Search found 95 matches
- Sat Jan 06, 2018 1:06 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 346466
Re: Friday Facts #224 - Bots versus belts
I understand that part of making a good game also requires pruning and culling things, in order to arrive at a good game. It is also true that players will choose the way of least resistance, and possibly ruin their fun by going the path of least resistance. I however take issue with the overall fe...
- Fri Jan 05, 2018 11:45 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 346466
Re: Friday Facts #224 - Bots versus belts
Why not break up Logistics bots into two separate types? Logistics Delivery Bots, which are much faster than belts but only hold 1-4 items, and have a very short range before needing to recharge. These would be the bots that could catch up to the player and deliver them items, but could also move a...
- Fri Jan 05, 2018 11:33 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 346466
Stacked/Layered/3D Belts (Thoughts on FFF#224)
to summarize my posts since I have been thinking about this while reading other replies... belts are 1 dimensional. they are either lines or dotted lines on the plane that you play the game on; being normal belts or underground belts. if you want to make belts more interesting make belts that can in...
- Fri Jan 05, 2018 11:19 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 346466
Re: Friday Facts #224 - Bots versus belts
to summarize my posts since I have been thinking about this while reading other replies... belts are 1 dimensional. they are either lines or dotted lines on the plane that you play the game on; being normal belts or underground belts. if you want to make belts more interesting make belts that can in...
- Fri Jan 05, 2018 11:00 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 346466
Re: Friday Facts #224 - Bots versus belts
I agree. change beacons. leave robots alone, add more belt mechanics, and have robots unlock after those new mechanics just as they do already. all remains well in factorio
- Fri Jan 05, 2018 10:44 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 346466
Re: Friday Facts #224 - Bots versus belts
Stacked belts! bring them on... I'd think adding more 3Dish stuff to game would be great. I don't see nerfing bots help us have more fun in general or specifically with belts. I think belt enhancements would help make the belts more fun. I really hope you are not the only other person that agrees.
- Fri Jan 05, 2018 9:56 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 346466
Re: Friday Facts #224 - Bots versus belts
I will remind my idea about ropeway conveyors: https://forums.factorio.com/viewtopic.php?f=6&t=7977 http://i.imgur.com/4cK4dHk.jpg This system could replace the logistic robots. The ropeway wagons loaded with the cargo (stored inside like in the chests) would be just moving along the line, and ...
- Fri Jan 05, 2018 9:47 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 346466
Re: Friday Facts #224 - Bots versus belts
more on the idea of a 3d belt factorio... there could be 3 "elevator" objects (more like spiral staircase) that have internal belts that spiral upwards these are 2x2 objects. one is a single belt version. the belt starts on the left of the 2x2 spiraling to the right, the other version is r...
- Fri Jan 05, 2018 9:31 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 346466
Re: Friday Facts #224 - Bots versus belts
there would need to be a splitter for going up and down on a layer of belts, and the top belts could easily drop onto a belt below and merge or overflow with that belt. timing the merge would be the tricky part. This totally makes me think of the path building system in Roller Coaster Tycoon, you c...
- Fri Jan 05, 2018 9:05 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 346466
Re: Friday Facts #224 - Bots versus belts
if you want to make belts more interesting make belts that can intersect on that plane and move upwards into the 3rd dimension of the game. Do you mean just adding elevated belts or are you talking full-scale dwarf-fortress style Z-axis here? as someone mentioned undergrounds belts are not really u...
- Fri Jan 05, 2018 8:45 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 346466
Re: Friday Facts #224 - Bots versus belts
if you want to make belts more interesting make belts that can intersect on that plane and move upwards into the 3rd dimension of the game. Do you mean just adding elevated belts or are you talking full-scale dwarf-fortress style Z-axis here? as someone mentioned undergrounds belts are not really u...
- Fri Jan 05, 2018 8:35 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 346466
Re: Friday Facts #224 - Bots versus belts
belts are 1 dimensional. they are either lines or dotted lines on the plane that you play the game on; being normal belts or underground belts. if you want to make belts more interesting make belts that can intersect on that plane and move upwards into the 3rd dimension of the game. that would make ...
- Fri Dec 15, 2017 5:35 pm
- Forum: Duplicates
- Topic: [16.3] Crash on Loading
- Replies: 2
- Views: 641
Re: [16.3] Crash on Loading
yes thats the same issue. thank you.
- Fri Dec 15, 2017 5:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.3] Crash on start on: "d3d_lock_region"
- Replies: 15
- Views: 8705
Re: [16.3] Crash on start on: "d3d_lock_region"
same here. was on auto compression so I had to manually turn it to false
- Fri Dec 15, 2017 5:08 pm
- Forum: Duplicates
- Topic: [16.3] Crash on Loading
- Replies: 2
- Views: 641
- Sat Sep 09, 2017 8:41 am
- Forum: Energy Production
- Topic: Big Solar Farm 0.15
- Replies: 8
- Views: 7527
Re: Big Solar Farm 0.15
ah, well I usually just plop down a few blueprints and setup a little assembly with a requester / provider chest and let it build slowly no need for it to build instantly
- Thu Sep 07, 2017 8:26 pm
- Forum: Energy Production
- Topic: Big Solar Farm 0.15
- Replies: 8
- Views: 7527
Re: Big Solar Farm 0.15
doesn't seem right. 104x4 would be only 416 solar panels? why does it require 4 roboports then? this is actually overlapping the roboport coverage. and is half the size of the last one I just posted. kinda silly. should only need 2 roboports, not 4
- Thu Sep 07, 2017 7:29 am
- Forum: Energy Production
- Topic: Big Solar Farm 0.15
- Replies: 8
- Views: 7527
Re: Big Solar Farm 0.15
@MBas are we looking at the same designs? I was talking about the designs in this post: http://imgur.com/a/pcU0D they are clearly not within the construction area as far as the OP, it could use a few redesigns. empty spaces are room for improvement edit: also, yes, I realize you can get even better ...
- Thu Aug 17, 2017 1:51 pm
- Forum: Energy Production
- Topic: Big Solar Farm 0.15
- Replies: 8
- Views: 7527
Re: Big Solar Farm 0.15
@Sicnarf The problem is none of those designs have full roboport coverage. Mine does and still is on the high end of space efficiency and within the .84 ratio Single Ratio Array Robo Out 193/220=.877 most space efficient overall power production 220*.042=9.24 MW + 193*.3=57.9 MW = 67.14 MW charge 16...
- Mon Jul 24, 2017 4:28 pm
- Forum: Energy Production
- Topic: [0.15] Mk3 Solar Array
- Replies: 1
- Views: 4255
Re: [0.15] Mk3 Solar Array
My improved version, based on the same design... Single Ratio Array Robo In 168/200=.84 perfect ratio. 200*042=8.4 MW + 168*.3=50.4 MW = 58.8 MW charge 168*5/8.4=100 seconds Space Efficiency: (220 * 3) + 193 + 16 + (4 * 4) = 885 ? total spaces... (100 / 885) * ((220 * 3) + 193 - 8) = 95.48% ? remove...