I had just gotten to Transport Drones in a playthrough similar to yours. It did take me a bit to figure out the Petroleum thing. (I had to go to the mod page and look through the guide.) I hadn't realized the "x drones pick up x stacks" That is definitely good to know. Thanks for putting up a tutorial on it.
N drones will try to keep the requester filled with _at least_ (1+B) times N stacks, with B being the bonus, for a total of 1-6 times N. the resulting amount of items in the requester thus will be between (1+B) times N and (2+B) times N. this effect becomes very noticeable when you have eg researched 2 bonus levels for capacity and a single drone transports 3 stacks each time, to fill the requester to a level between 600 and 1200 science bottles, and there is no option (yet?) that allows limiting the bonus like the "override stack size" option does on inserters. depending on how the network is set up and for which items you use it, it may be best to (at least at first) use more drones and faster speed instead of bigger capacity: no bonus and 3 drones will fill the requester with 600-800 only (thus a lot less "overshooting" the target amount, and because of more drones also a more steady supply on long distances). do the math yourself: for ore and plates (or maybe also green circuits) where much more throughput is wanted, 20 drones with max bonus still only fill the requester with 6000-6300 ore, 12k-12.6k plates or 24k-25.2k circuits ... ps: the mod is improved, fixed and expanded almost not daily but hourly :-) thus the current version allows to also change the type and amount of fuel that drones use (anybody wanting steam powered drones, or even water, acid or lube powered drones? :-) not only solid items can be transported, but also liquids (there is an alternate provider building for the liquids), and there are also green buffer depots. and also the mining depots (from Klonan's Mining Drones mod) can directly be used as providers for this mod.
quite a while since i wrote the above, and a lot more additions and changes in the meantime, eg depot readers to read the amount of items in depots, network readers to read how many items are available in the entire road network, and (related to my above complaint, most important) also depot writers which allow to set exact lower amounts/limits how many items should be fetched, even with many drones and large bonus ... always keep the mod updated to the latest version, read the info tab on the mod portal, and patchnotes, and also an ingame wiki that is available now and gives detailed instructions.
I’m using it to feed my defences. I have a road around my base with a depot for every 5 turrets. Then one transport per depot. It keeps a stack of ammo at each and so far works pretty well.
metamud I belt feed out to the turrets and use inserters to load the turrets. By only putting one transport into each depot there will only be one stack of ammo at each. Works so far. At least for the early-mid game.
You forgot the best part of the mod. You can hitch a ride on a drone by getting close enough pressing enter. You cant control the drone but you can take load off your dogs tho ;3.
Klonan himself described this method of riding as "being pulled behind the drone like being attached with a bungee rope" :-) don't forget to push enter again to cut that virtual rope: walking away while being pulled will only produce comical effects :-)
Thats exactly what I'm starting right now in a Krastorio2 game. My starter base goes up to blue science (including military) and is just at the point where I'm finishing up that research. Meanwhile, it feeds a big mall that I'm using to make a city-block style base with each block being 1 chunk and roads surrounding each block. Trains will supply ores and bots will handle the mall, construction, and player logistic supply. So far it's shaping up really well.
This mod works great until you have multiple supply depots supplying the same item. The transport drones usually go to the nearest source for pickup regardless of how many items are available for pickup, so if one supply depot is further away but sitting full then it will be unused if there is a closer supply depot that is constantly near empty.
Yeah ran into that problem to at first. One of the depots has to be running on shortages for other depots to be used. Generally the further the distance though the more drones you want, but you also want to get more drone capacity. They tend to favor what has enough to satisfy what they want, higher through-put will though cause them to eventually even out. I found this to be the case with my uranium production; i have 2 patches of uranium, neither big enough to feed the uranium demands of my centrifuges, the drones ended up going to both. Basically, you need to have heavier shortages in depots sources for drones to go for more than one depot. Otherwise they go to the closest depot with resources in it. If your producing more than what a single depot is able to obtain, drones will go to overflowing depots further away as secondary sources.
If a further depot has more resources but isnt being used, it means that your not using enough for the second supply depot. In other words, you can afford to increase production further.
