Logistics question

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  • #1946
    Kashada
    Participant

    I am trying to figure out the logistics side of things but am having some issues.

    The main issue is the automatic transport of raw materials or the items needed to construct stations from one place to another. I can’t seem to find any preset that works for either of these (raw at all and construction is no ideal) or any method of setting limits for each item on there own.

    I kind a of assume there is some method of setting the limits for each item that I have miss or am I wrong?

    #1947
    Kashada
    Participant

    I’m also wondering if the items required to build a station/parts of the stations are shown somewhere?

    #1955
    Zorro
    Keymaster

    Hi,

    All construction is done with cargo of type “products”. I use fleets with the cargo limits “Product Transport” to distribute those products around a system to bases that cannot manufacture their own.

    To build products I tend to use bases in asteroid belts or planets with all of the basic resources present (using “General Manufacturing” limits). They will process raw into materials/chemicals and onto components and finally products. The only import such bases need is K filaments from the filament belts found around main sequence stars. I construct a processing station in that belt with limits “K Filament Extraction”, and use a point-point transport to take refined K filaments to the manufacturing base with limits “K Filament Transport”.

    I think this is covered on https://diaspora-exastris.com/your-first-system/

    finding the construction requirements can be a bit fiddly. For the hull you have to open up a fleet member view for something that can be expanded (a static base) and hover over the “Build more modules” tool (first brick tool you see). That should bring up a table of requirements for the hull itself.

    For the modules if you hover over the name (Cargo,Dock,Shipyard etc) then that should bring up a tooltip with the modules required for those.

    For factories on the industry tab, hovering over the “type” will show what that factory needs to build a new module, hovering over “specialization” will show manufacturing input requirements. Everything tends to feed down through intermediate goods towards products/supplies.

    In theory you could separate the different kinds of manufacturing and be shipping around materials or components, but it’s not something i’ve done and there are no built-in cargo limits for that.

    After developing a system a bit you might find a main manufacturing base to be a bit short on a key input such as precious metals, which you might find in better quantities on rocky planets orbiting closer to the star that themselves lack volatile resources (chemicals/water), so it could be beneficial to extract & refine something like precious metals on that hot planet and ship those out in a similar manner to shipping refined K filaments.

    Hope that helps

    #1956
    Zorro
    Keymaster

    Also, you can modify existing cargo limits, or create new sets.

    If you change a limit it’ll change for all fleets using that set, so be careful.

    These are editted on the faction view, “Cargo Limits” panel. If you select a set then a cargo type on the right handle panel an “edit limit” tool should appear on the right hand side of the panel. The limits are set in basis points (hundredths of a percent)

    #1957
    Zorro
    Keymaster

    Note i’ve never transported raw materials directly, i’ve always refined them at source then transporting the refined goods instead. Logistics bottlenecks are often caused in the transport of goods between sites so usually advantageous to reduce the size of the package by refining at source (e.g. transport 1000 refined precious metals directly rather than 1000 low yield raw precious metals that would only produce 200 or so refined goods)

    #1958
    Kashada
    Participant

    This is exactly what I needed to know thank you 🙂

    I had assumed there was a method of making your own cargo limits but had been unable to find it. In hindsight the faction screen was the logical place to look.

    I’m determined to figure out the Eccentric start. You have made a great game!

    #1968
    Kashada
    Participant

    I have a couple more questions;

    1) Is there a way to set agents up to check if another agent is going to a target to complete the same job already?

    My goal with this is to have a number of small fleets looking for targets that need supplies and splitting up to supply more targets at once. Its fully possible this will happen as I have more targets for them to supply but currently they all go to the same target at once.

    2) is there some way to build in a delay to agent orders?

    My goal for this one is to have multiple fleets collecting resources from a target at different intervals to the destination receives a constant supply over one off large shipments. This works well enough until their first idle period when they bunch up and start the task at the same time. (As I type this I realize I could just remove the idle order but info on any other method would be helpful)

    #1970
    JyeGuru
    Participant

    #1 is actually already in place in the Local Defence agent template. The Service Precondition states !IsBehaviorTarget( client, "Engage" ) meaning “if nobody else is already engaging this target”

    I believe this should work the same for supply fleets, just by adding that precondition.

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