One copper cable assembler can feed 8 advanced circuit assemblers, if you fill both with productivity 3 modules it can feed even more (11.2 assemblers). Show me how to realize this with only direct insertion.iklarazu wrote:Always true. Genuinely no reason cables should be on the belt. Nor sulfur for that matter. One material goes in (copper plate,) two come out (cables.) 2 rotations to empty the assembler.Garm wrote:stop with "copper cable - belt - no" adage: it is not always true.
While these who dont understand complexity about copper cable should stick to it, there are ways to avoid the problem (or never have said problem if you use Productivity modules)
It is more effective to deposit the cable directly into another assembler, as they benefit from inserter stack bonuses. Even with productivity modules.
Hi, and welcome to belt hell
Re: Hi, and welcome to belt hell
Re: Hi, and welcome to belt hell
8 is easy. need more than 8? make it 16 then.
Code: Select all
PA&AP
A<<<A
>>\C^<<
A>>^A
PA&AP
P=providers A=AC Assemb. C = copper wire & = longhanded copper plate insertion
Rest represents a plastic and circuits belts into a whirlpool/loop.
Specifics are up to the builder, I'm not gonna make a 144 character grid for ya! :P
Re: Hi, and welcome to belt hell
n9103 wrote:8 is easy. need more than 8? make it 16 then.Code: Select all
PA&AP A<<<A >>\C^<< A>>^A PA&AP P=providers A=AC Assemb. C = copper wire & = longhanded copper plate insertion Rest represents a plastic and circuits belts into a whirlpool/loop. Specifics are up to the builder, I'm not gonna make a 144 character grid for ya! :P
Problem with these designs is that they cannot be incorporated into larger factories and scaled up easily. Because people have deemed wires on a belt as "nonsense" they now have to resort to such awkward solutions, even though simple belt design is more than enough
Re: Hi, and welcome to belt hell
I guess this is where we differ then, as I don't build to conserve space. I build to facilitate expansion. I don't quite understand the philosophy behind building an empire with a tiny footprint.Garm wrote:There are designs where it is much more preferable to conserve space.
I appreciate you incorporate belts into your design and this works for you, but it is not welcome in my games
I still build red circuits in a very similar fashion to green actually; 1 copper cable assembler to 2 red circuit assembler. I admit this is probably wrong, but I do it for symmetry!Kevin94 wrote:One copper cable assembler can feed 8 advanced circuit assemblers, if you fill both with productivity 3 modules it can feed even more (11.2 assemblers). Show me how to realize this with only direct insertion.iklarazu wrote:Always true. Genuinely no reason cables should be on the belt. Nor sulfur for that matter. One material goes in (copper plate,) two come out (cables.) 2 rotations to empty the assembler.Garm wrote:stop with "copper cable - belt - no" adage: it is not always true.
While these who dont understand complexity about copper cable should stick to it, there are ways to avoid the problem (or never have said problem if you use Productivity modules)
It is more effective to deposit the cable directly into another assembler, as they benefit from inserter stack bonuses. Even with productivity modules.
You could quite easily utilise this design, though it would require use of storage chests (limited to 1 stack) to maintain the item stack bonus.
I'm at work so please excuse the MSPaint job
Blue boxes are assemblers, brown for storage chests, and the red dashes are inserters (use blue inserters, the red was simply to separate the colours.)
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Re: Hi, and welcome to belt hell
If someone cannot incorporate what is probably the most modular design there is that still uses belts, then helping them is beyond my ability. Or at least beyond my patience.Garm wrote:Problem with these designs is that they cannot be incorporated into larger factories and scaled up easily.
I think this is a basic conflict of design philosophies. You focus on making the production as compact as possible, regardless of production efficiency. (Blue belts everywhere? Talk about inefficient costs.)
Most of the community here prefers to expand to reasonable degrees if it facilitates the speed of production.
A couple people expand at any cost. A couple do anything to avoid expansion.
These groups' design philosophies aren't fully compatible, their members tend to believe that their way is best (more often than not), and many of the ideas will not peaceably transfer from one style to another because of the basic differences.
Just the way things are when you have a sandbox game that incorporates such a complex system as we have here.
Re: Hi, and welcome to belt hell
The reason is "so you don't waste assemblers".iklarazu wrote: Always true. Genuinely no reason cables should be on the belt.
One copper cable assembler with speed modules can feed something like 12 advanced circuit assemblers with productivity modules.
Re: Hi, and welcome to belt hell
I don't consider assemblers a waste. I have built more assemblers than needed for the job many times, they'll still only ever use as much or as little resource as needed. It's more efficient on power consumption sure, but that's about it.immibis wrote:The reason is "so you don't waste assemblers".iklarazu wrote: Always true. Genuinely no reason cables should be on the belt.
