Just by making it either loading or unloading the total "OP'nes" is gone.
Edit: damn, would this be in 13? I'm going to hate you if it takes long now you got me warm for it
![Razz :P](./images/smilies/icon_razz.gif)
Choumiko wrote:It's a wonder how good the game is, if you consider how bad they are with the FFF numberssillyfly wrote:kovarex just posted the thread... but with #118 in the title. I think they had too much beer
I think this will make loaders/unloaders miss most of their usefulness. Part of the appeal, for me at least, is having away with the awkward and (IMHO) stupid-looking rows of inserters in train stations. I really hope you will consider having a train loader/unloader (or hopper, or however you want to call it).Klonan wrote: For train unloading, you have a inserter direct from the wagon into the loader, which then puts onto the belt.
Well it will still decrease loading/unlodaing times,sillyfly wrote:I think this will make loaders/unloaders miss most of their usefulness. Part of the appeal, for me at least, is having away with the awkward and (IMHO) stupid-looking rows of inserters in train stations. I really hope you will consider having a train loader/unloader (or hopper, or however you want to call it).Klonan wrote: For train unloading, you have a inserter direct from the wagon into the loader, which then puts onto the belt.
Yes! This would be a great addition. Would make belts much more useful late game, and let me keep forests of inserters around. I like forests of inserters.Klonan wrote:I've been thinking a long time about this, and i think i have figured out one possible solution.
I think it was someone in one of the earlier pages who came up with the idea,
But in essence its like this,
The loader is a 2x1 'chest' which automatically either inputs from a belt, or outputs onto a belt, I was thinking it could do so at half the belts speed.
For a full blue belt you'd need 8ish inserters but this really is not a problem. 8 is a good balance point in between the one loader in the original suggestion, and 38 inserters you need today (if my testing was done correctly).So for instance a 'Basic loader' unloads at half the speed of a basic belt.
I feel this balances it somewhat, as then you'd need two of them for a full belt, and a splitter, effectively making a full belt setup 3x2.
I think the 2x1 'chest' would be balanced in that it has less storage than 2 1x1 chests, I was thinking the loader itself only has like 10 storage spaces, less than the 16 for a wooden chest, so that its useful, but not useful as a standalone chest.Linosaurus wrote:
- Inserters should be unable to put items in the input buffer (and vice versa for output), to avoid creating a 2x1 chest. Such a chest would be very useful, and should therefore be considered/balanced separately.
- Don't actually add yellow and red versions. They are not useful early on before stack size bonuses, and would clutter up the item list. Just add one version you unlock with blue belt research. (I leave it as an exercise to the reader to make it work visually with a belt setup of any color.
We already don't have to.Zeblote wrote:You've just shown why they're a great idea - so we don't need to build that garbage in your last images.
That's not a good argument IMO,Kalabint wrote:Hi, here are my 2 Cents:
Is a bit overpowered, because it doesn't need more space than this Solution here for the chest loading and deloading part and it makes things much more easier than this Solution here
You can do nearly everything with inserters (wich splitters can do), granted, some things would take a lot of place. But I still think his point is valid .Neotix wrote:Quote KlonanWrong. Splitters have much more complex behavior then simple splitting belts and you can't replicate it only by inserters.
Choumiko wrote:It's a wonder how good the game is, if you consider how bad they are with the FFF numberssillyfly wrote:kovarex just posted the thread... but with #118 in the title. I think they had too much beer
To replicate splitter behavior you will need not only inserters but also smart chests, and combinators with complex logic. It can be done but building that everywhere when splitter is needed would be too complex for players. Because of hidden behaviors, splitters have place in game puzzle. Loader don't have complex behavior behind and it can be easily replicate with inserters. It will only make simple solutions, even simpler.Ojelle wrote:You can do nearly everything with inserters (wich splitters can do), granted, some things would take a lot of place. But I still think his point is valid .Neotix wrote:Quote KlonanWrong. Splitters have much more complex behavior then simple splitting belts and you can't replicate it only by inserters.
And give a few examples, be constructive. What you post isnt exactly usefull
This is true. As i stated at the end:Klonan wrote:I mean nobody will force you to use loaders, and your old chests setup will work just as it is
I am not totally against it, I am a bit splitted over it. I know, it will allow more things, and will make allot of things much easier, so, well, I can't really decide.Kalabint wrote:But it would also save me the mess of all this above.
Part of the "Oh noo, please don't do this" Effect is also, that allot of effort which went into finding those tricky solutions would be almost for nothing, I think.deef0000dragon1 wrote:I find that the loaders would be very useful for things like max output copper coil assemblers. I find having to use 9 fast inserters to output to be absurd for something like this.
I really think that so long as the area that they take up is large enough, loaders could be balanced in any situation.
You mean like the Star Wars Episode 2 droid assembly lines?deef0000dragon1 wrote:I think something that may need to be discussed is the idea of in line processing. one in one out recipes like copper coil and gears would be nice to be doable inline, but it must also be brought up if multi input recipes should be doable through inline processing.