Great mod if you go krastorio/bobs etc. Makes the game so much more manageable as you can just go city block layout right from the beginning and manage the logistics on an easy way instead of mega spaghetti until you get to bots/trains
Nilaus .... I would really have liked to see the drones with speedupgrade 15 or so :D them just buzzing about - and how good they are on 1-wide tracks :D pretty sure they look like mice in a labyrithh
@@Propulus I'm always reminded of ants, especially when they switch direction, sometimes overshooting the corner, etc :-) and although single tile wide roads are no problem for movement even on busy roads, two tile wide roads allow for faster pathfinding and thus much bigger networks before UPS takes a hit. during the last month, diagonal connections and pathes were improved in vanilla (and also in this mod; Klonan is a dev :-) ... see the friday facts FFF 344, 345, 346
For future tutorial videos, a bit of editing would be a good idea. This video could have easily been half the length without the errors, stutterings, and on-the-fly experiments. A lot of people who have never seen your channel will be searching for mod tutorials, so might as well give them a good first impression.
Huh, it seems like a neat mod. I'm suprised the author didn't go for configuration like logistic train network though. It would annoy me to no end having my requesters stockpile increasingly huge amount of resources just to increase bandwidth
while you have a constant flow of products, most of them will be "in transit" and not stockpile. only when less items are needed, the drones will catch up and fill the requester. the mechanics were intended to be something new and different, not simply a "LTN on roads", and one of the challenges is to balance the number of drones with the bonuses and stacksizes and the distances of transports, maybe even using relay stations to cut the distance in half (using half the number of drones for each half) ...
So they made a change in the mod that creates pink robot fuel and it seems that any material (petroleum gas, coal, rocket fuel, etc.) makes pink fuel. The issue is the when I put bots down, the bots transport from the fuel to the requester and back again while ignoring the supply chest. I did set everything up correctly to ensure that I would request from supply to requester. What am I doing wrong?
Train: need a lot of time to load wagon (40 stacks) with 6 fast inserters. Drones: need 40 drones to instantly load 40 stacks. But drones will lack some speed compared with trains
10:30 That petroleum bot is a little derpy lol. But I like it! Mostly just for the aesthetic; I'm not sure how functionally useful these might be when compared to belts, bots, or trains.
Whats with the Transport Drones Network? How its work and how i can say at my storrage system that the drone work to bring the stuff to the storrygesystem BUT dont go to the output from my storagesystem and bring it to the input from storygesystem. How i can make rules for it that they dont bring it from output to input circle. I miss seperate Streets for multiple waysystem
I have seen there are also Circuts for the transport drones, I wonder how they work... I have the problem with barrels, I want to have something like with logistic trains with the "Encoded network ID"^^
Do they transport liquids? Im trying to get petroleum. It can be assigned as request but even though there is output arrow and if i place pipes they show petroleum, but it is not actually flowing from it.
Maybe put the liquids in barrels? Though that obviously complicates things - you'd need filling and emptying points at each end, and then probably another pair of depots to transport empty barrels back.
@@nicodemuseam yes, the mod is improved, fixed and expanded almost not daily but often hourly :-) besides what is shown in this tutorial, there now are green buffer depots, liquid providers, and also the mining depots from the "mining drones" mod can be used as providers. there are also mod settings now to change the type and amount of fuel that is used by the drones.
since the mod is developed and improved on a daily (or hourly? :-) basis, a new tutorial might be needed ... there are liquid providers now (existing requesters can also request liquids), also green buffer depots, mining depots can also be used as providers, fuel type can be changed, etc.
can confirm, am using this mod and factorissimo in city-block fashion designed to hold 2 level 3 factory buildings per block. 7 block gap all around the edges to fit splitters, belts, and request/supply depots. and robot attrition has lost me exactly 0 drones so far... hoping it stays that way
there are no collisions between them themselves and also not with you. thus you can replace a wide multi-belt bus with a one tile (or better for pathfinding two tiles) wide road. there are also no collisions between them and other objects since they can only drive on roads, roads can only be built on empty tiles, and nothing besides rails and gates can be built on roads. (since the drones from the two other mods could be killed by trains, i "automatically" didn't test yet whether these drones also "phase through" trains that cross the road :-)
This is a cool looking mod and I have thought about an idea like this before but like most mods it seems to scale up too easily to OP level. You didn't say anything about if they can hook into the circuit network or how the bots and roads affect or are affected by biters.
