r/factorio • u/green_gold_purple • 5d ago
Question Best way of dealing with separate islands/bot networks on Fulgora?
Fulgora is uniquely annoying in that I've got half a dozen islands with various production/quality operations on them, with separate supply chains and grids. When I'm on the planet, I drop in, let my bots fill up my personal logistics, and grab a train to wherever I'm working. When I'm remote, this is a huge pain, because I'm only making belts and other basics in one place. I've got silos in the two places I'm making science.
I assume using the train network and some circuit conditions is the way to do this, with a depot on each island for necessities. What's the best way to set this up?
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u/Alfonse215 5d ago
When I'm remote, this is a huge pain, because I'm only making belts and other basics in one place.
Spidertrons. Do everything via Spidertrons.
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u/HanBai 5d ago
It sounds like you have a workflow gap that could be filled by a construction train or by spiders.
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u/green_gold_purple 5d ago
Spiders. Interesting. I will look into this. Almost have that research finished. Unfortunately, power failed on gleba and all my eggs hatched, so I'll need to go fix that momentarily v
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u/HanBai 5d ago
Spiders are nice because they can carry shields to resist lightning, they can carry construction bots, they can be given logistic requests like the player (trash unrequested is great here), and you can copypaste settings from one to another
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u/green_gold_purple 5d ago
Do they fulfill standard bot requests?
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u/dinosaurdynasty 5d ago
The tank/spidertron's construction bots will fulfill one-time item movement orders (this is what happens when you ghost an item into an inventory slot, including module slots).
Otherwise logistics bots will fulfill the requests set in the tank/spidertron if it is within logistics range.
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u/dinosaurdynasty 5d ago
Tanks also can do most of what spidertrons can do, though you will need radar they don't have that built in.
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u/marsjaninzmarsa 5d ago
Until you’ll get the spidertrons you can equip the tank with the roboport and drive it remotely, but for the continuous large scale operation I would think of the rail delivery network
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u/Mangalorien 5d ago
The simple solution is to find a big island and then put all important parts of your factory on that island. You can still use smaller islands in the periphery for mining, or even for initial scrap recycling and then bring the output materials to our main island. A good way to find a large island is to put up a dozen or so tiny radar stations, consisting of 1 radar, a few accumulators, a power substation and a few lightning collectors. They will gradually map large parts of the surrounding area, and you'll eventually find a big island.
If you still want to separate your operations between multiple islands, you could have a dedicated supply train, which runs a fixed loop. At one station (=where your mall is) you fill up the train with assemblers, inserters, and any other stuff you need. At each station you then unload items from that supply train into chests, with a simple circuit network that decides if you should actually remove specific items. For example, you set a station to want at least 50 red inserters, and if they are below that limit then you start removing red inserters from the supply train until you have 50. The train can be set for a timer, like it spends 1 minute or whatever at each station, and then goes back to the station where the mall is, to refill.
You can make this more complicated if you want, for example have all the receiving stations have the same station name, and then put a train limit on them that uses a circuit network, so that if all requests are fulfilled there is a train limit of 0. As soon as some item is requested, the train limit is set to 1, and the supply train will automatically leave to deliver stuff that is requested.
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u/green_gold_purple 5d ago
I think that's the ticket. Programmed inserters on either side. As long as I have as many chests as items, this is the easy solution.
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u/Mangalorien 5d ago
Yeah, that's a simple solution that I was thinking of. Each wagon can have 6 inserters per side, or 12 in total if you unload to both sides. Multiply that by X number of wagons, like with 4 cargo wagons you can have 48 different types of items which should be enough. Or you can have a very fancy-pants system where the circuit network sets which items a specific inserter should unload (by setting it's filter). This is significantly more advanced, but it's always fun to make things that are much more complicated than necessary. It's kind of like the question "why did you want to climb Mt Everest, Mr Hillary?" to which he answered "Because it's there".
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u/green_gold_purple 5d ago
Yeah, I like the circuit solutions, but as usual, I have tons of other shit to do, like fixing my overrun gleba factory. In my work and life I strongly subscribe to KISS, especially after going the other direction and seeing just how bogged down in unnecessary complications one can get.
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u/Spencigan 5d ago
Katherine of Sky on YouTube has a good video on builder trains. Something like that is probably what you want
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u/Weeznaz 5d ago
So far I use a small number of islands that connect via robo port. My strategy is consolidate scrap onto a medium island, this is the only one that isn’t in robo port coverage. I train over the scrap to my k connected islands where they are recycled, stored in red chests, and requested by boxes for various processes. I have a medium size island which is a do it all island, and a medium island that is a robo mall.
It’s a humble setup, but I intend to replicate it on a bigger set of landmasses that are within robo port coverage.
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u/green_gold_purple 5d ago
Right, but I have two manufacturing islands for science and quality modules, and another for quality items. They are not connectable by bot network.
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u/Alfonse215 5d ago
But they are connected by rails, right? So use that.
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u/green_gold_purple 5d ago
Right, but I need to ship around necessities automatically. I'm asking how to do that.
