Jat'z Distribution

by jatmn

Armored freight trucks that keep your factory supplied by road. Build provider and request depots, lay road between them, and Quinityn freighters haul two stacks of items or 750 fluid a trip from the nearest source by road, refueling themselves along the way. Inspired by Transport Drones and built for big factories, with buffers, priorities, circuit control and blueprints. Factorio 2.1, Space Age optional.

Content
an hour ago
2.1
71

i It’s great to see a new logistics mod! I have a question.

a day ago

Since I play with the Razi mod, my game takes quite a while to load, so I haven’t had a chance to test this mod in-game yet. Klonan’s "Transport Drones" really paved the way, and HellWatcher’s version took it a step further—but there’s still one major issue that remains unaddressed: parameter automation. When using HellWatcher’s mod, I often rely on blueprints for setups like "2-in-1-out," "3-in-1-out," or even more complex configurations; unfortunately, every time I place one down, I have to manually select the recipes for each machine.

Does your mod’s latest update address this significant pain point?
Also, would it be possible to add a settings menu that allows players to customize the capacity values—for example, adjusting the base capacity (currently 10 stacks or 500 fluid) and the amount by which it increases with each research upgrade (e.g., starting at 2 stacks and adding 2 more per upgrade), as well as configuring fluid transport capacities and upgrade scaling?

Lastly, have you considered the "Quality" system? I didn’t see any mention of it in your description—will higher-quality items result in lower fuel consumption or faster speeds?

a day ago

Also, some graphics are too prominent and end up obscuring the preceding cell; could an option for a blur effect be added to the settings?

a day ago

this is super early stages for the mod.. its got quirks that need to be worked out.. so i can use all the feedback i can get when it comes to bug reports etc.

I can say this mod does not suffer as much with some of the limitations that Transport Drones does, even the forks of it..
This mod uses an entirely different subsystem; it's NOT a fork of Transport Drones it was written from scratch and is purely based on the Factorio 2.1 api which makes it alt more versatile than the older framework TD was built from and limited by.

With that said I have not at all tested some of the things you mentioned, but I see no reason why they couldn't be added if they don't exist or otherwise.

I would say at minimum, load up the mod in a sandbox or blueprint lab mod and see what it does..
This mod acts very differently than TD did in MANY ways.. you can do alot of things with this mod and there is alot of QOL stuff I added that I wish even base game Factorio added to existing content.

Quality system is not yet supported, but its planned - yes.

I also do alot of grid-style or city block-style builds with up to 7-in-1-out myself, but I also appear to have a different play style than most.. so all I can say is test..

as for settings, there is a few.. load it up and check them out.. im open to adding more as well as im very much a "play the game how YOU want to play"
I forced a complicated fuel system into this mod that impacts your factory production rates.. But there's also a setting to basically disable it entirely too.

Dig into the mod, if there is bugs please report them.
If there is feature requests, please submit them.

Thanks for checking out the mod :)

a day ago

Also, some graphics are too prominent and end up obscuring the preceding cell; could an option for a blur effect be added to the settings?

yea.. i been thinking about that. or adding a "short" mode.. to make them not so tall.. will see.. its not off the table.

a day ago

In reality, gas stations do more than just refuel vehicles; they are also replenished directly by tanker trucks. Could the game allow fuel depots to be configured to accept direct deliveries from tanker trucks, rather than requiring an intermediary setup—such as a dedicated "demand station" or a logistics chest paired with an inserter—to handle the supply?

Additionally, have you considered electric vehicles? In China, electric vehicles have become increasingly common—even among heavy-duty trucks. Furthermore, charging technology has advanced rapidly; what once took an entire night now takes only about ten minutes to reach a full charge (sufficient for three hours of highway driving at 120 km/h). These technological shifts in transport and logistics are already a part of my daily life. Yet, in Factorio, most logistics operations still rely on combustible fuels, with only construction and logistics robots utilizing electricity. Given the potential for compatibility with mods like Space Exploration (SE) or Space Age (SA), could higher-tier planets—beyond just utilizing carbon fiber—also allow for electric-powered vehicles? (Charging would naturally take time, but this duration could be reduced through technological upgrades.)

a day ago

Oh, let me hop into the game and take a look.

a day ago

A fuel depot that can be re-fueled itself via delivery? Ill have to think about that one.. part of not having that initially was to force more complexity to the concept. Though, with that said it could make sense in away..

My fuel depots are VERY unique.. they hold liquid fuel AND/OR solid fuels.. so you can put petroleum AND wood AND coal AND solid fuel all in the same depot at the same time... after the petro is used the trucks take whatever solid fuel is in the depot next. Having a delivery truck stock that... could get complicated fast..

Electric... im actually playing with some ideas for this, though different than yours.. ill keep that concept in mind as well.

