Just want to point out that we are still waiting for the spidertron!
![Wink ;-)](./images/smilies/icon_e_wink.gif)
Thankfully, both sides of a belt go at the same speed, so no need to add higher tier belts on each corner to keep throughput
Do you mean they move at the same speed or that they enter/leave the curve at the same time? Because the former would be wrong.Koub wrote: Mon Nov 19, 2018 11:01 amThankfully, both sides of a belt go at the same speed, so no need to add higher tier belts on each corner to keep throughput
It used to be necessary, and it was a real pain in the ass![]()
Curved belts have the same throughput as straight ones. Both inner and outer lane. That simple. (All though items spend a shorter amount of time on the inner lane of a curve for obvious reasons.)mrvn wrote: Mon Nov 19, 2018 12:28 pmDo you mean they move at the same speed or that they enter/leave the curve at the same time? Because the former would be wrong.Koub wrote: Mon Nov 19, 2018 11:01 amThankfully, both sides of a belt go at the same speed, so no need to add higher tier belts on each corner to keep throughput
It used to be necessary, and it was a real pain in the ass![]()
I am so sorry to hear that the new belt graphics movement triggers motion sickness for you. I know another person who suffers from motion sickness triggered by graphics in another game, and it is really awful. Hopefully it won't be too much work to add in options to turn it off so you will be able to continue to play.Nightinggale wrote: Sun Nov 18, 2018 7:19 pm Looking at all this "chaotic" belt movement gives me motion sickness![]()
Exactly. Visually it would give a hint to new players (and even to some old, I avoided using sideloading for a long time for the simple reason that it always looked like it couldn't work).nosports wrote: Mon Nov 19, 2018 9:09 am I would have found it more convincing when then undergound belt is only half the size of it tile so no special gfx needed and it is then clear at first view that it could be loaded ......
What you would suggest. And how it would improve the game, if player had to collect bunch of different stuff before building? Or even build some kind of temporary assembling setup to produce fusion reactor. Typically player build less than 5 fusion reactors and it has no effect in the game what it would need. Essential thing is expensive research and somewhat high cost in advanced products which gives first reactors some value. But actual building of fusion reactors use some parts per million of resources processed in long game, bot player's time and materials in game world.Jürgen Erhard wrote: Mon Nov 19, 2018 1:48 pm Oh, and will the inconsistencies/illogicals get fixed? Like, having a personal fusion reactor only? That takes *ONLY* 250 processing units and nothing else, just so it's "expensive". It uses nothing that you'd actually expect, no containment, no actual (starter) fuel, nothing.
Gah, not even a mod for it?
And those "obvious" reasons would be wrong. They do not match the graphics or how such belts work in reality.Gergely wrote: Mon Nov 19, 2018 12:31 pmCurved belts have the same throughput as straight ones. Both inner and outer lane. That simple. (All though items spend a shorter amount of time on the inner lane of a curve for obvious reasons.)mrvn wrote: Mon Nov 19, 2018 12:28 pmDo you mean they move at the same speed or that they enter/leave the curve at the same time? Because the former would be wrong.Koub wrote: Mon Nov 19, 2018 11:01 amThankfully, both sides of a belt go at the same speed, so no need to add higher tier belts on each corner to keep throughput
It used to be necessary, and it was a real pain in the ass![]()
Although I find it good that the game offers a possibility for splitting both lanes of a belt, some players (myself included) consider side-loading of underground belts to be an ugly exploit. It is counter-intuitive that you need an underground belt to accomplish this. In my opinion, it would be better if a programmable/configurable splitter offered this functionality instead of an underground belt.Factorio Friday Facts #269 wrote:As a bonus, the underground belt structure has a variant which shows a hole when you side-load into the underground belt.
It is completely official for some years now. Devs always made it pretty clear that lane splitting by underneathies is not a glitch or bug.Ranakastrasz wrote: Mon Nov 19, 2018 5:20 pm Love everything except the part where ug belt sideloading is completely official now.
Well, originally, it was a bug (or at least a completely unintended side effect). See the original bug report thread for further information:Oktokolo wrote: Mon Nov 19, 2018 6:44 pm It is completely official for some years now. Devs always made it pretty clear that lane splitting by underneathies is not a glitch or bug.
No : Images have been removed from Imageshak. That's what happens when people host their files on random hosting sites instead of uploading them to the forum
The internet has a name for that: https://en.wikipedia.org/wiki/Link_rot
Thanks for digging out that thread. So Underneathie-splitting is now confirmed to be an official feature since 2013-03-01, declared by Factorio developer slpwnd.Tekky wrote: Mon Nov 19, 2018 8:14 pm Well, originally, it was a bug (or at least a completely unintended side effect). See the original bug report thread for further information:
viewtopic.php?f=23&t=198 (note: images have since been removed from bug report thread)
I guess, they decided to already have enough entities dealing with transporting stuff around (there likely are only that many different inserters because they don't want to slow down placement of them by introducing the need for configuration).Tekky wrote: Mon Nov 19, 2018 8:14 pm I find it understandable that this glitch was not fixed at that time, because it also allowed for a useful feature. However, what I don't like is that this feature has still not been reintroduced into the game in an intuitive manner, using a different entity (for example with a configurable splitter).
Exactly. It was a bug, obviously a bug, but useful. I never liked it, and used a splitter varient mod that let you manipulate lanes, back when that was important.Tekky wrote: Mon Nov 19, 2018 8:14 pm
Well, originally, it was a bug (or at least a completely unintended side effect). See the original bug report thread for further information:
viewtopic.php?f=23&t=198 (note: images have since been removed from bug report thread)
I find it understandable that this glitch was not fixed at that time, because it also allowed for a useful feature. However, what I don't like is that this feature has still not been reintroduced into the game in an intuitive manner, using a different entity (for example with a configurable splitter).