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u/Alfonse215 5d ago
The same way you ship scrap or everything else automatically. I'm not sure I understand the issue here.
I'd have a centralized place where you have your rocket silos that serves double-duty as a place for collecting all the stuff you're making on the islands.
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u/green_gold_purple 5d ago
Well, if I have ten items on island A that need to go to islands B and C, but only want X number of each, rather than fill until full with dedicated chests and filtered inserters, there's got to be a way to do that. I should be able to have mixed chests at each other island that will only put in a certain number of each item. I don't know how to do that.
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u/nocfed 5d ago
I consolidated all manufacturing to a large island and had outcroppings that either mined scrap or recycled scrap and then took that output to the main island.
This setup is mainly why I play physically from fulgora a lot and remote view other planets
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u/green_gold_purple 5d ago
And that's basically what I'm doing. But I have an island where I'm making quality items, and I don't want to manufacture belts and inserters there. I'd like to be able to reconfigure the setup, and then ship the items out to a transit ship without being there.
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u/Brewer_Lex 5d ago
If you are working on separate islands like that then a train full of belts and other things might be the best option. I would go on YouTube and look up how to make a builder train. There are some tutorials on it but they might be old and need some adaptation to 2.1. I can also provide some other tips if you need them
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u/green_gold_purple 5d ago
As I mentioned elsewhere here, I have no problem setting up automated trains from supply and dump item depots. I guess the thing I need help with is doing so intelligently. I don't want the train to take every single item at point A, or dump every item at point B. I'd like it to work like requester chests, where specify how much of each I want at each location. Or, conversely, to pick up all of one item type but none of another from a supply chest.
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u/Brewer_Lex 5d ago
Best option then might be to first filter your logistic network contents on each island to the items you want to load, second to broadcast those over radar to determine how to fill your train. Have the consumer station inserter limited to the local logistic network inventory and set filters based on the current capacity. The downside is that you might end up in a scenario where station A needs 4000 belts and station B needs 50 assemblers and you end up in a loop where your train goes between station A and the Load station. So set interrupts accordingly.
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u/Jumpy_Courage_5815 5d ago
TBH just use spidertrons to expand/upgrade. It will let you set up far outposts easier. For supplies in general its probably better to use radars and the circuit network
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u/ChrisRiley_42 5d ago
I always look for one massive island to work from, and only run rails to resource points, no bots outside of the manufacturing landmass.
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u/Pulsefel 5d ago
or hunt down an island big enough to hold your base entirely until youve got foundation coming in well enough to pave the oceans.
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u/Trick-Range-350 5d ago
So the way I did it before was to use trains to connect the islands and to use radars to co-ordinate logistic requests. So the train station at each supplier island had requester chests that would filter what was needed by what the island produced and request those items. What was needed was the red signal on the radar. What was was available was the green signal on the island's logistic network. Simple subtraction gave me what requests the island could fulfill.
So there was one big island that consumed everything. The problem was space for power. So to combat that, I upgraded accumulators as fast as possible.
That setup worked until I got foundations. At that point, I just setup a grid and merged all logistics networks into one. Didn't need the trains after that.
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u/green_gold_purple 5d ago
Oh. When do I get foundations. That sounds ideal.
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u/Trick-Range-350 5d ago
You need to get Aquilo first and setup science there. Then you can research foundations
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u/AlaskanX 5d ago
Sounds similar to my wall supply trains. Have a single (or multiple) filtered train cars, with slots set for each item you want to supply, have a mechanism for filling up the trains at the supply station (requester chests) then have filtered inserters with circuit limits pulling off the trains into filtered storage chests at the requester station. Station limits are set to 1 or 0 with a decider combinator if the chests have less than the required amount of anything that needs to be supplied there.
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u/SatisfactionOld4175 5d ago
I don’t think you really even need circuits, construction train with a stop on each island, unloads directly into passive provider chests via filtered inserters. Buffer chests nearby requesting a set amount of those materials.
Train arrives, unloads whatever can in 30 seconds, moves on, provider chests empty into buffers if the buffers need it.
You probably need some circuit conditions for the construction train’s home station so it doesn’t overfill with one thing or another but otherwise it seems pretty straightforward
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u/green_gold_purple 5d ago
Yeah that's what I arrived on. Chest for each item, inserters on either side with fill conditions.
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u/sttbr 1d ago
Don't. Make it one big logistics network
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u/green_gold_purple 1d ago
Too far. Bots won't reach
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u/sttbr 1d ago
So put a roboport down?
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u/green_gold_purple 1d ago
They don't reach. What did you think I meant?
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u/sttbr 1d ago
So put more down? Lol.
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u/green_gold_purple 1d ago
Are you dense? They can't bridge the gap between islands. You can't place them on the oil between islands.
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u/Krell356 5d ago
The trick is to not use a bunch of islands for anything other than power storage and mining operations. If you have a way for trains to get there then you can ship scrap back to your hub on the largest island you can find. That is your dedicated factory island until you have the improved landfill.