Friday Facts #137 - The release scarecrow
Friday Facts #137 - The release scarecrow
It is online: https://www.factorio.com/blog/post/fff-137
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Re: Friday Facts #118 - The release scarecrow
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Re: Friday Facts #118 - The release scarecrow
#137
wrong number again!~~~
wrong number again!~~~
Re: Friday Facts #118 - The release scarecrow
Interesting approach. Really going to have to think about what is the proper place for them and what isn't. Still doesn't give us an easy fully compressed express belt, which is a big desire in many areas. I like the idea overall, just have to play with it to see where it comes out.
The train changes I feel are going to be nice. Here I still don't see a solution for long main line construction where mods like Farl seem to suit the bill better.
All in all looking good.
The train changes I feel are going to be nice. Here I still don't see a solution for long main line construction where mods like Farl seem to suit the bill better.
All in all looking good.
Re: Friday Facts #118 - The release scarecrow
Could this be more clarified?
Also, if it is like that, will there be possibility of having different types of inserters with different stack sizes?
I like the new inserter pickup animation.
edit: Whatever, I'm going to be good anyway.
Right now I might have a misunderstanding of that, that all the others inserters are getting yet another debuff in comparison to logibots.limit the inserter stack size bonus to the rapid inserter only
Also, if it is like that, will there be possibility of having different types of inserters with different stack sizes?
I like the new inserter pickup animation.
edit: Whatever, I'm going to be good anyway.
Last edited by Adil on Fri May 06, 2016 2:01 pm, edited 2 times in total.
I do mods. Modding wiki is friend, it teaches how to mod. Api docs is friend too...
I also update mods, some of them even work.
Recently I did a mod tutorial.
I also update mods, some of them even work.
Recently I did a mod tutorial.
Re: Friday Facts #118 - The release scarecrow
Inserts nerfed. Now I have reasons to start over with a new map.
Re: Friday Facts #118 - The release scarecrow
Hey, I prefer this idea!Adil wrote:will there be possibility of having different types of inserters with different stack sizes?
Re: Friday Facts #137 - The release scarecrow
Does the rapid inserter place items properly aligned so that you can fully compress a belt by having enough of them?
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Re: Friday Facts #137 - The release scarecrow
The machines on the visualization of the train stations standing next to the pump jack besides the track are what for?
Re: Friday Facts #137 - The release scarecrow
I really can't think about how a rapid inserter would be a bad addition, I'll see it in .13
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Re: Friday Facts #137 - The release scarecrow
The fist mod for 0.13 would be to un do this and add the stack size bonus back to ALL inserter were it should beRapid inserter
The final decision has been made and instead of a loader, we will have not heavy, but rapid inserter. To make things straightforward, I decided to limit the inserter stack size bonus to the rapid inserter only. Some people certainly won't like it, as they won't be able to use long handed inserters or burner inserters to take advantage of this bonus, but the advantages outweigh it.
Re: Friday Facts #118 - The release scarecrow
Train station visualizations and rapid inserter looks nice.
I have a couple of questions about the train station visualizations though: If you have a station 1000 straight rails in front of your current position without any signals in between, will you still see the wagon position of the unrealistically long station? If you curve the rail, will it still show the wagon positions where the rail straightens? If you build along diagonal track with a station on it, will it show wagon position there too?
I have a couple of questions about the train station visualizations though: If you have a station 1000 straight rails in front of your current position without any signals in between, will you still see the wagon position of the unrealistically long station? If you curve the rail, will it still show the wagon positions where the rail straightens? If you build along diagonal track with a station on it, will it show wagon position there too?
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Re: Friday Facts #137 - The release scarecrow
What about the wagon length and the (possible numbers of horizontal / vertical) inserter placement,?
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Re: Friday Facts #137 - The release scarecrow
I like those ideas!
Re: Friday Facts #137 - The release scarecrow
They look something like this when used on a station:Zeblote wrote:Does the rapid inserter place items properly aligned so that you can fully compress a belt by having enough of them?
https://gfycat.com/OddTotalDegu
But you will need to use splitters to compress them fully on a belt
Re: Friday Facts #137 - The release scarecrow
I mean the rows of items they put on the belt, are those fully compressed?Klonan wrote:They look something like this when used on a station:Zeblote wrote:Does the rapid inserter place items properly aligned so that you can fully compress a belt by having enough of them?
https://gfycat.com/OddTotalDegu
But you will need to use splitters to compress them fully on a belt
If not, can you add that?
Re: Friday Facts #137 - The release scarecrow
Yep they will be at full compressionZeblote wrote:I mean the rows of items they put on the belt, are those fully compressed?Klonan wrote:They look something like this when used on a station:Zeblote wrote:Does the rapid inserter place items properly aligned so that you can fully compress a belt by having enough of them?
https://gfycat.com/OddTotalDegu
But you will need to use splitters to compress them fully on a belt
If not, can you add that?
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Re: Friday Facts #137 - The release scarecrow
deleted
Last edited by albatrosv13 on Thu May 19, 2016 4:22 pm, edited 1 time in total.
Re: Friday Facts #137 - The release scarecrow
You know, where actually do you need the stack bonus anyway?
Apart from copper wire from assembler to assembler and train unloading I can't really name situation.
Well, there's also, gunturret loading, which doesn't really eat through clip in the timespan needed for inserter to fetch another one, does it?
And then there's logistic chests unloading, where it's more of a debuff to logibutts. (I foresee the suggestion board getting spammed with "logistic bots insert items directly to assemblers" in the future.)
Apart from copper wire from assembler to assembler and train unloading I can't really name situation.
Well, there's also, gunturret loading, which doesn't really eat through clip in the timespan needed for inserter to fetch another one, does it?
And then there's logistic chests unloading, where it's more of a debuff to logibutts. (I foresee the suggestion board getting spammed with "logistic bots insert items directly to assemblers" in the future.)
I do mods. Modding wiki is friend, it teaches how to mod. Api docs is friend too...
I also update mods, some of them even work.
Recently I did a mod tutorial.
I also update mods, some of them even work.
Recently I did a mod tutorial.
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Re: Friday Facts #137 - The release scarecrow
The new rapid inserter mechanics certainly look interesting, and will be an adventure to play with! I am, however, concerned especially for long-handed inserters. Would it be possible, (please!), to have a Long-Handed Fast Inserter to make up for their stack size nerf?
I'm excited about the train station wagon placement indicators -- fantastic! That's the one item for which I MUST always carry my blueprints -- so I can have unloading boxes properly aligned. With 0.13, no more measuring! Yay!
I'm excited about the train station wagon placement indicators -- fantastic! That's the one item for which I MUST always carry my blueprints -- so I can have unloading boxes properly aligned. With 0.13, no more measuring! Yay!
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