Search found 314 matches

by vampiricdust
Fri Jan 12, 2018 8:37 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345167

Re: Friday Facts #224 - Bots versus belts

IMO, the best nerf would hit throughput directly. The idea of limiting one bot to interact with one chest at a time would effectively limit the throughput. I think the time necessary for each interaction should be equivalent to the swinging speed of a fast inserter. With a maximum carrying capacity...
by vampiricdust
Thu Jan 11, 2018 11:53 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345167

Re: Friday Facts #224 - Bots versus belts

Nah, if you want to make bots more complex, have roboports be for construction and have logistic towers. Make logistic bot towers that have smaller logistic areas and have to be within a roboport's construction area to link up. Then have each tower hold 1 stack of logistic bots as well as have defin...
by vampiricdust
Tue Jan 09, 2018 9:18 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345167

Re: Friday Facts #224 - Bots versus belts

I've done the numbers. It's hard for robots, because you have to think about what you're measuring, but effectively the metric comes down to how many robots can you assign to a single roboport such that no robot will have to wait to charge. While the effective capacity of a robot is dependent on th...
by vampiricdust
Mon Jan 08, 2018 12:55 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345167

Re: Friday Facts #224 - Bots versus belts

I don't think the problem with belts and bots is one being overpowered; it's a matter of complexity and progression. As it stands, bots can do everything belts can do, and do it better. This will just about always be the case because of how bots and chests currently work (eliminates the need for la...
by vampiricdust
Sun Jan 07, 2018 4:52 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345167

Re: Friday Facts #224 - Bots versus belts

So you're using 2 builds that are drastically different production levels... you dont need to use beacons and modules, I never do, but I dont make mega bases. You're making no arguments that in any way disagree with what my point was. If anything, you're proving me correct but showing that bots are ...
by vampiricdust
Sun Jan 07, 2018 3:46 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345167

Re: Friday Facts #224 - Bots versus belts

If you are worried by the costs of logistics bots, then you simply don't understand the way megabases are built. Firstly logistics bots are only about 50% more expensive than each piece of blue belt. (Blue belt 31.5 iron, logistics bot about 45 iron + copper) You can build 5 about logistics bots fo...
by vampiricdust
Sat Jan 06, 2018 11:52 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345167

Re: Friday Facts #224 - Bots versus belts

Blue belts move 40 items per second. Logistics bot with a capacity of 5... that means to compete, you would need 8 logi bots per second carrying those items for however long it takes to reach their destination. I have already done the math that 1 logi bot equals a little more than 3 blue belts. So f...
by vampiricdust
Sat Jan 06, 2018 9:21 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345167

Re: Friday Facts #224 - Bots versus belts

Roboports cost 45 red circuits, 45 steel, 45 gears. That is 305 iron, 225 copper, and 45 plastic. To spam them is incredibly expensive, not to mention each one can go from ~50 kw to 4mw power consumption. In active logistic factory, roboports will utterly dominate power consumption and draw more pow...
by vampiricdust
Sat Jan 06, 2018 7:56 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345167

Re: Container belts

Make belts better? Belts will always need to be layed from start to finish and will always need surface area to be placed on, that is intrinsic to its mechanic. There is is no adjustment you could make to belts that would make it competitive with a mechanic that has no limitations at all. Why are t...
by vampiricdust
Sat Jan 06, 2018 5:56 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345167

Re: Friday Facts #224 - Bots versus belts

It seems like there are two main objections to bots in their current form: Infinite throughput and ease of use. If bots are limited in how many can access a chest in a given period of time, the infinite throughput goes away, but it then adds a new challenge for players to solve. How do you maximize...
by vampiricdust
Sat Jan 06, 2018 5:40 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345167

Re: Container belts

I was thinking similar, having a load/unload duration for bots interacting with a chest and a limit on how many bots can do that simultaneously would feel very fitting imo and had the desired effect of discouraging mass usage of bots while not harming small scale bot based setups. Make belts better...
by vampiricdust
Fri Jan 05, 2018 10:07 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345167

Re: Friday Facts #224 - Bots versus belts

Glad you're finally reaching the same conclusion I've reached a couple years ago: bots take away the fun of building and managing your factory. As soon as you have them available (and most players go straight towards it) together with the ability to do blueprints, that's it. The game becomes a copy...
by vampiricdust
Fri Jan 05, 2018 9:45 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345167

Re: Friday Facts #224 - Bots versus belts

Me gripe with bots is that they remove the challenge. It's true that it's easier and quicker to design and build things that way, but that very aspect is makes it uninteresting. Building a factory IS the fun part of the game, and bots remove it neatly. Bots feel a lot like 100% refined sugar cereal...
by vampiricdust
Fri Jan 05, 2018 9:10 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345167

Re: Friday Facts #224 - Bots versus belts

Do not remove logistics bots because you personally do not like them. A game is about being fun and a lot of people find logistic bots to be fun. I definitely find them to be incredibly fun and enjoy building logistic networks and optimizing them to work better. Logistic bots have their own challen...
by vampiricdust
Sat Oct 08, 2016 9:44 am
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 104314

Re: Friday Facts #159 - Research revolution

Infinite science and more packs, I am a fan. My own headcanon for the science packs is that the AI is performing a series of random tests to make sure that the tech being unlocked will work as expected. So the science packs, depending on the tech being unlocked, get modified, tested, and analyzed. O...
by vampiricdust
Tue Nov 03, 2015 9:58 am
Forum: Videos
Topic: X-Perimental - Logistics & Logic in .12
Replies: 10
Views: 19863

Re: X-Perimental - Logistics & Logic in .12

Changing Winds I'm back to recording finally. I've got two projects in the works for a major line of experimentation into automated construction. Seizing onto Klonan's Wind Turbine and Burner Generator to give me greater flexible energy solutions, I believe I am ready to aim for this experiment. Th...
by vampiricdust
Sun Nov 01, 2015 12:32 pm
Forum: Ideas and Suggestions
Topic: Remote-Control Robots: Endgame Turret Replacement
Replies: 6
Views: 12294

Re: Remote-Control Robots: Endgame Turret Replacement

I would love to see a Defense Network. Basically, they would be like the logistic network, but would respond to any attack on a player structure within their range. I would use a threat map that monitors attacks over time. This map would act like pollution does to control how many combat drones each...
by vampiricdust
Fri Oct 30, 2015 2:19 am
Forum: Mods
Topic: [MOD 0.12.12+] Pocket Bots Start v1.0.4
Replies: 27
Views: 53729

Re: [MOD 0.12.x] Pocket Bots Start v1.0.3

Updated for 0.12.12 and tested on 0.12.15
by vampiricdust
Wed Sep 30, 2015 7:37 am
Forum: Off topic
Topic: Intel's automated manufacturing
Replies: 3
Views: 10280

Intel's automated manufacturing

by vampiricdust
Mon Sep 07, 2015 9:34 pm
Forum: Gameplay Help
Topic: Limit robots in my roboports?
Replies: 5
Views: 9804

Re: Limit robots in my roboports?

https://forums.factorio.com/forum/vie ... 3&p=103900

This mod gives you a combinator that tells you total of each kind and how many are availble

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