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warehousing's Introduction

Warehousing

Mod for Factorio. Store all the things! (We heard you like boxes, you packrat you!)

GitHub release Factorio version target GitHub Release Date Crowdin

Go grab it now, or get it in-game by searching for Warehousing.

Description

Adds 6x6 warehouses that allow you to store a lot of items, and smaller (cheaper) 3x3 storehouses with less capacity.

Warehouses and storehouses also have logistic versions (passive provider, active provider, storage, requester, and buffer), just like chests.

You can also attach red and green wires to the warehouses, and they'll attach to the correct points on the corner of the logistics warehouses.

Warehouses in a Factorio map


No. Warehouse Storehouse
1. Basic warehouse: 1800 slots Storehouse: 450 slots
  Basic Warehouse Basic Storehouse
2. Storage warehouse: 2000 slots Storehouse: 500 slots
  Storage Warehouse Storage Storehouse
3. Passive provider warehouse: 1800 slots Storehouse: 450 slots
  Passive provider warehouse Passive provider storehouse
4. Active provider warehouse: 1800 slots Storehouse: 450 slots
  Active provider warehouse Active provider storehouse
5. Requester warehouse: 1800 slots Storehouse: 450 slots
  Requester warehouse Requester warehouse
6. Buffer warehouse: 1800 slots Storehouse: 450 slots
  Buffer warehouse Buffer warehouse

Recipes

Basic warehouse / storehouse

Item Qty
Steel plate 200
Iron stick 85
Stone brick 40
Basic Warehouse
Item Qty
Steel plate 50
Iron stick 16
Stone brick 10
Basic Storehouse

Storage warehouse / storehouse

Item Qty
Basic warehouse 1
Storage logistic chest 1
Steel plate 10
Iron stick 15
Storage Warehouse
Item Qty
Basic storehouse 1
Storage logistic chest 1
Iron stick 4
Storage Storehouse

Passive provider warehouse / storehouse

Item Qty
Basic warehouse 1
Passive provider logistic chest 1
Steel plate 10
Iron stick 15
Passive provider warehouse
Item Qty
Basic storehouse 1
Passive provider logistic chest 1
Iron stick 4
Passive provider storehouse

Active provider warehouse / storehouse

Item Qty
Basic warehouse 1
Active provider logistic chest 1
Steel plate 10
Iron stick 15
Active provider warehouse
Item Qty
Basic storehouse 1
Active provider logistic chest 1
Iron stick 4
Active provider storehouse

Requester warehouse / storehouse

Item Qty
Basic warehouse 1
Requester logistic chest 1
Steel plate 10
Iron stick 15
Requester warehouse
Item Qty
Basic storehouse 1
Requester logistic chest 1
Iron stick 4
Requester storehouse

Buffer warehouse / storehouse

Item Qty
Basic warehouse 1
Buffer logistic chest 1
Steel plate 10
Iron stick 15
Buffer warehouse
Item Qty
Basic storehouse 1
Buffer logistic chest 1
Iron stick 4
Buffer storehouse

Contributors

Graphics by Nova_Kast, with visual updates for Factorio 1.0 by snouz. Please do not use without permission! PM Anoyomouse on the Factorio forums for permission/requests.

Storehouses contributed by Hanniballo. Updates for Factorio 0.15 contributed by kingarthur, with integration help from dgw (joined as co-maintainer as of 0.0.13).

Translations

Want to see Warehousing available in your language? Please help us translate the mod on Crowdin! Create a free account (or log in with Google, Twitter, Facebook, GitHub, or GitLab) and help make this mod (even more) awesome!

Existing translations kindly provided by the following people:

Language Translator(s)
🇿🇦 Afrikaans Anoyomouse
@Yuuki2012
Arabic yahyaqradi10
🇧🇬 Bulgarian peter-mw
🇨🇳 Chinese (Simplified) 621awdrgyjil
PlexPt
plumxing
🇨🇳 Chinese (Traditional) artemkiselevvloger
k98a
pickuse2013
willy04wu69
🇨🇿 Czech kukuc473
Raus
🇳🇱 Dutch Beverneus
eregni
TheRealHenkFisher
Yuuki-chan2012
🇫🇮 Finnish mikkoku81
🇫🇷 French alainmonk
daikyraraga
Hasturcraft
rom5921
🇩🇪 German apcnc
honkinator22
Opterai
silentpiranha
🇭🇺 Hungarian artemkiselevvloger
🇮🇹 Italian aironenerowork
cocchisgambelluri45
🇯🇵 Japanese Quifon
🇰🇷 Korean angpoo
@GimoXagros
StaGVii
🇵🇱 Polish diilmac
Nalapl3
sayonara4747
tengongcreative
🇧🇷 Portuguese (Brazilian) @RaphaelNeumann
@scarsick
vini84200
artemkiselevvloger
Clelton
PrinceAstero
🇷🇺 Russian applevine1
apriori
axell2580
bjiomspeed
Oceanel
🇸🇰 Slovak 350zipoo
🇪🇸 Spanish AgnotSeeker
black.dreicous
frenchiveruti
ithan.lara.f
leortegacaudillo
🇹🇷 Turkish orya
🇺🇦 Ukrainian antonus777
ddayver
Met_en_Bouldry
padwiyangel
sasha.garmash96

