Search found 54 matches
- Tue Jan 16, 2018 10:08 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 376883
Re: Friday Facts #225 - Bots versus belts (part 2)
This is too overcomplicated and requires double the transport lines (1 forward 1 backward) which is just too complex to actually benefit from it. Hardly. It's still a 25x increase in throughput even if you ship back pallets. (50 items per pallet, so 50x items moved, divided by two because you need ...
- Tue Jan 16, 2018 2:09 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 376883
Re: Friday Facts #225 - Bots versus belts (part 2)
Concerning stacking: I think as discussed it's an excessively clunky mechanic, and that there is a less clunky, more intuitive way to achieve the same goals. Namingly: https://mods.factorio.com/mods/twanvl/pallets It works exactly like barrels, but for items instead of fluids. Make bots incapable of...
- Mon Jan 15, 2018 12:34 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 376883
Re: Friday Facts #225 - Bots versus belts (part 2)
The current situation is that bots have an infinite maximum throughput per tile, which no other means of transport has. But that is not true. While a mountain of bots can deliver a huge amount of items at once, that value is equivalent to the concept of "burst damage" in an RPG. A pile of...
- Sun Jan 14, 2018 11:50 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 376883
Re: Friday Facts #225 - Bots versus belts (part 2)
S2: Worth testing, but I predict that this will just be overgone by the players with more chests, which is a backstep. The current situation is that bots have an infinite maximum throughput per tile, which no other means of transport has. If a queuing system is added, bots would be limited to a fin...
- Sat Jan 13, 2018 12:39 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 376883
Re: Friday Facts #225 - Bots versus belts (part 2)
Regarding bot nerfs, an actual chest access cooldown may be worth a lot. An inserter can only access a chest so quickly, and you can only ever have four (well technically eight) inserters accessing a chest at a time. It doesn't have to be crippling, but it might go a long way towards making bots a ...
- Fri Jan 12, 2018 11:16 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 376883
Re: Friday Facts #225 - Bots versus belts (part 2)
Regarding bot nerfs, an actual chest access cooldown may be worth a lot. An inserter can only access a chest so quickly, and you can only ever have four (well technically eight) inserters accessing a chest at a time. It doesn't have to be crippling, but it might go a long way towards making bots a ...
- Fri Jan 12, 2018 10:08 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 376883
Re: Friday Facts #225 - Bots versus belts (part 2)
1: Modules and Beacons being as they currently are means that there is really only one endgame layout that is optimal. Which is the ever famous alternating rows of beacons and assemblers, which everyone uses because it is clearly optimal. If modules and/or beacons were changed so that there was mor...
- Fri Jan 12, 2018 9:53 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 376883
Re: Friday Facts #225 - Bots versus belts (part 2)
Suggestion:Instead of trying to make the belts compete with bots for sheer throughput per space, have belts remain low cost and energy efficient for their throughput compared to bots, while improving their performance in tight spaces. Part of the reason bots excel is that they can move items into an...
- Sun Jan 29, 2017 6:29 am
- Forum: Ideas and Suggestions
- Topic: Train station skipping conditions
- Replies: 143
- Views: 64803
Re: Train station skipping conditions
You are mixing two things here: 1) coal mines switching the station on/off depending on how much coal is bunkered. 2) trains skipping stations because THE TRAIN don't need to go there. Ok, so tell me what is then this: A coal mine, that switches itself off BECAUSE the train should skip. Is that a t...
- Mon Jan 23, 2017 7:51 am
- Forum: Ideas and Suggestions
- Topic: Train station skipping conditions
- Replies: 143
- Views: 64803
Re: Train station skipping conditions
The problem with that is disabling the train stop disables it for all trains, not just one with a particular condition. The problem depends, on how you want to do things. Using more trains makes it easier. With disabling stops outright? No, it does not. The more trains you have in the system relati...
- Fri Jan 13, 2017 11:26 pm
- Forum: News
- Topic: Friday Facts #173 - Nuclear stuff is almost done
- Replies: 192
- Views: 80178
Re: Friday Facts #173 - Nuclear stuff is almost done
Sam By the time you reach endgame, you have basically endless free power from solar farms. Turbines would help fill the gap between coal power plant running out of space for expansion and mass production of panels and accumulators, which in turn would provide a need for greater fuel efficiency solve...
