Search found 54 matches

by vipm23
Tue Jan 16, 2018 10:08 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 199488

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 ...
by vipm23
Tue Jan 16, 2018 2:09 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 199488

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...
by vipm23
Mon Jan 15, 2018 12:34 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 199488

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...
by vipm23
Sun Jan 14, 2018 11:50 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 199488

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...
by vipm23
Sat Jan 13, 2018 12:39 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 199488

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 ...
by vipm23
Fri Jan 12, 2018 11:16 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 199488

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 ...
by vipm23
Fri Jan 12, 2018 10:08 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 199488

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...
by vipm23
Fri Jan 12, 2018 9:53 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 199488

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...
by vipm23
Sun Jan 29, 2017 6:29 am
Forum: Ideas and Suggestions
Topic: Train station skipping conditions
Replies: 139
Views: 37610

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...
by vipm23
Mon Jan 23, 2017 7:51 am
Forum: Ideas and Suggestions
Topic: Train station skipping conditions
Replies: 139
Views: 37610

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...
by vipm23
Fri Jan 13, 2017 11:26 pm
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 49995

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...
by vipm23
Thu Jan 12, 2017 4:04 am
Forum: Ideas and Suggestions
Topic: Reversible Inserters
Replies: 6
Views: 2033

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) ...
by vipm23
Thu Jan 12, 2017 3:41 am
Forum: Ideas and Suggestions
Topic: Pre-programmed early robot, mover inserter
Replies: 4
Views: 968

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...
by vipm23
Wed Jan 11, 2017 7:48 am
Forum: Ideas and Suggestions
Topic: Complete nuclear implementation concept
Replies: 12
Views: 4387

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...
by vipm23
Sun Jan 08, 2017 5:43 am
Forum: Ideas and Suggestions
Topic: assembling machine
Replies: 26
Views: 4946

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.
by vipm23
Sun Jan 08, 2017 1:20 am
Forum: Ideas and Suggestions
Topic: Complete nuclear implementation concept
Replies: 12
Views: 4387

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...
by vipm23
Fri Jan 06, 2017 1:01 am
Forum: Ideas and Suggestions
Topic: Complete nuclear implementation concept
Replies: 12
Views: 4387

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, ...
by vipm23
Wed Jan 04, 2017 11:18 pm
Forum: Ideas and Suggestions
Topic: Train station skipping conditions
Replies: 139
Views: 37610

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:...
by vipm23
Fri Dec 30, 2016 11:52 pm
Forum: Ideas and Suggestions
Topic: Train station skipping conditions
Replies: 139
Views: 37610

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...
by vipm23
Fri Dec 30, 2016 3:56 am
Forum: Implemented Suggestions
Topic: Rename the diesel locomotive to burner locomotive.
Replies: 19
Views: 3743

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...

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