Search found 18 matches

by TiMatic
Sat Feb 24, 2024 12:28 am
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 289
Views: 35739

Re: Friday Facts #399 - Trash to Treasure

One inherited problem involving non-deterministic recipes like those is that one of the outlets can become bottlenecked if consumption is not balanced. For example, solid fuel is the second most common material on average. Lightning rods absorb energy during the night into accumulators, Ice + offsh...
by TiMatic
Sat Jan 13, 2018 2:04 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 374211

Re: Friday Facts #225 - Bots versus belts (part 2)

Ignoring specific solutions for the moment, what do we want this table to look like? As an example take the following table which is nicely balanced, each solution is strong in one metric, weak in another and average in the remaining. https://forums.factorio.com/download/file.php?id=33215 Now we ar...
by TiMatic
Fri Jan 12, 2018 11:27 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 374211

Re: Friday Facts #225 - Bots versus belts (part 2)

New tier of belt which would be able to stack items. If only the stack belt is allowed to have stacks, then whenever items move to a single tile of a normal belt, all of the items would un-stack, which woulbe be quite annoying. ... When items move from a tier 3 belt to a tier 1 belt this would be s...
by TiMatic
Fri Jan 12, 2018 10:12 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 374211

Re: Friday Facts #225 - Bots versus belts (part 2)

hitzu wrote:Make chests 2x2. Not only this would increase the role of belts in the train stations, but also would make the perfect requester+provier+assembler setup not so perfect. :)
Because a chest can store more items than a train car, why not make a chest 6x1 or 3x2 like a train car.
by TiMatic
Thu Jan 11, 2018 11:24 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 346340

Re: Friday Facts #224 - Bots versus belts

[...]So we need an new recipe like "Bot upgrade process". ...and also a reliable method to grab all the low level bots from the network... Yes, thats right. I think we could simply add a bot requester chest/tower with a filter condition for this tasks. And with a definable number or conne...
by TiMatic
Thu Jan 11, 2018 11:02 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 346340

Re: Friday Facts #224 - Bots versus belts

Personally I'd like more complex bots, ... Ich have an idea for more bot complexity . If we look at the modules, then we see that manufacturing a Tier2 Module requires 4x Tier1 modules and a Tier3 module requires 5x Tier2 modules. The same for belts. Red belts need yellow belts and blue belts need ...
by TiMatic
Wed Jan 10, 2018 11:27 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 346340

Re: Friday Facts #224 - Bots versus belts

I think that there is only one Way to get both factions satisfied: Make it an Option play robotfree Games. "Robotfree" is only an option for very few people, because there are a lot of belt players like me, who wants to use robots, but only for repair or some occasional services. So the o...
by TiMatic
Wed Jan 10, 2018 9:49 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 346340

Re: Friday Facts #224 - Bots versus belts

Someone out there has to have a few screenshots of a belts-only factory ... Here my wait free belt based rocket production. Delivery at top, rocket launcher at bottom (belts are yellow). Its not completely bot free, because I use them for repair, but not for production. thumb1.png 1RocketBase.png t...
by TiMatic
Tue Jan 09, 2018 11:05 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 346340

Re: Friday Facts #224 - Bots versus belts

But then you don't get any further performance patches. And the mega base builders want to have such performance patches.
by TiMatic
Tue Jan 09, 2018 10:55 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 346340

Re: Friday Facts #224 - Bots versus belts

And whats with players that don't like solar power, artillery or other stuff. Should there not be also an option then to deactive this things too?
I think the game menu should not provide such options, that can be decided during the game by simply not using this things.
by TiMatic
Sun Jan 07, 2018 7:04 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 346340

Re: Friday Facts #224 - Bots versus belts

Disabling things that are directly build by the player is not realy usesfull, because everybody can decide during the game if he uses it or not. So a disable option is only usefull for things controlled by the AI, for example enemies or pollution.
by TiMatic
Sat Jan 06, 2018 10:46 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 346340

Re: Friday Facts #224 - Bots versus belts

whitneyw wrote: I like belts so much that I sometimes put cars on belts to increase the belt's total throughput.
I like that idea. I think there are some critical areas in my base that I can solve with car belts.
by TiMatic
Sat Jan 06, 2018 3:20 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 346340

Re: Friday Facts #224 - Bots versus belts

_Peter_ wrote:I think bots are overpowered because they ignore space restrictions and make space a non-issue (for all other things, not only belts, planning for space is the main issue in Factorio).
I wholly agree with that.
by TiMatic
Sat Jan 06, 2018 3:07 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 346340

Re: Friday Facts #224 - Bots versus belts

think about the devs they have to read all the double post... Or they just ignore it. So far there is little discussion here. Mostly just people stating their opinion for or against and rehashing arguments made many times before. Data mining this is going to be a headache. I am not sure you are get...
by TiMatic
Sat Jan 06, 2018 2:56 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 346340

Re: Friday Facts #224 - Bots versus belts

- In real life throughput is increased by using crates/boxes/pallets. Maybe something like packing/unpacking machines can be introduced to "Pack" items into boxes and move those with belts. Packers will take empty boxes and the items and put it in "full boxes" and unpacker will ...
by TiMatic
Sat Jan 06, 2018 2:09 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 346340

Re: Friday Facts #224 - Bots versus belts

So I would prefer to balance that limits. For example: Add limits to robots like: - Logistic bots may consume rocket fuel, instead of electric energy, or both. - Logistic bots may required maintenance (e.g. limited battery life time). - Max. number of logistic robots could be limited like combat ro...
by TiMatic
Sat Jan 06, 2018 1:09 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 346340

Re: Friday Facts #224 - Bots versus belts

When I use logistic robots in my games, I also feel that they are overpowerd, because the are no real limits. More bots simply requires more roboports and more solar panels. So I think the key factors are the limits of robots in comparison to the limits of belts, because belts have a lot of limits, ...
by TiMatic
Sat Jan 06, 2018 12:22 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 346340

Re: Friday Facts #224 - Bots versus belts

To be honest, if you would give me train bridges, I would almost be willing to forego bots altogether! Bots or belts, that's just flavour. What I really love in this game is the whole OpenTTD feeling you get with a mega base! However, the train traffic in the game is severely hampered by todays sta...

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