Teaser.. the future of this mod will have more forms of logistics added beyond what it has now.. so.. :)

a day ago
(updated a day ago)

I haven’t performed any stress tests yet, but the experience definitely feels much better than the original version—not just in terms of performance, but also because I haven’t encountered any "polluted" recipes (i.e., accidental cross-contamination of production lines), haha!

A suggestion: Both "Providers" and "Requesters" could use a "minimum load percentage" setting (similar to the minimum load threshold found in Dyson Sphere Program's logistics towers). This would ensure that a train or vehicle only arrives to pick up cargo once it can be fully loaded. (By the way, some Chinese players have already ported the Dyson Sphere Program logistics tower logic to Factorio—you can check it out here: https://mods.factorio.com/mod/air-logistics-tower).

Regarding compatibility with the game's native logistics system: it doesn't seem to be fully integrated yet. For instance, in the version by HellWatcher, "passive provider" chests can also function as standard logistics provider chests. In your mod, it’s not just the passive chests—other structures could potentially be integrated into the logistics network as well. You could even allow fuel depots to connect to the logistics network, enabling bots to deliver nuclear fuel!

Also, the fuel status indicator at fuel stations is a bit unclear. It would be great to see some further optimization here—perhaps by calculating the total fuel currently in stock. In the Transport Drones (TD) mod, fuel levels are represented quite intuitively. Since your mod allows for any item or fluid with a caloric/thermal value to be used as fuel, it would be very helpful if the UI displayed the total fuel value and an estimate of how many vehicles that amount could support.

Finally, regarding parameter settings: unlike TD, I can easily select items from my inventory using the 'Q' key to configure settings,
but your mod's stations don't seem to be included in the blueprint parameter system. It would be fantastic if this could be implemented.

I’ve already shared some other suggestions previously, but regardless—I’m really glad to see a mod like this!

a day ago

Ill looking to the minimum load thing.. but you can sorta control that already at the provider; you can have it turn itself off if its inventory is too low and turn back on once its at a minimum level.. so that sorta covers that

Bot logistics network integration is planned. - I actually have a goodie in store for that as well but its not ready yet.

Total fuel value.. that could be done but could be complicated.. Freighters can be overfilled.. example in Yuoki's mod i can make a 30-40MJ item and 1 unit overlaods the freighter but you do get its full value (its not lost) but only on that freighter. So, in cases like this.. the total MJ in the fuel depot would be missleading if your trying to figure out how my freighters you can refill with it. also like if you filled it with nothing but wood.. it would be full but much lower total MJ than if you filled it with solid fuel only.. etc.. ill have to think about that one more..

the depots very much support the use of "Q" .. so not sure where your issue is specifically.. please be more detailed or provide screenshots or video about what you mean?

a day ago

was looking at the air logistics tower mod.. i have something in mind sorta like this already..
but i dont really plan to build in a belt loader on the structures.. i recommend one of the many loader's mods that already exists.. I already use the various loaders in most of my play through's (i have almost 5,000hrs in factorio)

a day ago
(updated a day ago)

was looking at the air logistics tower mod.. i have something in mind sorta like this already..
but i dont really plan to build in a belt loader on the structures.. i recommend one of the many loader's mods that already exists.. I already use the various loaders in most of my play through's (i have almost 5,000hrs in factorio)

Choosing “disable when inventory is too low” still causes a problem. I tested it again just now:

On the supply side, I use an inserter to repeatedly add 1 stone at a time to simulate input; the demand side requests 4,000 stone, and the provider is disabled when stone is below 2,000. When there is more than 2,000 stone, there are 10 vehicles inside the demand side, and the distance between the two is about 3 chunks (96 tiles), so all ten vehicles at the demand side dispatched to the supply side one after another. — This is why I brought up DSP’s logistics towers and attached the corresponding mod. I’m not talking about the vanilla belts; I’m talking about deliveries getting stuck. In DSP’s logistics logic (just treat it as a ported mod), when the first vehicle is dispatched, the other vehicles all stop, because the first vehicle has already taken all the materials, making the goods <2,000... Oh, I’m using Razi’s pack with K2, so 2,000 is 10 stacks. Do you understand what I mean now?

Blueprint parameter — the official built-in blueprint parameter system; maybe Google Translate just didn’t translate it accurately. It was added in version 2.0. Chinese players don’t find it very convenient to post images on foreign sites. If you need them, I can send them to you via Discord, but I’ll describe it in text first: set up a furnace, set the recipe to iron plate, then place a requester, request iron ore, and put both into the blueprint system. Then click “Parameterize” in the upper-left of the blueprint UI. You’ll see that only the furnace’s iron plate has a parameter, while the requester doesn’t. If it could be parameterized, I think you know how convenient it would be to place blueprints: I only need to see how many input types there are, then place it and select the corresponding output, and parameterization would automatically configure the materials the requester needs.

