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http://lapsedhistorian.com/get-blower-l ... ing-tubes/
this is actually a good tech alternative that requires steam power and solves the problem of ammo, repair packs, and other small orders.
This could be done by not upgrading the belts themselves but by upgrading the belt motor units. An entity that doesn't exist currently but would make total sense. In order to make belts move you place a motor beside them and power it with coal/electricity. Every connected belt starts to move. (Limits may apply.) If you want faster belts, you just put in faster motor units.goliathfan wrote:Make it easy to update belts from yellow to red, and from red to blue.
> in topic about bots being far too OP compared to beltsske wrote:This could be done by not upgrading the belts themselves but by upgrading the belt motor units. An entity that doesn't exist currently but would make total sense. In order to make belts move you place a motor beside them and power it with coal/electricity. Every connected belt starts to move. (Limits may apply.) If you want faster belts, you just put in faster motor units.goliathfan wrote:Make it easy to update belts from yellow to red, and from red to blue.
Sure, I get that. I merely question the effectiveness of the approach. A general rule of design is to ask your users for problems not for solutions. The majority of the discussion is on how to nerf bots or how to buff belts.Rylant wrote:I am not sure you are getting the point of this thread, which is to discuss what you do or do not like about this thought.
YesGenBOOM wrote:I think he meant get rid of different belt colors and only have 1 belt type that requires a motor to increase the speed of the belt.
YesGenBOOM wrote: this actually would simplify belts quite a lot and make upgrading them much easier
Maybe. At least it would make a lot more sense physically and it'd be easier to adjust.GenBOOM wrote: instead of unlocking new belts in the tech tree, you unlock more powerful steam/electric motors with higher speeds
so the trade off is that you have to power belts now, but you never have to replace them and motors can be an infinite tech to increase belt speeds more and more throughout the game.
Maybe.GenBOOM wrote: this would mean bots are there for automated expansion only, which is what most people use it for, especially in single player bots are quite useful
So by this statement, you're gonna run back and forth to supply train or factory every time you want to build new things in early game with conbots? The logbots are what is supplying YOU (the requester/buffer chest) with the items those conbots are using to construct said items you've ghosted/blueprinted.Keba wrote:+1 for “constructions bots should be available waaaaay sooner than logistic bots”.
Powered belts (which are a completely different thing) are fortunately never going to be a thing. They have been discussed before and have been completely rejected by the devs.ske wrote:This could be done by not upgrading the belts themselves but by upgrading the belt motor units. An entity that doesn't exist currently but would make total sense. In order to make belts move you place a motor beside them and power it with coal/electricity. Every connected belt starts to move. (Limits may apply.) If you want faster belts, you just put in faster motor units.
It is possible, I know, but I suggest to make it a more accessible feature, because I think it makes more elegant designs possible. I think a throughput solution for megabases would be to have a research that increases belt speed. And more elegant belt designs would make megabases more elegant...Caine wrote:It is already possible, but you need to have some circuit network skills for it. I found this video a while back demonstrating it: https://www.youtube.com/watch?v=8Lp-UJYwclA_Peter_ wrote:Make it an intended feature to make designs where belts contain two item on one lane in a certain ratio. This allows to have one belt delivering four types of items to a factory. Why is this fair compared to bots? Because requester chests can deliver more than four (eight, or is it sixteen?) independent items to a factory, in a free ratio, including optional buffering ability (very powerful! maybe this could be nerfed in some way, by reducing the number of item types that can be requested at the same time to 2?).
Similarly I have been trying to implement belt provider/requester mechanics myself, again all circuit networks. It would certainly be interesting to have this aspect of the game highlighted more. However, it does not provide a solution for throughput limitations when megabasing.