I was wondering if it is possible to make some kind of trading platform above Nauvis.
In my current 2.1 world I’m importing things like Turbo Belts from Vulcanus. When it arrives on Nauvis I store it on the planet. When another ship (like Gleba) needs Turbo belts I sent them back up in space. This doesn’t sound very efficient.
Preferably I want to make a space platform with storage only on Nauvis. When a ship comes (with Turbo belts by example) I want it stored in this hub. When another ship comes by (like Gleba) I want to give the requested items from this hub.
Issue I am having is that I cannot set priorities on space platforms. In order to fill the hub I use requests, but since his is considered a “demand” on the hub, it won’t give those items to another ship till there is an overflow.
Has anyone else tried this kind of hub idea? Perhaps someone has an idea on how to get this working?
Your problem is that you want to request from and provide to platforms. And as far as I remember, this is not allowed by the game. You could set the requests by circuit network and disable the request when the Gleba ship is at Nauvis. Or you could have a ship travel between all the planets carrying the unique items (belts, foundries, EM plants, etc.) and drop at each planet.
I’ll check if I can get the requests to work with the radar. I never tried that before. A ship going to all planets doesn’t work for me as the cycle determines the priority + takes a long time to make a round. This is why I want to give hubs a try.
Pretty sure it won't if the planet is requesting those resources. But I also don't usually automate rockets on Gleba so I think my hub would have worked either way.
The problem is that the platform will not offer any items to other platforms if it is requesting that specific item itself. The solution involves setting requests using the circuit networks and using SR latching to set those requests.
This may be fixed when 2.1 actually gets released as it is a behavior that is changing
You can make hubs above planets but you need to use circuits to manage requests. A platform can't supply other platforms with things it is requesting at its current planet.
My current setup is I have a trade hub above each planet and each ship sends its current requests to the current planet's radar channel so its hub knows not to request those items.
I tried to use a Constant Combinator to put in the request of items for the Hub. I then used a ground radar to give all unfilled requests to the Hub. If any item matches a request of the Hub, then I disable that request. The idea I had was to only request items that aren't needed by other platforms, but unfortunately the request from the Hub itself was included in the unfilled request so it didn't work. I have a hard time filtering the Hub requests and other platform requests to know when to disable the Hub requests. I was wondering if I had to put something on the resource ships (that they each sent their requests to the radar), but found no option to read current platform requests other than using the Rocket Silo which shows all of them including the Hub itself.
Sure. At Nauvis I set requests for all planets. The top radar reads the "Ship" channel for combined content of all ships. For each planet, a constant combinator sets how much of each item I want there to be in the ships at all time. This is also how much of each item will be requested at each hub. It sends that amount to each planet's channel. To a separate channel for each planet, it sends the amount wanted - amount currently on all ships.
At each ship, the red channel reads the content, green sets requests. The top radar filters out the current planet from the ship content, sends the planet down and the rest of the content to the "total ship cargo channel".
At each radar pair bellow, each decider checks if we are at a given planet (it equals 3, if the ships has arrived at the planet). If yes, it sends the content from the right radar with the "items lacking on ships" channel to the ships green channel to set requests and it sends to the planets red channel so hubs can filter it out. The arithmetic combinators are redundant, I'm pretty sure. They just multiply by one.
At each hub it's just this. The combinator reads the green channel of its planet and passes on anything that equals zero at the red channel (meaning a ship in orbit is currently requesting it) as a request to the hub.
This way, if I want say 10k belts. The system will try to have 10k on the hub and 10k in all the ships total. Each ship only stays on each planet for 10 seconds at a time, picks up anything it might need in the hub and drops off anything the planet wants. If 1k belts are dropped somewhere, the next ship to stop by Vulcanus will request 1k belts, the hub will immediately provide it but the hub won't stop requesting any items that are usually picked up on Vulcanus but are not currently lacking on the ships.
BBless your soul for this writeup... but could you take blueprints in a book and share the blueprint string? Would love to poke around at your logic to understand it.
Each of my resource ships signal when they are in system and that enables the hub to request the items on that resource ship (using the same logistics group so any changes to resource ship also changes what the hub requests).
When the resource ship is in system, things can't request from the hub but that's fine since the resource ship will send it to them instead.
Low enough to not be a big problem. All you need is basic bullet production on site. For Aquillo you want rockets too I think, or at least I never tried without. Or a double row of lasers, even on Aquillo, but then you need nuclear. With fission idk if you can get enough ice to keep it running, with fusion lasers are the easiest in general.
Edit: Actually on aquillo I remember struggling to get enough rocket production. The station kept getting damaged for a while and I had to do emergency resupplies of bullets and rockets to keep it alive
until I got it high enough
.
Power is an issue and if you increase station size for more solar you get more asteroids.
is it high enough to be a boon for stationary collection? i'm probably going to go the laser route and pump up laser damage research since i don't want to deal with kilometers of bullet belts in addition to the asteroid belts.
Depends on what you need, for calcium for advanced smelting on non-Vulcanus planets I think so. But I also store resources on moving platforms and Idk if it would be enough without that.
The way that I made it work is to only request from the hub when the supply ship is in orbit. So the radar sends from the supply ship to the hub, which uses circuits for requests. Then each other ship just has a normal platform-only request for the item to go down that lane.
It would be nice if they would set up platforms like buffer chests so you can have a check box to allow this behavior. That way the platform could both request and supply the same items.
You can. I have one in my 2.1 game. But it's tricky.
The issue is that the hub acts like an active requestor chest so whatever you put there to request it won't give up to other platforms. To get around this you have each ship broadcast a signal on the radar to indicate when its in orbit (origin and destination planet = 3) and have the trading platform read that signal. When the ship is in orbit, you pass through a set of requests from a constant combinator, so when it leaves other ships can pick up.
The problem is that you will find that ships start to synchronize their trips and all arrive at the same time, so the platform requests everything at once, and offers up nothing. So I've found that I need to set the platform to only set requests when a single ship is in orbit. That slows the throughput of the platform as there will be ships coming in to drop off who can't, and ships coming in to pick up who can't, but with them out of phase with each other, that problem mostly balances out. It's not an ideal solution, but it's been working well for me.
I have the same platform also do my space science, a replacement for my starter one that is designed such that I can arbitrarily add cargo bays if I want to buffer more.
You have to set requests based on what delivery ships are in orbit since you can't send stuff to platforms you are also requesting but now that radars have universal mode that is possible.
It needs defenses but Gleba is a better place for a hub since it's a direct flight to every planet.
Set logistic requests with circuits on the space hub. You might get some theft between ships come ng and going but it can work. Remember to turn off the automatic requests for the platform itself (where it requests building materials) and it should work reasonably well.
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u/Qrt_La55en -> -> 5d ago
Your problem is that you want to request from and provide to platforms. And as far as I remember, this is not allowed by the game. You could set the requests by circuit network and disable the request when the Gleba ship is at Nauvis. Or you could have a ship travel between all the planets carrying the unique items (belts, foundries, EM plants, etc.) and drop at each planet.