Search found 530 matches

by hitzu
Wed Jan 17, 2018 1:02 pm
Forum: Mod portal Discussion
Topic: My wishes for Mod Portal 2.0
Replies: 28
Views: 7001

Re: My wishes for Mod Portal 2.0

Ability to bundle mods into collections. Version consistency between them and the game (optional), i.e. update mods and the game only after all the mods in the subscribed collections are updated. Easy one-button mod synchronization in multiplayer. Likes and ratings. Sorting mods by appearance, upda...
by hitzu
Tue Jan 16, 2018 4:57 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 199656

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

Remove beacons... In an earlier post, someone remarked that bots allow more beacons than you can fit with belts. Simple solution: remove beacons. But let’s say you want to keep beacons for some reason. What solution would allow maximum beacons if you chose to use belts instead of bots? I like the s...
by hitzu
Tue Jan 16, 2018 4:46 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 199656

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

TL;DR
Make logistic infrastructure more complex.
What?
What if in order to logistic chests work they had to be connected together and had a limited amount of connections?
Why?
Let's make the Logistic Network more fun!
by hitzu
Sun Jan 14, 2018 7:19 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 199656

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

If you read the last FFF carefully, they want the choice to matter. Currently, if you want to play effectively you have no choice but bots. That's not fun. I, and likely many others, find that belts have a fundamental disadvantage that cannot be overcome and will cause players to want to use bots w...
by hitzu
Sun Jan 14, 2018 7:04 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 199656

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

Instead of nerfing their effectiveness, increase the cost. Not necessarily in direct resource requirements. They already cost a lot , both in material and power equivalent! Making them even more expensive would change nothing, but the initial investments. Why? Because the bots themselves boost the ...
by hitzu
Sun Jan 14, 2018 6:09 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 199656

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

I'm sorry for my reaction to the original BvB FFF. I still feel like the fundamental concept of nerfing something "just because everybody's using it" is flawed. If you believe belts are more fun, just you play with belts, and let me play with bots. All the nerfs you made to bots already d...
by hitzu
Sun Jan 14, 2018 5:14 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 199656

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

For everyone who say "bots are ok, belts are weak": If you make belts stronger then you have to make inserters faster and trains stronger and more capacious. The logistic balance is fine-tuned around the base yellow belt capacity, except bots that went out of control. So instead of nerfin...
by hitzu
Sun Jan 14, 2018 12:41 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 199656

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

One of the best solutions among others as Shados mentioned in his excellent review would be some sort of un/loading entity for trains. Just like a pump, but for solid items. But it should only deal with intermediate items from the 3rd tab.
by hitzu
Sat Jan 13, 2018 9:43 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 199656

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

Why not just restrict the number of bots per roboport just like personal roboports have? Possibly with the diminishing return inside one logistic network. Possibly with a minimal distance restriction between roboports. Possibly along with making the area of effect to be round. Possibly along with sp...
by hitzu
Sat Jan 13, 2018 1:11 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 199656

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

https://forums.factorio.com/download/file.php?id=33215 I'm not sure how would you make belts more space efficient other than totally getting rid of inserters in belt setups and embedding a direct loading from the belts into containers and assemblers. The devs proposed upgrading all belts with one r...
by hitzu
Sat Jan 13, 2018 12:51 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 199656

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

https://forums.factorio.com/download/file.php?id=33215 I'm not sure how would you make belts more space efficient other than totally getting rid of inserters in belt setups and embedding a direct loading from the belts into containers and assemblers. The devs proposed upgrading all belts with one r...
by hitzu
Sat Jan 13, 2018 12:36 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 199656

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

Caine wrote: Image
I'm not sure how would you make belts more space efficient other than totally getting rid of inserters in belt setups and embedding a direct loading from the belts into containers and assemblers.
by hitzu
Sat Jan 13, 2018 12:08 pm
Forum: Ideas and Suggestions
Topic: Belt containers (yeah, again :)
Replies: 2
Views: 474

Re: Belt containers (yeah, again :)

darkfrei wrote:Like car on the belt, but with 1x1 collision box?

Or like running box? viewtopic.php?f=97&t=43293
Like a car on the belt but with cool features.
by hitzu
Sat Jan 13, 2018 11:36 am
Forum: Ideas and Suggestions
Topic: Belt containers (yeah, again :)
Replies: 2
Views: 474

Belt containers (yeah, again :)

So many people proposed some sort of palleting and compressing items in belts now. And so I am :) But the main reason I propose them is not because of the compressing, but for the sake of versatility belts are lacking (unlike bots). So the idea is to put items in colored 1x1 tile containers with 3 t...
by hitzu
Sat Jan 13, 2018 11:01 am
Forum: Ideas and Suggestions
Topic: Nerf bots with transfer times
Replies: 4
Views: 778

Re: Nerf bots with transfer times

With a steady item flow, this wouldn't matter. It will be just the first bot would start 3 seconds later and the last ends 3 sec later. Introducing loading/unloading time would mostly nerf small versatile low quantity bot-based production lines instead, but that's totally against what devs want beca...
by hitzu
Sat Jan 13, 2018 10:29 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 199656

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

A simple and effective nerf to bots would be to limit the amount of roboports. Give the roboports and minimum distance they must be placed apart. Less roboports => less throughput, added more bots after a cap wouldn't add sustained throughput because the roboports wouldn't be able to keep up. ↑ this
by hitzu
Fri Jan 12, 2018 9:54 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 199656

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

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. :)
by hitzu
Sat Jan 06, 2018 9:05 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 180928

Re: Friday Facts #224 - Bots versus belts

The problem with bots is exactly that they're almost infinitely expandable. That's why they're so powerful in a way that belts cannot fight with them in the late game. I would propose to nerf them by changing roboport mechanics. First: make the roboport area ROUND and slightly bigger. Secondly: make...
by hitzu
Tue Dec 26, 2017 12:45 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.7] Multiple splitters can uncompress belts
Replies: 25
Views: 13013

Re: [0.16.7] Multiple splitters can uncompress belts

It's a limited throughput "balancer" and therefore it can produce gaps by design. For the sake of clear testing try to test it with just one row of splitters, and make another test with additional splitters on the sides instead of solo tile belts.

Go to advanced search