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Moderator: ickputzdirwech
I have thought about those points a bit and I can't agree to all of your own suggestions.katyal wrote:1. I think ropeways should be as straight as possible with making them a chore to setupkatyal wrote: Well what are the details?
- Should ropeways be only straight?
- Should ropeways have a limited length? If so how long?
- Should pole placement be automatic?
- How big should stations be?
- When powering a ropeway do you need electricity at one station or both?
- What can be carried in ropeways? Anything? Just ores ?
- What throughput should a ropeway have?
2. No limit on length. Keeping them straight will be limiting enough and one of the usages I find interesting is the idea of using ropeways to pass over obstacles rather than having to clear cut a path thru a forest for example.
3. For convenience I would say yes place the pole automatically, but its not a deal breaker. I'd rather have ropeways with manual placement of the poles than not have ropeways.
4. Make the stations 2x2 or 3x3 honestly whatever is necessary to make the graphic and animation look good.
5. I don't see a reason to limit ropeways to ore
6. I see the little wagons as being able to carry a stack and max throughput should be somewhere between fast and express belts so 1000 - 1600 items/minute
I also think the stations should have shoots for unloading just like mining drills.
If the output backs up it should stop.
Well,ssilk wrote:I think no crossings are a good idea. Building it yourself: Maybe. I don't see there a potential: It's not interacting with something on the ground, it's just a connection. I would prefer automatic building and you will see, that I'm right.
Weren't ropeway lines supposed to be point-to-point? In that case it might easily autoconnect with wrong ropeway!keyboardhack wrote:i am glad that you agree with me. The ropeway should, like all underground belts and all poles, automatically connect with each other automatically.
90deg would be very hard. I've seen ski-lift (or how does one call that thing) that had a <60deg turn and it was a pretty big thing with lots of wheels.I do however think there should be a limit on how sharp corners the ropeway can take. if the corner is too sharp, then the ropeway wagons will begin to go through each other which wouldn't make much sense. I think a max angle should be ~90deg
Could be that usual mountains have such straight line that gets to the top? (thus you have no reason to want to turn, since you want to the top..)ssilk wrote:Back to the rest. I'm currently in ski-holiday.Ropeways anywhere. Long. Straight. Simple. Slow.
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Inserters (or later logistic bots)
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One stack of input-inventory (later more stacks)
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| Complete stack(s) is then loaded to
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Cabin (The input stack is then empty)
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| Moved to the other side
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One stack of output-inventory (it can be only unloaded, if the output stack is _completely_ empty!)
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Inserters or logistic bots.
I like the new picture... xDCordylus wrote:I updated the first post. I think it's time to refresh this idea.
Today I visited the awesome ropeway conveyor line in the Czech Republic. It looks like the real-life Factorio machine.
would love thisBizobinator wrote:Do you know if anyone has turned this into a mod?
Personally I think this is potentially a great way to add an alternative to bots for things like supplying construction trains with a variety of goods. It could also potentially move relatively low volume things to over medium distances, to eg, keep roboports at your wall supplied with repair packs, walls and turrets, without connecting the roboport networks. I think this could be a fun addition to the game.olafthecat wrote:A tinsy bit of Necro going on here.![]()
I still like the idea though.
However, I do prefer bridges and elevated belts, a more recent idea.