Friday Facts #269 - Roadmap update & Transport belt perspective

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mrvn
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Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by mrvn » Fri Nov 23, 2018 9:32 am

How about adding an entity that's a belt with an obstruction on one lane (configurable left or right)? Bonus points for making it circuit controlled so you can stop the left and right lanes on command.

I know you can already do this using a splitter, underground belts to split the lanes and circuit connections on normal belts. But even ignoring the size of the construct it looks ugly. A belt with an obstruction would so much nicer. Alternatively, although I think it wouldn't look as good, a belt piece where both lanes move independently. So when you "block" the left lane the visual belt movement on that side stops.

deepdriller
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Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by deepdriller » Tue Nov 27, 2018 7:53 pm

I just had a thought: Should that belt end piece have a barrier on it, to have a visual explanation as to why the items don't fall off the end?

mrvn
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Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by mrvn » Thu Nov 29, 2018 11:17 am

deepdriller wrote:
Tue Nov 27, 2018 7:53 pm
I just had a thought: Should that belt end piece have a barrier on it, to have a visual explanation as to why the items don't fall off the end?
See other comments. There's one even with sample images.

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Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by Avezo » Thu Nov 29, 2018 3:25 pm

Or make items fall off at the belt end :P
Image

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Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by Tekky » Thu Nov 29, 2018 4:39 pm

Avezo wrote:
Thu Nov 29, 2018 3:25 pm
Or make items fall off at the belt end :P
I believe that actually was the case in early versions of Factorio, before it was released on Steam.

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Oktokolo
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Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by Oktokolo » Thu Nov 29, 2018 4:44 pm

Avezo wrote:
Thu Nov 29, 2018 3:25 pm
Or make items fall off at the belt end :P
There is a mod for that.

mrvn
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Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by mrvn » Mon Dec 03, 2018 12:46 pm

Oktokolo wrote:
Thu Nov 29, 2018 4:44 pm
Avezo wrote:
Thu Nov 29, 2018 3:25 pm
Or make items fall off at the belt end :P
There is a mod for that.
Then you just have to end all belts in a loop.

Or do items also fall off when it gets backed up?

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Oktokolo
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Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by Oktokolo » Mon Dec 03, 2018 11:08 pm

mrvn wrote:
Mon Dec 03, 2018 12:46 pm
Then you just have to end all belts in a loop.
Or do items also fall off when it gets backed up?
Loops should work - but you probably need to use inserters to fill them. Sideloading probably spills if the loop is already full.
To so an all-sushi base should be possible, but that would at least need double the amount of belts for the common main bus and production streets.
Most would probably go all-in bots instead...

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Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by mrvn » Fri Dec 07, 2018 11:29 am

I mend building the belt in a P shape. So the end would side load onto the belt itself and back up instead of falling off.

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Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by Oktokolo » Fri Dec 07, 2018 4:57 pm

mrvn wrote:
Fri Dec 07, 2018 11:29 am
I mend building the belt in a P shape. So the end would side load onto the belt itself and back up instead of falling off.
I would expect the following to happen:
Items comming from the side push items on the sideloaded belt sideways from the belt.
I don't know, whether the mod actually handles it that way though.

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