Technically, you can't "necro" a sticky threadFrightning wrote:Why necro a 2-year old thread?
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Technically, you can't "necro" a sticky threadFrightning wrote:Why necro a 2-year old thread?
How did I not noticed this was stickied?! D'oh!siggboy wrote:Technically, you can't "necro" a sticky threadFrightning wrote:Why necro a 2-year old thread?.
Seconded. I was crossing tracks like two wagon's lengths ahead of a train (saw it coming, it drove slowly, I could easily make it)... then got killed by lag. Lost lots of resources I was carrying to craft the last gen armor. What a pain in the ass that was. Cost me an hour to gather enough goo, other shit, and craft it all again.Pigeon039 wrote:Trains are fun till you get ran over
i dont think its good, especially for the performance, when the game have to calculate power for 100k belts.nuhll wrote:I think belts should probably take power. Would fix this issue immediatly and makes sense 100%.
Logibots>belts is true imho, but trains are in a league of their own for long distance transport of large quantities of stuff, nothing else comes close, not even belts, not even bots.nuhll wrote:energy bots > belts > trains
With the right map settings, even then, even yellow belts are still more expensive. If you make the map have Very low frequency but very big and very rich deposits, then you can get an average of roughly 80 miners (I've nearly had 130 on a modestly larger than average copper deposit), and this is a 'coverage' layout rather than max density (which can only be achieved by bots). Without modules, ore miners produce 0.525 ore/sec (except stone, at 0.65/sec), so a single blue belt can handle about 75 miners with at full compression, which means 3 yellows is tentatively enough for a single resource deposit. Now, said belts cost 1.5 Iron/tile, so each tile of distance you need to traverse is roughly 4.5 iron a tile.Deadly-Bagel wrote:Trains are FAR more flexible. They always pick the most efficient route (if you've signalled properly) and once you've laid the tracks you'll probably never need to improve it, just expand.
However I think this is mostly a theoretical discussion. In reality, the supply of the resource is generally the limiting factor. It's extremely simple to have 4 wagons, either in a single train or split between two, that pick up everything from an outpost faster than it can be mined. When throughput is capped by the supply rather than the logistics, the best means of transport then becomes what is cheapest and most convenient. The first is probably debatable but trains are more convenient hands down.
The only case throughput becomes a realistic factor is when you add speed modules or whatever to generate an absurd amount of ore, but then throughput is easily affected by these factors:
It's the original "belts work for shorter distances" argument. I mean you can obviously see that a train carriage moves faster than items on a belt, and it holds more per tile, so whatever way you look at it trains are faster. Sure they might be a bit more expensive but the difference is not great for the improved response time and throughput, and once you start expanding it becomes cheaper anyway.
- Distance: To improve throughput of belt, you need to add more belts the entire length. You only need add an extra train for which length is irrelevant to the cost. Therefore when the cost of belts of that distance exceeds that of the train, the train is more cost efficient.
- Other resources: Again you need only one rail for everything, but when using belts you need dedicated belts for everything. This substantially increases the cost of belts per new resource.
- Sustainability: When an outpost is depleted, you just redirect the train to a new one and it can be reused. Belts need to be picked up for the length they will no longer be used, then laid down again, which consumes a lot of player time.
Rail recipe makes 2 Rail, which are each 2 tiles long, meaning the recipe covers a distance of 4 tiles. Also, for fixed costs, you need to account for much more than just wagons (which is a throughput variable cost). You also need to account for inserters, and perhaps buffer chests. So the break even point is a lot higher than 60. Also, yellow belts are FAR cheaper per unit distance than red belts (1.5 iron/tile instead of 11.5 iron/tile).Deadly-Bagel wrote:Hadn't bothered to do the calculations until now, 5.5 iron and 1 stone per 2 tiles for rail, and 23 iron per 2 tiles for red belts. A train and two carriages is 15 copper and 560 iron, so you only have to go 64 tiles to break even in terms of iron. This doesn't include signals but that won't affect it much. Yellow belts might technically be cheaper but their lack of throughput makes them a poor choice.
I've yet to encounter a situation where I am over-taxing my mixed rail system (mostly 2-way rail, except at the outposts and unloading stations where I used 1-way for simplicity...trains are one-way trains), that includes my 8000 plates/min kilobase, the rails connecting my 3-bay unloading system to my mining outposts are 2-way rails. So unless you're building very big (megabase territory), or going full-towns mode (1 process per tower with few exceptions) you probably won't have issues.Deadly-Bagel wrote:Well yes but a single two-way rail isn't particularly expandable so that accounts for rails going both directions. There is also the cost of signals, two train stops and having the rail loop around so it's not an exact figure but it gives you an idea. From this we know the break-even point isn't going to be 1,000 tiles or something.
Also yellow belts are 3 iron per two tiles, which is a bit over half the cost of the rails. However the poor throughput makes it a viable option only for coal until plastic starts seeing heavy use, or perhaps stone, but typically I find I don't get through my starting deposits or either until much later in the game, when I already have a rail network. So then we can calculate cost like this:
A train (including wagons) is worth approximately 192 yellow belts (assuming 1 copper = 1 iron). For simplicity let's assume 1 rail pair (two-way) is worth four yellow belts (stone = 0.5 iron). Therefore the break-even point becomes roughly where the outpost is 292 tiles away from the base plus double the distance between the outpost and the nearest rail.
For example if the nearest stone deposit is 600 tiles away, but has a rail running 100 tiles from it, it's cheaper to make the train and rails than it is to make the belts because you only need to link rails to the network but belts need to be run the full length. Granted, this is a fair distance to start breaking even but the ludicrous difference in throughput is well worth it.
There's no reason for a belt to slower just because it's longer, and what about T-junctions and splitters, now how long is your belt?Predator wrote:I have an idea for train / vonveyors issue.
For each 20 belts long 20 % less belts speed.
21 belts 80 % speed
41 belts 60 % speed
61 belts 40% speed
81 belts 20% speed
100+ belts 10% speed
it would be totally unacceptable for very long resources gathering and then trains win.
Additionally I will lower starting speed and acceleration parameters of the train and speed those up by research.
Or perhaps for each 40 belts ? Or simply if belts are 100+ long speed = 10 %