventory balance?

1 year, 10 months ago

Thoughts on having researchable storage.
Start the game with only 5-10 storage per item and research allow more storage.

1 year, 10 months ago
(updated 1 year, 10 months ago)

For current purpose - reduce need in logistic chores to concentrate on another aspects mod cannot be balanced in terms of usual game.

I have an idea to give player Space Exploration OmniArcoSphere - "One sphere to rule them all, One sphere to find them, One sphere to bring them all, and the dark matter bind them, In the Warp where the Gods lie." - from very start of the game, salvaged from shipwreck.

Sphere will be needed for building chests, and more you study her, the more possibilities she will open, including search of lettered arcospheres and repairing stargate.

But currently can't afford to spend so much time on mod, and also have other ideas in mind.

For playing something like SE+K2 mod is perfectly fine and do what it should do as stated in description.

1 year, 9 months ago
(updated 1 year, 9 months ago)

99999 is the only possibble max?
Fluid handling? Crafting?
Only looks like Arcosphere? I have no Space Exploration.
I miss the research, too.

Good mod, I just found it and asking what are your future plans or if I missed something! :)

1 year, 9 months ago

1) Setting max storage size available in startup settings.
2) No fluid, but you can put itemized (barreled/solidified) fluids in storage.
3) Should work perfectly fine without SE and/or K2.

No future plans atm, perfectly fine with mod state as it was.

Main mod purpose - reduce logistic overhead as i have already too much of it after hundreds of hours.

1 year, 9 months ago

Crafting - you can set up personal logistic requests and tick checkbox in settings, so quantum storage will try to satisfy it.

Also you can use mod "Handy hands" to auto craft things needed. Tested, they works fine together.

1 year, 9 months ago
(updated 1 year, 9 months ago)

Eliont, thank you for the fast, informative reply!

Experimented with it:
-chest swallows stuff if the item isn't set
-chest tries to get from storage to the limit set
-chest can contain more item than set
-logistic thing gives out item numbers stored if on, shows the state of inventory when clicked on
-mod still removes/adds items into my inventory when I've unticked logistics on my inventory screen
Am I right?

Sought for an alternative for Mobile Fortress, sadly something in it's autocrafting lags my old computer (2015 tech), found yours.
In mobile fortress the stored inventory was constantly updated, zero item wasn't displayed, also no sorting, so the list was constantly jumping, getting out an item was a game of luck. :D

1) Good. Didn't wanted to break something setting it to 8,589,934,592 or another nice, round number.
2) Thought so, no problem.
3) Seems to be working with K2: https://mods.factorio.com/mod/kras_W2

Have a nice day!

1 year, 9 months ago

-chest swallows stuff if the item isn't set - yes

-chest tries to get from storage to the limit set - yes

-chest can contain more item than set - if i get it right, yes,

-logistic thing gives out item numbers stored if on, shows the state of inventory when clicked on - combinator needed to prevent overproduction

-mod still removes/adds items into my inventory when I've unticked logistics on my inventory screen - it should be done, so drones do not interfere, mod checkbox for this thing in mod settings

1 year, 9 months ago
(updated 1 year, 9 months ago)

Exquisite!

  1. say I set 200 iron plates, then from the inside inventory (ME, like in Minecraft Refined Storage or Applied Energistics) it tries to fill it up to 200, but I can pipe in more with a loader, and it won't gets into ME till it's 200 again. Meanwhile other random stuff go in.
    I will scour your mod settings.

  2. so with logistics network I can read how much is in there and close off the ME feeder belt

  3. Will do.

a) I ran into a problem: wanted to make a little factorio house for iron smelting.
So the input would be beside the smelters set to 50 pure iron chunk/248K (I love your round robin, no one left empty idea), and empty-set chests would get the plate output to ME.
So I've bought some pure iron on medium-stellar price, and couldn't put them into ME via an unset chest.
I've piped in some random junk before, which I've recovered from unsucessful precursor ruins, or vacuumed up the creep of nuked bases of zergs (that sells a good price, that's how I can afford the tech-cards for research).
Then I couldn't even get some of it out, like 3 fast inserter or 8 red belts any way.
--update--
I had 3 inserters in ME - it wont get out any for 60, but for 1 they appeared each.

Is the maximum items means all the individual items or per type?
I'm sure I'm missing something, can you help me out or point me to the wiki/faq? I'll check the pictures here...

b) What do you think about infinite barrels, like 10000000 of the set type of item (fish), system prefers to use that instead of the general storage.
Storage expanders for general items.
Dedicated ME-transfer chest input/output tries to fill/empty only the filtered items in/out ME.
Quantum inserters: put the needed item into a machine, like an assembler from a chest with everything in ME.
Making "no fluid transfer" a feature, vanilla has barrels, mods has their own containers.
Research. :D

Thank you again, and good night.

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