Planet Express


Cross-planet delivery that just works. GOOD NEWS EVERYONE! Moving goods between planets means babysitting platform schedules and cargo requests by hand. Planet Express does it for you. Enrol a few cargo ships, tell each planet what it needs, and the mod finds the goods, picks a ship, and flies them over — no schedule micromanagement, ever.

Utilities
a month ago
2.0 - 2.1
619
Logistics Logistic network

i Exporting Items in pre-filled rockets, plus Idle planet list

a month ago

Hi, my friends and I have been using this mod in our mod pack, but it seems like there is no easy way to set a planet's exports, only imports, likely due to the fact it requires the exporting planet to have a roboport;

I was wondering if it'd be possible to have items pre-filled into a rocket be marked as available exports so planets without roboports (be it impossible to make them, or just lacking them) can still export things. (and/or an option to manually mark exports for cases where ciruits can autofill rockets to send up with the correct items.)

Additionally, some of my friends have made ships that are unable to defend themselves in dangerous orbits without moving, so it'd also be appreciated to add options for ships to only idle above specific planets (or continously move between destinations.)

a month ago

Thanks for writing these up properly. One of them already exists, and I'll be straight with you about the other.

The idling one is covered. Open the platform's hub → Fleet tab → Allowed destinations, and untick any planet you don't want that ship near. It'll never be routed there, which also means it'll never idle there - a ship only ever comes to rest at a planet it was sent to. It's per-ship, so your armed ships can keep the full run while the fragile ones stay on the safe legs.

The export one you've diagnosed right. The mod deliberately doesn't invent its own logistics - it rides on the game's. Vanilla rockets do the launching, vanilla landing pad requests do the pulling, and to work out what a planet can spare it reads the game's own logistic network. That's the whole design, and it's why there's no good answer here without bots: if the network can't see your stock, neither can the mod.

The workaround is small, though. One roboport and a passive provider chest holding whatever you want to export. The rest of the planet can stay belts and trains - you only need coverage over those chests, not your factory. Plain steel chests won't do it; they aren't part of the network.

If you've got a planet where roboports genuinely aren't possible rather than just not built yet, tell me which one and I'll take another look.

a month ago

I have a small suggestion on how to deal with the non-logistic rocket issue:
instead of just iterating over the logistic networks, add a combinator that reads the input signals & adds them to the stock as if it was in a logistic network.
that way, planets incompatible with logistic networks would work as well.
(though it would require adding & removing of the combinators ob build/destruction etc., and I don't know what the overhead for that would be compared to a tiny logistic network)

a month ago

Thanks for the combinator idea - it's a better shape than reading rockets directly, and I did build it to see how it felt. I'm not going to ship it, though.

The problem isn't the code, it's what happens when the declaration and reality disagree. A signal is a promise that the items exist and can be launched. When that promise is wrong - stale circuit logic, stock consumed between the signal and the pickup, quality mismatch - the fleet sends a ship that can never fill, and it sits at the pad until it times out. I've spent the last few releases eliminating exactly that failure, and this would add a new way to cause it that the mod can't detect or defend against.

a month ago

Random thought; is it really the mod's responsibility to safeguard against every mistake a player can make? I get safeguarding against the obvious player errors or mistakes, but reasonably I don't think you can cover every possible edge case. At some point there needs to be acceptance that players will do something that will cause something to break and they need to rework their solution. That's actually part of the fun of Factorio in general. Solving logistical issues like that.

Just food for thought.

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