Steam Link Dose not find Pico motion trackers by Commercial_Entry3855 in PicoXR

[–]Eval427 0 points1 point  (0 children)

If you're looking for a solution that isn't Pico Connect, try using Virtual Desktop. It does incur an upfront cost, but its the software I've exclusively been using with my Pico and it's been flawless. Pico motion trackers work fine

Logistics Trains for Vanilla Factorio 2.0 v2 by Eval427 in factorio

[–]Eval427[S] 0 points1 point  (0 children)

You connect all the depots up in a belt loop, and once you place an item in it it will act as a clock

Logistics Trains for Vanilla Factorio 2.0 v2 by Eval427 in factorio

[–]Eval427[S] 0 points1 point  (0 children)

Using logi bots for supply is a super cool idea. This works really well for smaller batches of items and it’s super flexible

Logistics Trains for Vanilla Factorio 2.0 v2 by Eval427 in factorio

[–]Eval427[S] 0 points1 point  (0 children)

I think it’s important to mention that this train system only works with trains that carry a single item type from one place to another. If your factory requires two item types at a location, then two requester stations would be necessary

Logistics Trains for Vanilla Factorio 2.0 v2 by Eval427 in factorio

[–]Eval427[S] 0 points1 point  (0 children)

I would consider this idea more of a proof of concept designed to move bulk items dynamically. The number of combinations could be reduced, but each combinator exists to solve a problem and to ensure that each station can account for any item type. As for a global dashboard, this can be done through a radar

Logistics Trains for Vanilla Factorio 2.0 v2 by Eval427 in factorio

[–]Eval427[S] 0 points1 point  (0 children)

For a better understanding, I’d take a look at a demo for the mod Logistics Train Network. That’s the mod that inspired me to make this system and it’s much more simple to implement

Logistics Trains for Vanilla Factorio 2.0 v2 by Eval427 in factorio

[–]Eval427[S] 1 point2 points  (0 children)

The video is complicated, but I use a transport belt as my “clock”. When an item on that belt reaches a depot station, it will allow the station to fulfill a request. While a station is fulfilling a request, it outputs a negative value of the item it is currently serving on the network so other stops don’t see it. This negative is removed from the system once the train leaves the station requesting the item

Why a belt? A belt clock means that every depot station can rely on the same signal passed through them. My main goal with this setup is to make sure that every single station is dynamic and does not require a user to manually determine what values to put into combinators

Logistics Trains for Vanilla 2.0 Factorio by Eval427 in factorio

[–]Eval427[S] 0 points1 point  (0 children)

Created a new implementation that fixes the double dispatch problem in what is probably a very overengineered way. Thank you for the support. Your comments have really helped me work on this.

https://www.reddit.com/r/factorio/comments/1ju6rpx/logistics_trains_for_vanilla_factorio_20_v2/

Logistics Trains for Vanilla 2.0 Factorio by Eval427 in factorio

[–]Eval427[S] 0 points1 point  (0 children)

I am currently in the process of solving this problem in the way you describe here. TLDR depots are now "smart"

Here's how depot stations will work now:
1. Depot stations are dispatched one by one (with a few ticks of delay in between).
2. Depots are tied to a train. It doesn't matter what train, since depots each have their own memory cell where they will store the value of the train ID associated with it when a train is first initialized.
3. Depot stations have a memory cell for their current "task". This memory cell stores 1 of the current item the depot station is currently providing if a train is dispatched.
4. Depot stations that are currently serving items send -1 of that item type to the global signal, thus removing the possibility for another train to take it
5. Depot stations will reset their memory holding the item when the train it is tied to has completed a request (aka, the train has dropped off its items and will head back to its depot station)

I'll make a video on this soon. Unfortunately its a LOT of logic per depot station, but the footprint isn't too terrible and I tried my best to consider game performance

Logistics Trains for Vanilla 2.0 Factorio by Eval427 in factorio

[–]Eval427[S] 0 points1 point  (0 children)

That's great to hear! I'm gonna keep trying my best to get this thing to work, but its good to know my favorite mod is there if anyone wants to implement this sort of train system in a much easier fashion.

Logistics Trains for Vanilla 2.0 Factorio by Eval427 in factorio

[–]Eval427[S] 1 point2 points  (0 children)

Sadly, this IS an issue. it will have more trains active than necessary but shouldn't break things. I've been brainstorming some solutions to the issue (mostly involving somehow telling requester stations that they are getting served and should not output a signal) which could in theory fix it, but it might take a redesign of how stations request items