on my last map, those drones that were not eaten by biters kept walking through puddles of acid long after the spitters were killed., but roads were left unharmed. because of how requester and liquid depots work (storing up to 64k++ items :-) and also because handling signals by script causes massive hits on the UPS, it is not easy (and currently impossible) to connect them with wires, except for the provider depots which basically act like simple big chests (with 100 stacks capacity)
@@MrThejuanoxize Yeap. Instead of a red box supply depot there is a single tank looking fluid supply depot. Just dont get it mixed up with the 4 tank looking fuel depot. And the requester depot has a pipe output.
I had just gotten to Transport Drones in a playthrough similar to yours. It did take me a bit to figure out the Petroleum thing. (I had to go to the mod page and look through the guide.)
I hadn't realized the "x drones pick up x stacks" That is definitely good to know. Thanks for putting up a tutorial on it.
N drones will try to keep the requester filled with _at least_ (1+B) times N stacks, with B being the bonus, for a total of 1-6 times N.
the resulting amount of items in the requester thus will be between (1+B) times N and (2+B) times N.
this effect becomes very noticeable when you have eg researched 2 bonus levels for capacity and a single drone transports 3 stacks each time, to fill the requester to a level between 600 and 1200 science bottles, and there is no option (yet?) that allows limiting the bonus like the "override stack size" option does on inserters.
depending on how the network is set up and for which items you use it, it may be best to (at least at first) use more drones and faster speed instead of bigger capacity: no bonus and 3 drones will fill the requester with 600-800 only (thus a lot less "overshooting" the target amount, and because of more drones also a more steady supply on long distances). do the math yourself: for ore and plates (or maybe also green circuits) where much more throughput is wanted, 20 drones with max bonus still only fill the requester with 6000-6300 ore, 12k-12.6k plates or 24k-25.2k circuits ...
ps: the mod is improved, fixed and expanded almost not daily but hourly :-)
thus the current version allows to also change the type and amount of fuel that drones use (anybody wanting steam powered drones, or even water, acid or lube powered drones? :-)
not only solid items can be transported, but also liquids (there is an alternate provider building for the liquids), and there are also green buffer depots.
and also the mining depots (from Klonan's Mining Drones mod) can directly be used as providers for this mod.
quite a while since i wrote the above, and a lot more additions and changes in the meantime, eg depot readers to read the amount of items in depots, network readers to read how many items are available in the entire road network, and (related to my above complaint, most important) also depot writers which allow to set exact lower amounts/limits how many items should be fetched, even with many drones and large bonus ... always keep the mod updated to the latest version, read the info tab on the mod portal, and patchnotes, and also an ingame wiki that is available now and gives detailed instructions.
I’m using it to feed my defences. I have a road around my base with a depot for every 5 turrets. Then one transport per depot. It keeps a stack of ammo at each and so far works pretty well.
And how does the ammo then reach the turrets? Do you belt it out from depot to the 5 turrets?
metamud I belt feed out to the turrets and use inserters to load the turrets. By only putting one transport into each depot there will only be one stack of ammo at each. Works so far. At least for the early-mid game.
Me yestarday: yes! Finally! Let's see this drones in action!
Me 1 minute later: oh noooo, I need petroleum first T.T
You forgot the best part of the mod.
You can hitch a ride on a drone by getting close enough pressing enter. You cant control the drone but you can take load off your dogs tho ;3.
Klonan himself described this method of riding as "being pulled behind the drone like being attached with a bungee rope" :-)
don't forget to push enter again to cut that virtual rope: walking away while being pulled will only produce comical effects :-)
City blocks with these bad boys sure would be fun
The main advantage - you can't die after meeting drone with your character. But you can easily die after meeting your character with train
Thats exactly what I'm starting right now in a Krastorio2 game. My starter base goes up to blue science (including military) and is just at the point where I'm finishing up that research. Meanwhile, it feeds a big mall that I'm using to make a city-block style base with each block being 1 chunk and roads surrounding each block. Trains will supply ores and bots will handle the mall, construction, and player logistic supply. So far it's shaping up really well.