warehousing's People

Contributors

0ptera avatar anoyomouse avatar dgw avatar dirkyjerky avatar frenchiveruti avatar hasturian avatar jakimfett avatar jdogg88 avatar kingarthur91 avatar mark42xlii avatar raphaelneumann avatar scarsick avatar snouz avatar tomirad avatar warehousing-bot avatar

Stargazers

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Watchers

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warehousing's Issues

Feature request: Ability to connect with cables

hi today i really happy when i see this mod, but when i wanted to balance content i warehouses using cables i cant. Probably you delete this ... Can you only add this to this awesome mod ?

Crashes Factorio 0.16.9+

Theory is that requester chest rework is causing the issue. (Wube added interactions between requester & buffer chests. Warehousing doesn't have buffer warehouses yet, but it shouldn't matter.)

Balance tuning

I've been doing some thinking of the balancing of warehouses. Here are my findings after some playtesting:

Current:

Warehousing: 40xSP1, 20s
Logistics Warehousing: 2x(25xSP1+SP2),25xSP1
Storehouse: 5x Wooden Chest, 10x Stone Bricks, 40x Iron Plate, 20x Steel plate
Warehouse: 60x Steel Plate, 100x Iron Plate, 25x Stone Brick, 10x Wooden Chest

Proposed:

Warehousing: 50xSP1+SP2, 20s
Logistics Warehousing: 50xSP1+SP2+SP3, 30s. Drop the "Construction robotics" tech requirement.
Storehouse: 10x Wooden Chest, 10x Stone Bricks, 20x Iron Plate, 20x Steel Plate
Warehouse: 10x Steel Chest, 20x Steel Plate. 20x Stone Brick, 40x Iron Plate

Additional comments:

Steel Chests have a steel requirement of 8x per, so this brings Warehouse up to 100 Steel required. By doing so, we can lower the number of raw iron required. 25x Stone Bricks is an odd number to work with, lowering it to only 2x that of Storehouse makes more sense.

On the science aspect, Logistics Warehousing works completely differently than most every other tech in the game so we bring it in line with the rest without making it harder. I'm also dropping the Construction robotics requirement simply because it doesn't fit. Warehousing requirements on the other hand are far too low for their need; a warehouse is at the very least a mid-game feature, so we move it inline with midgame tech (Fluid Handling is a good one to model on, however Warehousing is less daunting than Fluid Handling so it's slightly lower).

On logistics warehousing 📦

The logistics storehouses are completely redundant given the presence of logistics warehouses (similar as to why there's no networked wooden/iron chest). IMHO, Storehouses as a whole already feel quite redundant; I would probably brainstorm something like upgrades to Warehouse 2, 3... etc through additional techs.

However, after thinking about it a lot, I actually dislike the presence of logistics warehouses themselves. I'm already fairly unhappy with the way Factorio handles the multiplicity of chest logistics; I would much have a single smart chest and be able to program it to provide/request as needed. Similarly, it feels extremely odd to have to craft an additional item on top of the warehouse in order to connect it to the network. A warehouse is a building, shouldn't it be easy to "connect" it?!

The way I would do it is by turning the Logistics Warehousing tech into giving the passive bonus of being able to choose to connect Warehouses to the logistics network, and choose how, rather than craft singular warehouses. The logistics network imho needs work but hey, that's not your problem :)

So in a model like that, the "Warehouse 2", "Warehouse 3" model makes a lot of sense. Warehouse 1 is your Storehouse, Warehouse 2 is your Warehouse, and Warehouse 3 is your storage warehouse (I find it really excessive, but this is a mod after all). Any of these can be connected.

Thoughts?

HR pictures

Hi i upscaled and tweaked pictures and also modified you mod to use my new HR sprites. I do not want to be selfish, so i sharing this with you. Use if you want
entity.zip
If you can credit me in changelog for my hard work

Enderwarehouse?

With 1.1 wube added "Enderchests", or "linked chest" as they named it.

Would it be possible to get an "Enderwarehouse"?
Possibly not reseachable/constructable, but still there so it could be used in editor-mode?

