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Conveyor belts - split

Posted: Wed Feb 20, 2013 8:38 pm
by Angelic
What up, y'all,
got a belt question for you:

Is it possible to split two lanes on a single belt onto two separate belts, one on each? Sort of like a T-intersection works for putting things onto one belt, only in reverse :P Without inserters! (I could get filter inserter, but that's power-consuming and with limited speed)

If it's difficult to imagine I will post screenshot, but let's see if anyone can help first :)

Thanks,
Angelic

Re: Conveyor belts - split

Posted: Wed Feb 20, 2013 8:56 pm
by kovarex
Thanks for suggestion.

We know what you mean, and we plan to do machine like that.
One for splitting (left/right into separate belts), and one for splitting incoming resources in some ratio.

Re: Conveyor belts - split

Posted: Wed Feb 20, 2013 8:59 pm
by rymn
At this point just use smart inserter..

There is some talk on some other threads about this. Devs are aware we want inserters that can split of combine.

Re: Conveyor belts - split

Posted: Wed Feb 20, 2013 9:01 pm
by rymn
kovarex wrote:Thanks for suggestion.

We know what you mean, and we plan to do machine like that.
One for splitting (left/right into separate belts), and one for splitting incoming resources in some ratio.
This makes us ask very happy :)

Re: Conveyor belts - split

Posted: Wed Feb 20, 2013 9:14 pm
by Angelic
I tried this:


--->^^
--->vv

but it doesn't work, because you can't position the belt split "in the middle of a square", so to speak. I always prefer to use sort of "built-in" tricks like the T-merge, rather than a dedicated machine, but it'll be nice nonetheless :)

Re: Conveyor belts - split

Posted: Fri Feb 22, 2013 1:33 am
by Poiasdope
kovarex wrote:We know what you mean, and we plan to do machine like that.
One for splitting (left/right into separate belts),
It must be called Zipper! :D

Re: Conveyor belts - split

Posted: Fri Feb 22, 2013 8:16 am
by wrtlprnft
Have you considered just allowing the player to place transport belts on a .5 unit grid? That would make zippers unnecessary and also allow inserters to insert to the near side of the belt if you place it slightly farther away.

There would need to be some way to build transport belts of half length, because otherwise you could not transition between on-grid and off-grid belts without using underground belts. I also have no idea how difficult that would be for the current engine/UI to do.