I guess the buffer depot wasn't in this version? What's the point in the buffer depot..
Seems like an interesting middle-ground between trains and logistics robots.
Great show! Three thumbs up.
This mod works great until you have multiple supply depots supplying the same item. The transport drones usually go to the nearest source for pickup regardless of how many items are available for pickup, so if one supply depot is further away but sitting full then it will be unused if there is a closer supply depot that is constantly near empty.
Yeah ran into that problem to at first. One of the depots has to be running on shortages for other depots to be used. Generally the further the distance though the more drones you want, but you also want to get more drone capacity. They tend to favor what has enough to satisfy what they want, higher through-put will though cause them to eventually even out. I found this to be the case with my uranium production; i have 2 patches of uranium, neither big enough to feed the uranium demands of my centrifuges, the drones ended up going to both.
Basically, you need to have heavier shortages in depots sources for drones to go for more than one depot. Otherwise they go to the closest depot with resources in it. If your producing more than what a single depot is able to obtain, drones will go to overflowing depots further away as secondary sources.
If a further depot has more resources but isnt being used, it means that your not using enough for the second supply depot. In other words, you can afford to increase production further.
Great mod if you go krastorio/bobs etc. Makes the game so much more manageable as you can just go city block layout right from the beginning and manage the logistics on an easy way instead of mega spaghetti until you get to bots/trains
Nilaus .... I would really have liked to see the drones with speedupgrade 15 or so :D them just buzzing about - and how good they are on 1-wide tracks :D pretty sure they look like mice in a labyrithh
With my experience the only problem is diagonal roads, 1 wide is not an issue if it's at 90 degrees.
@@Propulus I'm always reminded of ants, especially when they switch direction, sometimes overshooting the corner, etc :-) and although single tile wide roads are no problem for movement even on busy roads, two tile wide roads allow for faster pathfinding and thus much bigger networks before UPS takes a hit.
during the last month, diagonal connections and pathes were improved in vanilla (and also in this mod; Klonan is a dev :-) ... see the friday facts FFF 344, 345, 346
For future tutorial videos, a bit of editing would be a good idea. This video could have easily been half the length without the errors, stutterings, and on-the-fly experiments.
A lot of people who have never seen your channel will be searching for mod tutorials, so might as well give them a good first impression.
brilliant tutorial ..thanks from brazil
Realy cool mod alternate for trains with this logistics train combinator network stuff (what i realy hate).
Thx for this video, finger goes up.
It works flawlessly in multiplayer as you could see in imgur links I've provided you in earlier videos ;D
Huh, it seems like a neat mod. I'm suprised the author didn't go for configuration like logistic train network though. It would annoy me to no end having my requesters stockpile increasingly huge amount of resources just to increase bandwidth
while you have a constant flow of products, most of them will be "in transit" and not stockpile. only when less items are needed, the drones will catch up and fill the requester.
the mechanics were intended to be something new and different, not simply a "LTN on roads", and one of the challenges is to balance the number of drones with the bonuses and stacksizes and the distances of transports, maybe even using relay stations to cut the distance in half (using half the number of drones for each half) ...
can you update the tutorial on how to use this with the newly updated circuitry?
So they made a change in the mod that creates pink robot fuel and it seems that any material (petroleum gas, coal, rocket fuel, etc.) makes pink fuel. The issue is the when I put bots down, the bots transport from the fuel to the requester and back again while ignoring the supply chest. I did set everything up correctly to ensure that I would request from supply to requester. What am I doing wrong?
What kind of advantage does it provide compared to Trains and Robots? or even belts? In what scenario would these Drones be useful?
Train: need a lot of time to load wagon (40 stacks) with 6 fast inserters. Drones: need 40 drones to instantly load 40 stacks. But drones will lack some speed compared with trains
Smaller trains inside your main bus base. or just a main bus without belts.
use cases , delivery of armor for defenses, or connections between differnent drone-networks
It's like LTN but without trains and without the hassle to lay tracks and worry about signals.
