Alt-F4 #29 - Beacons and Not Belts

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AlternativeFFFF
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Alt-F4 #29 - Beacons and Not Belts

Post by AlternativeFFFF »

This week, for issue #29, we have a rare double feature again! First up, TheKool, who can’t stop talking about modules, rounds out his Complexity Corner saga by talking about beacons and what they are good for. Then, oof2win2 returns to put the spotlight on their mod No Belts, which offers a very interesting alternative perspective on playing the game.

Continue reading: https://alt-f4.blog/ALTF4-29/

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NotRexButCaesar
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Re: Alt-F4 #29 - Beacons and Not Belts

Post by NotRexButCaesar »

Never mentioned 8 beacon layouts?
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Re: Alt-F4 #29 - Beacons and Not Belts

Post by ptx0 »

AlternativeFFFF wrote:
Fri Mar 26, 2021 12:43 pm
This week, for issue #29, we have a rare double feature again! First up, TheKool, who can’t stop talking about modules, rounds out his Complexity Corner saga by talking about beacons and what they are good for. Then, oof2win2 returns to put the spotlight on their mod No Belts, which offers a very interesting alternative perspective on playing the game.

Continue reading: https://alt-f4.blog/ALTF4-29/
no train-to-train builds?

Image
My Mods - Fish Per Minute base size metric - Use your crashed spaceship as a belt balancer?
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Re: Alt-F4 #29 - Beacons and Not Belts

Post by Ghoulish »

ptx0 wrote:
Sat Mar 27, 2021 1:55 am
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When you think you've seen it all, and are surprised yet again!
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Re: Alt-F4 #29 - Beacons and Not Belts

Post by SoShootMe »

NotRexButCaesar wrote:
Fri Mar 26, 2021 3:16 pm
Never mentioned 8 beacon layouts?
Indeed. For 3x3 buildings such as assembling machines and electric furnaces, the 8 beacon layout (row of beacons, row of buildings, row of beacons, ...) is extremely common. Compared to a 12 beacon layout (surrounding each building with beacons), it is much cheaper to build, significantly more compact and requires less power (especially when not running continuously). However, tight space constraints can make transport belt-based logistics challenging, pollution per item is greater and I think it will be less UPS-friendly, so it is not completely clear-cut.

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Re: Alt-F4 #29 - Beacons and Not Belts

Post by Redpossum »

In that massive screenshot of the No Belts mod, why are the train wagons purple?

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Re: Alt-F4 #29 - Beacons and Not Belts

Post by ptx0 »

Redpossum wrote:
Thu Apr 01, 2021 2:02 pm
In that massive screenshot of the No Belts mod, why are the train wagons purple?
seems like creative wagons that produce free items.
My Mods - Fish Per Minute base size metric - Use your crashed spaceship as a belt balancer?
• • •
Base: Bob's @ 1 Million SPM
• • •
Linear search and overflows are indicative of sloppy coding practices.

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Re: Alt-F4 #29 - Beacons and Not Belts

Post by NotRexButCaesar »

SoShootMe wrote:
Sat Mar 27, 2021 1:12 pm
NotRexButCaesar wrote:
Fri Mar 26, 2021 3:16 pm
Never mentioned 8 beacon layouts?
However, tight space constraints can make transport belt-based logistics challenging
I actually consider this a benefit. This is perhaps the most interesting part of the game.
III: Think about what you intend to accomplish with an action before execution.
Have you ever heard the gospel? Most have not.

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