Its defined here: ./data/base/prototypes/entity/entities.lua:15766:linked_chest.name = "linked-chest"

Fix crafting menu sorting

The warehouse/storehouse items sort kind of willy-nilly in the crafting menu at the moment. Some of them are grouped together with the corresponding logistic chest types, some are separated. It bothers me sometimes when trying to find the right button when setting an assembling machine's recipe…

control click to load

I'm not sure if its a direct cause of warehouse mod, but there's a bug where this mod causes control clicking to not work to load stuff in 0.16

Graphics overhaul tracking

This ticket began as a simple "re-export the sprites in higher resolution" idea, and has evolved over nearly 9 months to become quite complicated. Here's a reasonably concise list of what we actually want to do, based on changes from Factorio 0.17 so far (as of 0.17.29) and plans revealed in recent FFF posts:

  • Redesign buildings to better fit new HD style used by Wube (especially chests, per FFF 283) [#88]
    • Add robot pick-up/drop-off animations to the logistic warehouses/storehouses (also FFF 283) [#88]
      • Factorio 0.17.5 added a LogisticContainerPrototype::landing_location_offset property to control where robots dock, upon our request, which means our new buildings won't be constrained to putting the robot docking hatch in the center
  • Overhaul icons to match [#88]
    • High resolution item icons
      • At least bump to 64x64 per FFF 277 [#88]
      • Multiple icon resolutions with simplified designs at smaller sizes [#88]
        • Factorio itself will likely use a mix of two approaches, based on FFF 290 and FFF 291
        • We should simply use whichever gives us the best results for our icons
    • Technology icons to match base game techs as of Factorio 1.1: [#88]
      • "Base game technology icons now use 4 mipmaps and icon size 256 instead of icon size 128 and no mipmaps"
      • Moved here from #82, as despite being posted in the "breaking changes" forum thread it doesn't break us
    • Make it easier to tell which entity icon is which at-a-glance (per mod portal feedback indicating that the current icon sizes are easily confused) [#88]
      • Especially important if we decide to integrate "Small" and "Tiny" warehouses as proposed by @JDOGG88 in #68—there would then be at least six different icons to distinguish
  • Apply look-up tables (LUTs) to sprites/icons? (FFF 320)
    • NAK; #88's new graphics were created long after the base game color tweaks, and should just match without needing to apply any LUTs
  • Make thumbnail.png for the mod portal/GUI [#88]
    • Technically already done in dbf6e7c, but the current demo map/screenshot will need to be tweaked/regenerated after the rest of this list is finished

Original issue description from mid-2018 follows.


It would be nice to launch high-resolution sprites along with, or shortly after, Factorio 0.17's release. Warehousing will need to be updated anyway, and that update might as well come with a nice bonus. (Wube will no doubt upgrade a number of base-game entities to HD, as they have in past major updates, so Warehousing would really just be joining the party. 😸)

@Nova-Kast I'm assigning this issue to you because you're the only one who can actually generate new images. (If you want to do #32 properly at the same time, that would be fine too. 😁)

Issue on mod load

Hi,
when i try to launch factorio this error is thrown:
"Failes to load mod "Warehousing": Mod Warehousing version {{VERSION}} not matching pattern "Major.Middle.Minor""

Storage Warehouse - causing lag in multiplayer

Playing on a dedicated server hosted Factorio with following mods:
Bob's pack v0.12.17 (i think)
Warehousing v0.0.6
rso v1.5.1
SmartSplitters v0.12.17
SmartTrains v0.3.80
tanks for bob v1.3.2
gravestone v1.0.3
evoGUI v0.4.15

When one of the other players opens the Storage warehouse (with 2000 slots), it causes lag for the rest of us. Is some information actually transferred to other players, or is his computer just slow?

Logistics research requires unmatched science pack counts

Factorio 0.15 was updated some time ago to have all technologies in the base research tree require equal numbers of each science pack consumed.

Warehousing currently (still) uses 2x SP1, 2x SP2, 1x SP3, & 1x Prod for the logistic warehouse research. The science pack requirements for this technology should be updated to align with base. (Probably to be done in combination with #19, to avoid rebalancing research twice in short order.)

Power Satisfaction.

Attempting to make a massive Green Circuit farm how ever i cant get anywhere near peak efficiency due to power issue.
outside factory power satisfation im making around 50ghz alown with 50 ghz extra accumulator storage. so outside satisfaction is hardly used.
Screenshots bellow I would love to see full power passthrough if possible. or at least be able to hook up extra lines to the factories to select how you want your power to be split up.

https://imgur.com/a/ya4oxSl

Future?