10:30 That petroleum bot is a little derpy lol. But I like it! Mostly just for the aesthetic; I'm not sure how functionally useful these might be when compared to belts, bots, or trains.
Whats with the Transport Drones Network? How its work and how i can say at my storrage system that the drone work to bring the stuff to the storrygesystem BUT dont go to the output from my storagesystem and bring it to the input from storygesystem. How i can make rules for it that they dont bring it from output to input circle.
I miss seperate Streets for multiple waysystem
THEE NIDAUS?
oooooo
If you use this mod, prices in the BlackMarket mod are displayed incorrectly.
I think ill stick with trains snd belts. I find this more complicated than it needs to be. What we need are oil power plants that can burn any fuel.
I have seen there are also Circuts for the transport drones, I wonder how they work... I have the problem with barrels, I want to have something like with logistic trains with the "Encoded network ID"^^
Why is audio sooooo low tho
Do they transport liquids? Im trying to get petroleum. It can be assigned as request but even though there is output arrow and if i place pipes they show petroleum, but it is not actually flowing from it.
Maybe put the liquids in barrels? Though that obviously complicates things - you'd need filling and emptying points at each end, and then probably another pair of depots to transport empty barrels back.
@@nicodemuseam yes, the mod is improved, fixed and expanded almost not daily but often hourly :-)
besides what is shown in this tutorial, there now are green buffer depots, liquid providers, and also the mining depots from the "mining drones" mod can be used as providers.
there are also mod settings now to change the type and amount of fuel that is used by the drones.
Whats the mod that allows you to increase or decrees the size of the flooring you are placing down?
That's in the base game: numpad+ and minus. Look it up in the settings!
Very useful, could have been painful figure out all of this by myself
since the mod is developed and improved on a daily (or hourly? :-) basis, a new tutorial might be needed ...
there are liquid providers now (existing requesters can also request liquids), also green buffer depots, mining depots can also be used as providers, fuel type can be changed, etc.
I see a real need for these in SE, assuming they do not have transport drone attrition
can confirm, am using this mod and factorissimo in city-block fashion designed to hold 2 level 3 factory buildings per block. 7 block gap all around the edges to fit splitters, belts, and request/supply depots. and robot attrition has lost me exactly 0 drones so far... hoping it stays that way
Ohhh these are nice, but can you get run over by them?
there are no collisions between them themselves and also not with you. thus you can replace a wide multi-belt bus with a one tile (or better for pathfinding two tiles) wide road.
there are also no collisions between them and other objects since they can only drive on roads, roads can only be built on empty tiles, and nothing besides rails and gates can be built on roads. (since the drones from the two other mods could be killed by trains, i "automatically" didn't test yet whether these drones also "phase through" trains that cross the road :-)
This is a cool looking mod and I have thought about an idea like this before but like most mods it seems to scale up too easily to OP level. You didn't say anything about if they can hook into the circuit network or how the bots and roads affect or are affected by biters.
on my last map, those drones that were not eaten by biters kept walking through puddles of acid long after the spitters were killed., but roads were left unharmed.
because of how requester and liquid depots work (storing up to 64k++ items :-) and also because handling signals by script causes massive hits on the UPS, it is not easy (and currently impossible) to connect them with wires, except for the provider depots which basically act like simple big chests (with 100 stacks capacity)
YT seems to hate this video :( Only really loads in 480p for me
Can you use gates to lock them in and control the request amount that way?
Derpies with roads
If this has traffic, it would be cooler
Now there's buffer depots...
It's a shame you cannot use roads in a blueprint over trees. :(
The mod Is fine but i think it needs drons and depots can transport and store fluids
Transport drones can move fluids.
@@FerrumAnulum really?
@@MrThejuanoxize Yeap. Instead of a red box supply depot there is a single tank looking fluid supply depot. Just dont get it mixed up with the 4 tank looking fuel depot.
And the requester depot has a pipe output.
@@FerrumAnulum yes, and mining depots from Klonan's "mining drones" mod can directly be used as providers too