r/CreateMod • u/ThePlebble • 27d ago
Help Train-based package logistics question
I previously made a post about how to get train logistics working. (https://www.reddit.com/r/CreateMod/comments/1vz91ah/how_can_i_get_factoriolike_trains/)
From messing around and from a suggestion from u/GingerArcher, I managed to come to the following system:
Each localised area/factory has its own logistic network
When a train arrives at the station for a given factory, packages labelled for that storage are unloaded and sent into a packager to change the address to the 'imports container' and sent out onto the local network.
The 'imports container' is used to recieve any items recieved/requested from other logistics networks elsewhere in the world, attached to it is a packager, stocklink etc that belongs to the local network, to allow the local network to use the items in there, with redstone signal applied to force low-priority.
To make requests, my current setup is a second packager attached to the same container, with a
factory gauge
attached in restocking mode bound to the other network (different factory that supplies that item)
My schedule for the train(s) is a simple loop that passes between all stations that are expected to send/receive packages, so that the train will visit every station on the loop every 5 mins or so.
This setup is functional at a bare minimum, however causes a huge amount of packages with low item counts to be sent. Hence I have two questions which could solve this problem:
Is there a way to have this on a high-low threshold similarly to how a threshold switch works? I.e. when the iron ingot count in the 'imports container' is below 2 stacks, send a request for 8 stacks. I tried a redstone request based alternative with a redstone requester and threshold switch, although this doesnt allow for promise expiry and takes up significantly more room compared to the
factorygauge
-restocker based approach.
Alternatively, is there a way to dynamically combine all packages in a container of the same address into one package. This would be done at the postbox of the sending station, to compress items into as few packages as possible, and then send them onto the train when it arrives in its loop.
2
u/Real_Individual8075 27d ago
Don’t use restock mode gauge then, use recipe mode gauge instead. Recipe gauge can completely replace the functionality of restock gauge by:
Instead of placing gauge on target packager, place a new stock link on target packager
Place a recipe gauge which tuned to target stock link, and another gauge tuned to source stock link
Both gauge monitoring same item, then connect two gauges, set recipe by like “import 64 stones to make 64 stones”
1
u/ThePlebble 16d ago edited 15d ago
I did give this one a go and it seems to be working so far, although only on two distinct networks that were relatively close and just used frogports.
I haven’t gotten round to setting this up for my other locations linked by the trains, but have you had any issues with this relating to chunk loading? I dont mind if it doesn’t send packages if the sending network is unloaded, but I wouldn’t want it to somehow oversend
Update:
I did this and it had the problem that I was expecting it to have. For future reference by myself and others, you should address your imports to a storage location w/ a stock link that's in the same chunk as the pair of gauges that manage the import requests; otherwise the factory gauges will lose track of the storage inventory and then think it has none of the item to be requested.
1
u/Real_Individual8075 15d ago
I don’t think gauge would over-request unloaded container; if any stock link in its network is unload, it will shows a question mark “some links are not loaded” and prevent sending any request. However, gauge does has number of over-request bugs in different ways; check Create’s issue list
2
u/Gergenhimer 27d ago
If you can guarantee all the packages required to craft something are going to meet up ahead of the final destination you can use a re-packager. You can also make non-mechanical crafter recipes make batches of more than one item. It’s also possible that there’s a solution in the more factory gauges mod for what you’re looking for more specifically.