One copper cable assembler with speed modules can feed something like 12 advanced circuit assemblers with productivity modules.
The materials used to craft assemblers is nothing in the grand scheme of things.
Re: Hi, and welcome to belt hell
But why would you make a special arrangement for it, when you could put it on a belt like in any other factory, without causing any problems?n9103 wrote:8 is easy. need more than 8? make it 16 then.Code: Select all
PA&AP A<<<A >>\C^<< A>>^A PA&AP P=providers A=AC Assemb. C = copper wire & = longhanded copper plate insertion Rest represents a plastic and circuits belts into a whirlpool/loop. Specifics are up to the builder, I'm not gonna make a 144 character grid for ya! :P
Re: Hi, and welcome to belt hell
Other than avoiding putting wires on belts? Other than being easily adaptable to fully logistic control and supply? Other than being easily blueprinted and recreated however many times you want, with only two belts of supply, or just one if you go for production modules?
No reason I guess.
No reason I guess.
Re: Hi, and welcome to belt hell
... which is not a reason.n9103 wrote:Other than avoiding putting wires on belts?
Belt-based layouts are more flexible than direct insertion.n9103 wrote:Other than being easily adaptable to fully logistic control and supply?
Belts can also be blueprinted.n9103 wrote:Other than being easily blueprinted and recreated however many times you want
so?n9103 wrote:with only two belts of supply, or just one if you go for production modules?
Half these reasons are just restatements of "If you don't use belts you can have less belts". Duh. But why would I want less belts?
Re: Hi, and welcome to belt hell
ad hominim as a defense for ad hominim. Ok.
Re: Hi, and welcome to belt hell
None of these arguments were ad hominem
This discussion is not about enforcing people to put cables on belts: they can do whatever they please. Point is not to become stuck in archaic thinking "cables on belts is bad" and keep an open mind about it, because there are some times, when it is not only plausible solution, but also best one. Both in terms of space, speed, and footprints.
This discussion is not about enforcing people to put cables on belts: they can do whatever they please. Point is not to become stuck in archaic thinking "cables on belts is bad" and keep an open mind about it, because there are some times, when it is not only plausible solution, but also best one. Both in terms of space, speed, and footprints.
Re: Hi, and welcome to belt hell
Brilliant!
And yes, I've done cables on belts. It's not bad. It's a critter that can get out of hand easily, but it's not an evil. Evil is using a cable-on-belt design in multiplayer and watching the OCD's freak the F out.
And yes, I've done cables on belts. It's not bad. It's a critter that can get out of hand easily, but it's not an evil. Evil is using a cable-on-belt design in multiplayer and watching the OCD's freak the F out.
- The Phoenixian
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Re: Hi, and welcome to belt hell
Did someone mention copper wires on belts?
Though with a setup like this, copper wires on belts are probably the least of my crimes.
Though with a setup like this, copper wires on belts are probably the least of my crimes.
The greatest gulf that we must leap is the gulf between each other's assumptions and conceptions. To argue fairly, we must reach consensus on the meanings and values of basic principles. -Thereisnosaurus
Re: Hi, and welcome to belt hell
I thought it was a prerequisite for Factorios to be OCD. Of course I'm all for shifting the organized pens on their desk too.Zourin wrote:Brilliant!
And yes, I've done cables on belts. It's not bad. It's a critter that can get out of hand easily, but it's not an evil. Evil is using a cable-on-belt design in multiplayer and watching the OCD's freak the F out.
Re: Hi, and welcome to belt hell
*sneaks into Pi's place and nudges all the picture frames off-kilter*DerivePi wrote:I thought it was a prerequisite for Factorios to be OCD. Of course I'm all for shifting the organized pens on their desk too.Zourin wrote:Brilliant!
And yes, I've done cables on belts. It's not bad. It's a critter that can get out of hand easily, but it's not an evil. Evil is using a cable-on-belt design in multiplayer and watching the OCD's freak the F out.
How's it feel now? Leave our pens alone damnit!
Re: Hi, and welcome to belt hell
One of manyThe Phoenixian wrote:Though with a setup like this, copper wires on belts are probably the least of my crimes.
I've started a fresh game on Factorio. I've not played at all since the birth of 11.2. I figured that as I moan a lot about cables on belts, I'd show how I do my green circuits, with buffer boxes.
I'm about 4hrs in so I don't have a huge need for circuits, yet... (click for full pic)
Re: Hi, and welcome to belt hell
This is the belt hell from my factory:
Everything works perfectly...
Everything works perfectly...
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Re: Hi, and welcome to belt hell
this is from a old save i have
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