Do you plan to add any bigger warehouse? Cuz I keep running into the issue of building huge setup of warehouses to store all my crap.

Add Buffer Warehouse/Storehouse type

Factorio 0.16 introduced a Buffer logistic chest type, which combines the functionality of a requester and a passive provider. Warehousing mod should have a corresponding warehouse and storehouse.

Will require at least edited versions of the existing graphics so the item and entity have the correct accent color. @Anoyomouse, can you contact the creators of the existing graphics to see if they will 1) contribute buffer variants themselves, 2) give permission for me (probably) to make a quick edit to their existing graphics with the new color, and/or 3) provide the PSD/XCF/etc. project files?

Update for Factorio 0.16

This is basically a QOL mod for my now. Requirement lolol. Just checking if this project is still worked on?

Storage warehouse/storehouse can't be logistic filtered

Base-game storage chests gained a "Logistic filter" GUI to set the preferred item to be stored in that chest. The modded entities don't get this GUI. It's probably something trivial that I missed due to looking into it at 2am. (And I didn't think to test it before releasing 0.1.1, bad @dgw!)

items disappearing from storage warehouse

so i had a storage warehouse with the parts of my deconstructed base but now as i try to rebuild the items are disappearing from the warehouse. I watched the items trickle down into something that doesn't exist.

Crash on load 0.17.43, warehouse-buffer.png

Factorio version 0.17.43
Warehousing version 0.2.3

Worked fine on earlier versions. Today, when starting the game I get the error loading mods:

Failed to load mods: Closing file Warehousing/graphics/entity/warehouse-buffer.png failed (-105): Warehousing/graphics/entity/warehouse-buffer.png

Feature Request: 3x6 and 6x3 Storehouse.

Two storehouses fit perfectly in between train cargo wagons, but do not share goods and a 6x6 warehouse is sometimes to big to fit in compact factory designs.
I think a 6x3 rotatable storehouse with 350 slots would fill the gap perfectly.

Warehouse capacity rebalancing

A recent post on the Factorio forums got me thinking again about warehouse capacities.

I don't get the purpose of the mod. Why wouldn't I just make three rows of six steel/provider chests instead of a warehouse? It's more storage by 64 slots. Am I missing some important feature?

DarkZalgo

Some time ago (long before getting involved, around when I just found the mod) I did the math to figure out which warehouses were actually more space-efficient than the equivalent area filled with steel chests. In my Factorio career, steel chests have always been 48 slots. I don't believe they've ever changed capacity (the only changelog note on Factorio's wiki is that steel chests became connectable to the circuit network in 0.13). The math then showed that only the Storage warehouse/storehouse is actually more efficient, and that hasn't changed.

For reference, the current chest/storehouse/warehouse space comparison goes like this:

Tile Area Storage Slots Slots/Tile
Steel Chest 1 (1 × 1) 48 48.000
Basic/Logistic Storehouse 9 (3 × 3) 150 16.666…
Storage Storehouse 9 (3 × 3) 300 33.333…
Basic/Logistic Warehouse 36 (6 × 6) 800 22.222…
Storage Warehouse 36 (6 × 6) 2000 55.555…

Both @Anoyomouse and I (@dgw) think rebalancing the warehouse capacities is due, but we differ on details. (I'm going to write "warehouses" to refer to both warehouses and storehouses below for brevity.)

@Anoyomouse reasons that warehouses should remain slightly less efficient than chests because of the "warehouse logic" you gain by building big warehouses.

@dgw reasons that warehouses should store more in the same area than steel chests because warehouses are probably taller than chests. Even if they're about the same height, they should still gain a space advantage because they leave out the chest walls in between the inner tiles.

Whatever the final numbers are, the item recipes will need rebalancing at the same time to keep them in line with the entity capacities. This is probably best done in conjunction with #19 as well, which also brings up rebalancing the recipes.

Rebalance tech requirements of logistics warehousing

Hi!

Now that Logistics is behind yellow science, I think Logistics Warehousing should not require it to be researched first.

Use case: Using storage and passive provider warehouses before Logistics is researched.

I don't think it should require purple science either, but that's another discussion.

Upgradable capacity

I would love to make warehouse capacity upgradable with research. Like a "building storage bonus" that adds a fixed number of extra slots, or a percentage, to all buildings.

Unfortunately, Warehousing's buildings are just big reskinned chests, and chests' slot counts are fixed in the prototype definitions at startup (not changeable at runtime).

This goes in the new "Wishlist" category of stuff that would be cool, but isn't possible (yet?).

A poor man's version of this could be implemented with different item/entity tiers and fast-replace, but it would be a really clunky experience.

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