- Thu Jan 12, 2017 4:04 am
- Forum: Ideas and Suggestions
- Topic: Reversible Inserters
- Replies: 6
- Views: 3614
Re: Reversible Inserters
I'm with loganb in that you don't need to check the inserter for reversing every time it does something, just when it's getting fed a negative value for the resource it's holding. possible Pseudocode: if circuit.connected() = true ---if inserter.c_set_filters = true ------foreach(circuit.channel x) ...
- Thu Jan 12, 2017 3:41 am
- Forum: Ideas and Suggestions
- Topic: Pre-programmed early robot, mover inserter
- Replies: 4
- Views: 1940
Re: Pre-programmed early robot, mover inserter
While a nice concept, I feel like the programming's a bit much for one bot, and at the same time it's too slow. How about it takes commands from, and outputs into, the circuit net? Like a mix between AAI and your idea. It'd be constrained to a nearby pole by a wire, but could get a radio later as an...
- Wed Jan 11, 2017 7:48 am
- Forum: Ideas and Suggestions
- Topic: Complete nuclear implementation concept
- Replies: 12
- Views: 7312
Re: Complete nuclear implementation concept
https://en.wikipedia.org/wiki/Heavy_water_reactor He's referring Heavy water reactors. Heavy water doesn't absorb neutrons like light water does(Don't ask me, I only barely get what Wikipedia's talking about), while still slowing down neutrons. This enhances the neutron economy so much that unenrich...
- Sun Jan 08, 2017 5:43 am
- Forum: Ideas and Suggestions
- Topic: assembling machine
- Replies: 26
- Views: 9301
Re: assembling machine
One thing that might work is, the assembling machine goes into a 'jammed' state when the recipe is changed and unneeded items are inside, during which inserters can pull out the items stored inside, and goes back into a working state with the new recipe when the jammed items are cleared out.
- Sun Jan 08, 2017 1:20 am
- Forum: Ideas and Suggestions
- Topic: Complete nuclear implementation concept
- Replies: 12
- Views: 7312
Re: Complete nuclear implementation concept
I have been thinking of the reactor as a building that can have extenstional buildings; research reactor, waste storage pool, second reactor core. You would then only be able to construct it against the reactor (level1) building. Compared to my idea, the only differents would be that you would have...
- Fri Jan 06, 2017 1:01 am
- Forum: Ideas and Suggestions
- Topic: Complete nuclear implementation concept
- Replies: 12
- Views: 7312
Re: Complete nuclear implementation concept
I would like to reiterate points from previous thread re: 1.Barrelling, separated storage and rad shielding(concrete chests) of radioactive material, radioactive effects on nearby players and other organic entities, 2.More uses for flourine: flouropolymer/Teflon, the aforementioned poison capsules, ...
- Wed Jan 04, 2017 11:18 pm
- Forum: Ideas and Suggestions
- Topic: Train station skipping conditions
- Replies: 143
- Views: 64803
Re: Train station skipping conditions
But if it's not really needed, why do you need it? :D 8-) It's not needed the way universal barreling isn't needed-We can do without it, but we can do so much more with it. There's two overarching use cases I can see for skipping conditions where disabling the station outright would be a liability:...
- Fri Dec 30, 2016 11:52 pm
- Forum: Ideas and Suggestions
- Topic: Train station skipping conditions
- Replies: 143
- Views: 64803
Re: Train station skipping conditions
The problem with that is disabling the train stop disables it for all trains, not just one with a particular condition. The whole point of this suggestion is to let trains skip stations without interfering with other trains going about their business. Personally would prefer a go-to-station conditio...
- Fri Dec 30, 2016 3:56 am
- Forum: Implemented Suggestions
- Topic: Rename the diesel locomotive to burner locomotive.
- Replies: 19
- Views: 6921
Re: Rename the diesel locomotive to burner locomotive.
A train that converts barreled petrol into empty barrels for power sounds like pretty reasonable thing to have in factorio... I, for one, am not sure what the word "Diesel" actually means (aside from "excellent place to buy jeans"), and should really Google it sometime. It's a f...