Using parameterized blueprints, all production lines can then be modularized and standardized. I just need to make a one-input-one-output, two-input-one-output, three-input-one-output, etc., and I won’t need to adjust the parameters one by one myself. I can directly select which recipe the machine should make when placing the blueprint, and then the requester side will automatically have the materials written in. After that, I only need to move/copy the machine side along the belt.

a day ago

So I just made the simplest parameterized blueprint myself—feel free to try it out. The blue logistics chest will automatically set the ingredients for the recipe you select.

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a day ago

Lastly, the fuel station idea: if fuel is added directly to the vehicles and they burn any fuel, then giving high-energy-value items directly to vehicles would mean that, with near-continuous operation, they would only need refueling once every few hours or even days. That might not be very intuitive. Vehicles should have a fuel tank capacity limit—you also said trains have a 20M tank. Otherwise, the fuel station placement design you proposed would become less meaningful when producing nuclear fuel. After all, one refill gives a single train 1G of energy in its tank, so is there still any need for me to consider fuel station placement? One refill lasts a long time anyway, so just place one. What I had in mind is AAI's Fuel Refiner: it refines any combustible solid into AAI fuel. Correspondingly, in the fuel station it would refine the fuel in the warehouse into the corresponding vehicle fuel, with a fuel value of 1M or 2M; entering the vehicle at a max stack of 20 or 10 represents a 20M fuel tank.

20 hours ago

updated..
shorter depots
parameterization
option to only send trucks when full loads can be picked up
smarter dispatch of trucks

Lots more.. see release notes.

for the fuel topic..
ill have to think about that more.. its worth saying that you didnt like basically how trains work.
train can burn wood or solid fuel.. and you can put the same number of stacks of both in it but it will run longer on solid fuel than wood.. what i did is basically the same thing

as for a conversion to 1 fuel type like AAI's fuel. could argue that you could just run that mod and use that fuel..
ill think about it more but not sure ill add that or not.

16 hours ago
(updated 16 hours ago)

updated..
shorter depots
parameterization
option to only send trucks when full loads can be picked up
smarter dispatch of trucks

Lots more.. see release notes.

for the fuel topic..
ill have to think about that more.. its worth saying that you didnt like basically how trains work.
train can burn wood or solid fuel.. and you can put the same number of stacks of both in it but it will run longer on solid fuel than wood.. what i did is basically the same thing

as for a conversion to 1 fuel type like AAI's fuel. could argue that you could just run that mod and use that fuel..
ill think about it more but not sure ill add that or not.

Yeah, this update fixed a lot—great. At first I thought it would only send one by one, but now I’ve found that it also calculates the demand-side cap. If the demand side is set to 8,000, then a single delivery that exceeds 8,000 won’t be sent. Maybe you could refine this logic a bit more.

Also, I’m not fixated on fuel. It’s just that you already explained the significance of fuel in the introduction—the 20M limit, and that you need to consider fuel station placement. If you had said that technological progress bringing superior fuel alleviates this issue, then I wouldn’t have brought it up.

Lastly, compared with shrinking the icons (honestly, I think it looks uglier now), I don’t think you need to hard-require 3×3. If your icon design is already that large, why can’t it be 3×4 or even 4×4? Compared with footprint, what’s more important is that in your framework, you don’t need to follow TD where one station can only request one item—you can absolutely request more items. Real warehouses can also have one station requesting goods.

Then I saw another mod similar to yours: https://mods.factorio.com/mod/military-trucks. I loaded and tried both. Although this mod takes up more space, it combines the supply station and demand station into one—you just need to switch it. If demand can request multiple types of items in one station, that would be good.

But you can still choose the original one-item-one-station mode—after all, parameterization is already done. These are just some thoughts from my playthrough. As the mod author, it should be the way you want it to be; I’m just experiencing it and discussing with you, hoping to make it more concrete and convenient for players to use.

One last thing I forgot to mention: in the game, there is a dedicated toggle button specifically designed to prevent elevated train tracks from obstructing the view of the machinery below.

Perhaps you could leverage a similar view-toggle mechanic or render layer pass to handle occlusion? That way, machines or components tucked behind high-elevation tracks and dense infrastructure can remain clearly visible through an overlay or layer-toggle mode.

7 hours ago

The depot's visuals are still subject to change im not 100% happy with them yet even before making them shorter.
With that said 3x3 is where they stay for now.. i dont want a 3x4 or 4x4 and it doesn't relate to Transport Drones.. it was just the right size when I was doing my testing building this..

The fuel depot on the other hand, I might make 4x3, which would break some factories if I do that but will see.

military-trucks looks more like a re-vist of https://mods.factorio.com/mod/aai-vehicles-hauler
feels less like Transport Drones or even this mod.

as for the toggle for showing elevated train tracks etc.. I explored that option but I didnt care for the results.

one of the main reasons i reduced the height of the depots was because I use the various loader mods and if you placed one on the north side of any depot you could never see it to see if its the right direction or still ghosted etc..

anyhow another big update dropped.

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