Search found 212 matches

by Caine
Mon Jan 15, 2018 10:35 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 365214

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

Bauer wrote:Well, no.
I'm talking about the "fun" of building belts vs. bots. The tediousness of laying down hundreds to thousands of belts is an argument to use bots.
Ok, then I misunderstood you. Apologies, it's late. Time to go to bed.
by Caine
Mon Jan 15, 2018 10:33 pm
Forum: Releases
Topic: Version 0.16.16
Replies: 100
Views: 49456

Re: Version 0.16.16

dee- wrote:I's quite a shithole nation regarding metrification...
Well yes, but not entirely without reason. Switching to metric is not without cost and the USA is still the economic powerhouse in the world. No country will have higher switching costs.
by Caine
Mon Jan 15, 2018 10:23 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 365214

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

I use 8 or 12 wide blue belts at mining outposts. Laying down all the belt sucks ass in vanilla with 100 personal bots at 20 UPS. Thinking about it... I should use bots for it. QoL is what matters here. If I read your post correctly then I feel the need to point out that this whole discussion is so...
by Caine
Mon Jan 15, 2018 10:00 pm
Forum: Releases
Topic: Version 0.16.16
Replies: 100
Views: 49456

Re: Version 0.16.16

Aardwolf wrote:I think people exploring space should use metric units :)
Indeed. The USA is the only country in the world without serious metrication plans and even the NASA has switched to metric.
by Caine
Mon Jan 15, 2018 7:54 pm
Forum: Fan Art
Topic: 3D printed Factorio models
Replies: 15
Views: 12324

Re: 3D printed Factorio models

Looks great.

So... are you a megabase player? You are going to need more plastic :)
by Caine
Mon Jan 15, 2018 7:49 pm
Forum: General discussion
Topic: Mining Outpost, how do you make them?
Replies: 37
Views: 31887

Re: Mining Outpost, how do you make them?

A car, submachine gun, some ammo, fuel and a couple of steel axes.
by Caine
Sun Jan 14, 2018 9:08 pm
Forum: Ideas and Suggestions
Topic: Checkbox "x" is not clear for some region.("X" means "nope")
Replies: 12
Views: 3878

Re: Checkbox "x" is not clear for some region.("X" means "nope")

yukinyaa wrote:Is there any region that ✔ could mean negative in checkbox?
According to the wikipedia page linked above at least in Sweden, Canada and Finland it is used to indicate "incorrect". Korea and Japan use other symbols for the checkbox (O and X).
by Caine
Sun Jan 14, 2018 1:01 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 365214

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

Imagine building belts in layers from ground level and then -1 -2 -3 +1 +2 +3 with some kind of easy way of changing between the layers/views! I would not mind Factorio going the way of Dwarf Fortress and implement Z-levels. However, without major changes it would completely trivialize belt logisti...
by Caine
Sun Jan 14, 2018 12:41 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 365214

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

vtx wrote:bots througthput 326 items.
blue belt 40 items.
Theoretically if you braid belts you can raise that to 80, but it is still no competition.
by Caine
Sat Jan 13, 2018 10:32 pm
Forum: Gameplay Help
Topic: Best way to reliably alternate multiple items on one lane?
Replies: 7
Views: 7172

Re: Best way to reliably alternate multiple items on one lane?

I found this video a while back which showcases a nice solution:
https://www.youtube.com/watch?v=8Lp-UJYwclA

Too bad the channel is in Russian, but the video material is easy to follow and some comments are translated.
by Caine
Sat Jan 13, 2018 10:06 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 365214

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

Preface I thought it might be interesting to collect all of the sufficiently-specific suggestions made in the thread, and aggregate them into rough groupings, with references to the posts. So I went and did that, then thought I should go a bit further; prepare for giant wall of text. You have the s...
by Caine
Sat Jan 13, 2018 1:22 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 365214

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

Twinsen certainly trolled the community with success. Well played :) This person don't see any problem in this. Tbh Caine please use your brain, you don't see what Twinsen was doing? He played like lil children with the emotions of other. I use my brain too much and struggle with experiencing emoti...
by Caine
Sat Jan 13, 2018 1:12 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 365214

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

posted this on Space Efficiency underneath that: Space Efficiency? You should count the neccessary space and resources to build needed Solar Fields and Accumulators or Nuclear Mining&Refining&PowerGeneration into the such an equation too. That is easy to change too. One or multiple of these...
by Caine
Sat Jan 13, 2018 12:49 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 365214

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

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. I have seen several proposals over the last week that you could interpret as increasing space efficienc...
by Caine
Sat Jan 13, 2018 12:14 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 365214

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

Currently we have three main tools for solving logistic problems: belts, trains and bots. Strictly speaking we also have pipes, but for simplicity we consider them as liquid belts. Ideally these all have their strengths and weaknesses such that there are always tradeoffs and thus decisions to be mad...
by Caine
Sat Jan 13, 2018 10:07 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 365214

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

The central theme of this week's FFF is making belts more viable as an alternative to just botting everything by making them not such an unnecessary pain in the arse to manipulate. Aside from being considerably more powerful than belts, many consider bots to be boring because there is no (perceived...
by Caine
Sat Jan 13, 2018 9:39 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 365214

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

GotLag wrote:There's no gameplay or visual justification for the limitation.
It adds to the challenge of designing compact belt based factory layouts. Though this particular case is rather trivial.

Maybe you do not enjoy those challenges (which is fine), but it does add to gameplay.
by Caine
Fri Jan 12, 2018 11:10 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 365214

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

I would like to suggest that a splitter could also be setup to take two belts of different items and output 1 or 2 belts of items with those 2 items each taking up a single lane of each belt, or perhaps a lane filter (much like the lane filter on the creative mod's matter creator) You mean this eff...
by Caine
Fri Jan 12, 2018 10:32 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 365214

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

I think its wrong to shoot a very good option just because some people use circuit controlled belt machines, I get it, you should be able still be doing that aswell. Which you are, by not researching it. I have to agree with Milo Christiansen here. The goal should be to improve how different game m...
by Caine
Fri Jan 12, 2018 9:26 pm
Forum: General discussion
Topic: Too much water?
Replies: 6
Views: 4766

Re: Too much water?

Lots of video games use terrain generation algorithms a little like this, and they are always very disappointing; the terrain is never plausible. I wish all games used terrain generation algorithms as in Dwarf Fortress - modelling geology and erosion patterns. The worlds in Dwarf Fortress are so mu...

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