Would be very nice to have diagonal belts. This should only be as an addition and belt should work as they normally do too - but when you rotate them you get 8 angles instead of just 4. This would make curves look smoother more real if you have space for it, and you be able to run faster diagonal on it. It also would fit how rails are laid out. Also flooring supports diagonal layout. Maybe larger pieces than just one tile would be needed to make it look good where the belt curves.
Diagonal belts
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- Deadly-Bagel
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Re: Diagonal belts
But it would need to be 2 tiles wide if not 3. You can already do a 2 tile diagonal belt, just doesn't look as tidy as it's more of a constant S shape but it's more consistent and obvious with how it interacts with inserters.
Money might be the root of all evil, but ignorance is the heart.
Re: Diagonal belts
I better want the diagonal tubes.
Re: Diagonal belts
If we have diagonal rails why not to add diagonal belt and pipes in factorio
And it wll be awesome if functional of "bob adjustable inserters" will be added in base game, it'll be very very convenient
And it wll be awesome if functional of "bob adjustable inserters" will be added in base game, it'll be very very convenient
Nickname on ModPortal - Naron79
Re: Diagonal belts
I agree. It would be even better to take entities away from the grid and give free directions. But even 45 degree belts would need much work and be practically only aesthetic improvement. I do not believe that it is possible to add at this final polishing phase. Increased need of calculations would also contradict with possibility to build as huge megabases as possible, which seems to be the most important thing in development currently.
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Re: Diagonal belts
Because rails are 2 tiles wide?aklesey1 wrote:If we have diagonal rails why not to add diagonal belt and pipes in factorio
And it wll be awesome if functional of "bob adjustable inserters" will be added in base game, it'll be very very convenient
To be fair, Bob's adjustable inserters are a bit too convenient!
(Also, they interact badly with pre-placement "ghosts", copy-pasting, auto-replace when placing and the long inserters.)
BobDiggity (mod-scenario-pack)
Re: Diagonal belts
Hello,
i would like this idea!
These diagonal belts could be visually implemented just like the streets in sim city 3000: 3 tiled belt could be displayed as diagonal.
http://www.sc3000.com/knowledge/showart ... penItemID=
i would like this idea!
These diagonal belts could be visually implemented just like the streets in sim city 3000: 3 tiled belt could be displayed as diagonal.
http://www.sc3000.com/knowledge/showart ... penItemID=
I know belt is 90 degrees... but what if... 45 degrees?
Imagine a train unload breakout looking like:
I did a search, and even checked the frequently requested, and didn't see this anywhere.
Don't get me wrong, I'm fine with 90 degrees, and I can see the ease of working with 90 degrees, but... imagine *45* degrees!
I'm guessing this would be a significant challenge though, and would make belt behave more like rail, in that it would be 2x2 rather than 1x1.
I did a search, and even checked the frequently requested, and didn't see this anywhere.
Don't get me wrong, I'm fine with 90 degrees, and I can see the ease of working with 90 degrees, but... imagine *45* degrees!
I'm guessing this would be a significant challenge though, and would make belt behave more like rail, in that it would be 2x2 rather than 1x1.
Re: Diagonal belts
[Koub] Merged into older thread with the same suggestion.
Koub - Please consider English is not my native language.