SSPP Logistics Train Mod

by jagoly

A logistics train mod that aims to be as pleasant to use as possible, even when knee-deep in byproducts. SSPP stands for Source-Sink-Push-Pull.

Content
7 days ago
2.0
582
Logistics Trains

g Multi-provider station

3 months ago

Is there a simple way to organize a station that provides a LOT of different resources? So far I understand that each resource needs to be described on the provider.

I have a dump station where bots drag all the unnecessary stuff, and then trains deliver it where it is needed. This station has the highest priority in CS. Until everything is taken out of it, the other providers are waiting.

3 months ago

I haven't added that yet, no. I do want to add dedicated liquidation (to borrow the term used by https://mods.factorio.com/mod/RailLogisticsDispatcher) stations. That will mean adding a switch to providers that just makes them push every item they have a signal for. There are some other related improvements I want to make at the same time as that, so it'll be a while.

3 months ago

Okay, I understand you, I'll wait. So far your mod (as it seems to me) works better with liquids/gases simply because there are significantly fewer of them. Working with solid resources requires a huge amount of manual routine actions.

3 months ago

Eh, I don't think so. You are specifically talking about dump stations and mall requesters, two very specific use cases that are not the problems that SSPP is designed to solve. SSPP requires significantly less manual configuration for regular stations (where you actually want to plan things in advance), and allows you to build those stations with far fewer chances for mistakes. The goal is to make building at scale more reliable and convenient, not to quickly set up malls with massive buffers.

3 months ago

I still can't understand the meaning of the "Delivery size" parameter. Is it a minimum or a maximum? It seems to me that based on the consumption rate, the speed of trains, their number and the volume of wagons, the mod could calculate the volume of one delivery...

3 months ago

Because, you don't always want to send all of your resources to one place. Say you have some really expensive item that you currently aren't making enough of to meet demand everywhere. You use a very small delivery size, to make sure that every requester can at least get part of what it needs. There are items in pyanodons that would take 10+ hours to fill even a single wagon. It is the same as the request threshold in cybersyn, the only differences are that delivery size is the same for the whole network rather than per station (using different request thresholds in cybersyn is broken for complex setups), and SSPP won't try to send more than that threshold at a time in certain edge cases (doing so would make the code significantly more complicated and restrictive for new features).

Basically, cybersyn has a lot of frankly half-implemented features that break if you try to do complicated things with them, or even just try to use multiple of them at the same time. My philosophy is if those issues can't be solved without sacrificing the experience for more important things, then they just won't be supported.

3 months ago

In simple terms, this is the maximum delivery volume, I remember :) At the initial stage, you can specify some very large value.

Are you planning to introduce a priority mechanism? Or is Delivery Size supposed to solve all the problems with shortages?

3 months ago

I'm actually not sure about priority. I find that the main use for priority is to distinguish between normal (pull) and void (sink) requesters, and between mines (source) and byproduct (push) providers. SSPP deals with that problem specifically (it's literally the name haha), but there may still be other use cases for priority. Current plan was to leave it unimplemented until I actually hit a problem in my py playthrough that I feel would be best solved with more fine control over priority. Or if someone else explains to me a good enough sounding use case :)

3 months ago

The problem is that your mod essentially competes with CS. Of course, they can be used in parallel, but this is an unnecessary waste of resources (more trains are needed) and unnecessary complexity of administration. Therefore, users will choose between your mod and the proven CS. For now, it turns out that your mod imposes several more restrictions, offering an unusual concept.

Understand me correctly, this is not a criticism of your work, it is very interesting, these are just my thoughts as an ordinary user :)))

You need to offer people some very special attractive features so that they switch to it :)

3 months ago
(updated 3 months ago)

It has plenty of features that set it apart from CS, you're just trying to do a few very specific things that happen to be possible in cybersyn (though I would argue not useful, of course that's subjective), but not in SSPP. Using trains instead of bots to deliver masses of random items while ignoring the concepts of byproducts, sinks, just isn't something I care to facilitate. I don't mean to sound elitist, but SSPP is really designed with overhaul mods in mind. If you don't care about byproducts, voiding, etc, then you can still use CS. Trust me, CS has many, many restrictions if you actually try to use it for something like py. When you are dealing with byproducts that don't want to just void, you end up with a restriction of not 10 items per station, but 1. Those are the issues I'm trying to solve.

Thanks for trying it out anyway!

3 months ago

Yes, apparently I just haven't grown up to your mod yet - my scenarios for using the railway are too simple. Someday I'll get to Pianodon and then, perhaps, I'll be able to appreciate your work as it deserves. In the meantime, I'll keep an eye on the changelogs of your mod and follow the updates :) In any case, it was very interesting to get acquainted with your concept, it showed me that there are different approaches to solving problems. And also gave me a couple of fresh ideas on how to use the railway :) Thank you for your mod!

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