No!
They shall receive dick candy until 0.17 is released... or simply because they brought out the OCD in everyone and it won't stop.
Yeah, but this requires them to not only make two classes of inventory entities, but also two new structures (hopper and belt-loader).Tomik wrote: βSun Oct 07, 2018 11:58 amThere is a very easy solution: Make special Loading and Unloading structures specifically for train wagons (like in Real Life) that can only use Belt Loader/Unloader to get stuff in or out of wagons and disable the ability of inserters to pull things directly out of wagons.
Done!
But then you go from inserting 50 coal to 50 nuclear fuel. That won't fit.
Belt loaders are already in the base game|s code, dude. They do not have sprites yet. Only the Loader Hopper and the Unloader Hopper aren't.POPISowyNumer wrote: βSun Oct 07, 2018 10:17 pmYeah, but this requires them to not only make two classes of inventory entities, but also two new structures (hopper and belt-loader).Tomik wrote: βSun Oct 07, 2018 11:58 amThere is a very easy solution: Make special Loading and Unloading structures specifically for train wagons (like in Real Life) that can only use Belt Loader/Unloader to get stuff in or out of wagons and disable the ability of inserters to pull things directly out of wagons.
Done!
If they won't do that, the cargo wagons will make belt based busses inferior, and should inserters prove more ups friendly than belts, then also completely obsolete.
And then some devs have the gall to call bots op.
No wonder, if you gimp the belts so hard...
I would also like the blueprinting mechanic to, besides locomotives and cargo/tank wagons, also support cars, tanks, compilatrons and their upgraded version, spidertrons, too.
I must have missed that post.. can you link me to where it says that you're entitled to a specific number of releases, or that there shall be no longer than X weeks between releases?xng wrote: βTue Oct 09, 2018 11:25 amJust a few weeks left now until it has been 1 year since 0.16 was released. I think the devs tend to forget this as time passes a lot more quickly when playing around and having fun with experimental future features instead. For customers that wait on the other hand these years of postponing releases adds up, and seeing each friday how the devs just keep playing around trying stuff out instead of finishing and releasing the already open projects makes it feel like a huge disappointment.
The techdemos you work on instead of finishing the game looks cool though, and I'm happy that you at least have fun in the office. You already got payed so I guess there are nothing else you need to do for your customers and backers.
When you make super UPS optimized factories and use assemblers with direct insertions between trains. Inserters and assemblers have all odd numbered width and rails can only bee and even amount of tiles between them, so you may need to use cars/tanks that have an even numbered width.Oktokolo wrote: βTue Oct 09, 2018 11:21 amI would also like the blueprinting mechanic to, besides locomotives and cargo/tank wagons, also support cars, tanks, compilatrons and their upgraded version, spidertrons, too.
But where do you need tanks, where cargo wagons do not cut it?
I use cargo-wagon-based buffers, belt balancers and warehouses when playing without Merging Chests and Warehousing. In my experience, it is all about the amount of Inserters/loaders you can have loaing/unloading the container - so larger containers are better than smaller ones.
If you use car/tank chests in a "super UPS optimized factory" then you've never measured the UPS impact of cars/tanks (hint: they're way more expensive than chests).Lubricus wrote: βTue Oct 09, 2018 1:33 pmWhen you make super UPS optimized factories and use assemblers with direct insertions between trains. Inserters and assemblers have all odd numbered width and rails can only bee and even amount of tiles between them, so you may need to use cars/tanks that have an even numbered width.
https://www.reddit.com/r/factorio/comme ... confidenceeradicator wrote: βTue Oct 09, 2018 1:56 pmIf you use car/tank chests in a "super UPS optimized factory" then you've never measured the UPS impact of cars/tanks (hint: they're way more expensive than chests).Lubricus wrote: βTue Oct 09, 2018 1:33 pmWhen you make super UPS optimized factories and use assemblers with direct insertions between trains. Inserters and assemblers have all odd numbered width and rails can only bee and even amount of tiles between them, so you may need to use cars/tanks that have an even numbered width.
+1 for cars in blueprints anyway though
The upmost post is by the creator themselfs clearly states that it's faster without cars:Lubricus wrote: βTue Oct 09, 2018 4:10 pmhttps://www.reddit.com/r/factorio/comme ... confidenceeradicator wrote: βTue Oct 09, 2018 1:56 pmIf you use car/tank chests in a "super UPS optimized factory" then you've never measured the UPS impact of cars/tanks (hint: they're way more expensive than chests).Lubricus wrote: βTue Oct 09, 2018 1:33 pmWhen you make super UPS optimized factories and use assemblers with direct insertions between trains. Inserters and assemblers have all odd numbered width and rails can only bee and even amount of tiles between them, so you may need to use cars/tanks that have an even numbered width.
+1 for cars in blueprints anyway though ;)
That is hard to beat and uses cars
The linked imgur album even mentions it directly:With some other improvements in fluid handling and replacing most car buffers with inserters and chests, [...]
I did avoid cars wherever possible, since inserters and chests are better optimized
Not sure about the Factorio devs. But i would ask you to leave and never come back if you where my customer.xng wrote: βTue Oct 09, 2018 11:25 amJust a few weeks left now until it has been 1 year since 0.16 was released. I think the devs tend to forget this as time passes a lot more quickly when playing around and having fun with experimental future features instead. For customers that wait on the other hand these years of postponing releases adds up, and seeing each friday how the devs just keep playing around trying stuff out instead of finishing and releasing the already open projects makes it feel like a huge disappointment.
The techdemos you work on instead of finishing the game looks cool though, and I'm happy that you at least have fun in the office. You already got payed so I guess there are nothing else you need to do for your customers and backers.
you can place 12 red inserters between two cargo waggonsLubricus wrote: βTue Oct 09, 2018 1:33 pm
When you make super UPS optimized factories and use assemblers with direct insertions between trains. Inserters and assemblers have all odd numbered width and rails can only bee and even amount of tiles between them, so you may need to use cars/tanks that have an even numbered width.