madras51 wrote:Hi Kazuar,
If you mean Batteries 2 - here it is: it requires purple science which requires lithium ion batteries!!!
So frustrating lol.
regards,
Well, that is at least the place where the lithium batteries are
supposed to be. Looks like some other mod also screwed with the tech tree.
I'll repeat what the other posters (afk2minute/mexmer) here have suggested: try searching for "lithium", or just "lith", and hope the batteries show up somewhere.
Otherwise, it would look like the specific mods you got broke the tech tree completly. In that case, you might have to start a new game with the conflicting mods removed, or try searching the official wiki for the console cheats that unlock the batteries you're missing.
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mexmer wrote:Arch666Angel wrote:NewSwiss wrote:afk2minute wrote:Just make loaders consume ALOT of energy.
I don't like this idea. As of now, loaders don't consume any power IIRC, which enables you to really saturate things without worrying where to fit power poles. Requiring power would change how they can be used. And maybe this is just me, but I don't think of loaders as electronic, just like ramps that allow a chest or machine to dump their contents onto a belt as fast as the belt can carry it away.
I would agree if they dont have filters, but they have. Also the entity the loader is competing against is the inserter, which needs energy and has a drain. So the point of the loader is that it has no real downside, making them more expensive is no real solution, because you will reach a point where you dont care anymore.
Why i agree loaders should require energy (consumption and drain), and somewhat more than inserter, i would not say they need to eat LOT energy (as afk2minute suggests), they do have only little (or you say none), downsides, but increasing energy cost is quite pointless, since energy is thing, you might have problem with at start, but quite fast you get to point, where energy is nonissue.
Sorry for nitpicking, but a LOT isn't a clearly defined amount of energy.
200kW would certainly count as a LOT, for example, when compared to inserters.
I'd pay 200kW of power for a standard loader. Not gonna pay 5MW for a loader, regardless of it's type.
That said, I don't get the problem that people see with loaders. Sure, making them cost electrical energy makes sense, since inserters need power, but all that means is that I'll have to place an undergound belt at some spot. If I'm not able to use loaders, due to them being overpriced in power or crafting, I'll just end up designing some inserter contraption to achieve the same throughput, thanks to bobs OP inserter interface, even if it means splitting the belt into a 3 by 5 belt segment so that a 3 by 5 block of angled inserters can shove the stuff from the belts into the 3 by 3 assembler.
At that point, achieving the same result by plonking down a loader just amounts to convinience. Sure, convinience should have a price, but we don't need to go crazy over that imho. I mean, laser turrets are just convinience when compared to gun turrets, and they are very much affordable in power, crafting, and research cost. If one
really feels that they are too convinient, cut their loading/unloading speed in half to that two of them are needed to create/process a fully loaded belt of their type: suddenly, chests are much more difficult to use with full throughput, and the ever so popular warehouses and ore silos have only half as much "ports" for loaders, unless using a higher tier of loader whose price(s) is(are) based around
that higher tier of transport belts. Unless you're using express belts or higher.
Just, you know, my two cents