

I guess one more belt item would fit easily (the other lane of the plastic), but beyond that it's getting tricky

Moderator: bobingabout










I realize that, I wasn't complainingbobingabout wrote:I'll admit, when I designed most of these recipes, I had realistic construction methods more in mind than ease to ferry around with belts.
 So far I like what you're doing and very much prefer it over DyTech's over-the-top approach. Very much looking forward to your ideas for warfare.
 So far I like what you're doing and very much prefer it over DyTech's over-the-top approach. Very much looking forward to your ideas for warfare. Mostly notably, on the input side I'll need to improve things a alot. Right now (using my combined special-ores resource) I have one incoming belt with a load of smart inserters next to it feeding into chests. That won't do for long term...
 Mostly notably, on the input side I'll need to improve things a alot. Right now (using my combined special-ores resource) I have one incoming belt with a load of smart inserters next to it feeding into chests. That won't do for long term...

 But here is a Factorio Maps tour:
 But here is a Factorio Maps tour:

 Thanks.
  Thanks. Also, this game is about 20 hours in and I have yet to even begin work on module production. Right now I'm in urgent need of oil though, the few wells I had inside the base have run out, so I started converting some of the coal in the base into heavy oil to at least keep my plastic production going. There's quite a few juicy wells a bit south of the coal operation, so I just finished chasing off the residents and building some railway track there (and then it was way past bedtime, as always when playing Factorio)
 Also, this game is about 20 hours in and I have yet to even begin work on module production. Right now I'm in urgent need of oil though, the few wells I had inside the base have run out, so I started converting some of the coal in the base into heavy oil to at least keep my plastic production going. There's quite a few juicy wells a bit south of the coal operation, so I just finished chasing off the residents and building some railway track there (and then it was way past bedtime, as always when playing Factorio)Yet robots have a HUGE drawback, since they cannot carry items as fast as belts, they need a lot of resources to do so.DerivePi wrote:Robots ruin the game. The logistical fun of creating a factory with mechanical arms and belts moving massive amounts of material, sorting and storing items is ended when all you have to do is put down 2 chests, robots and a port. Robots need to be penalized, otherwise, engaging in belt tangles doesn't make sense. Yet, figuring out the belt tangle is the fun.

Yeah, some people were complaing that my more complex recipes with 6+ ingredients are impossible to automate without log bots. They are actually possible, but such a nightmare of a puzzle I wouldn't even try, other than to prove a point that it can be done.cpy wrote:Robots are great for small things that require lots and lots of different parts to craft.