Making belts more relevant compared to Bots
Posted: Tue Jan 16, 2018 9:58 pm
This is kind of a hot topic right now, so here are my 2 cents.
I think belt performance (as in throughput) is currently on a good level, however the process of building belt contraptions makes you run into different kinds of QoL issues. My passion for belts lasts only so much of them before giving up and switching to bots.
Here is some of the things that would greatly inspire (at least me) to use belts more often in the endgame:
1. 3-way splitters
I think there was a mod that allowed you to merge several splitters into a big one, essentially allowing for balancers with unlimited amount of inputs/outputs. I'm not sure if that one is a good idea to add in vanilla, because it is unclear how fast the items should travel horizontally across the splitter and the difficulties of creating arbitrarily large buildings on the fly. But in a world with 6-block trains and fastest belt having 3x speed of the slow ones 3-way splitters are definetely necessary, as a separate entity and research. Also, hello new balancer contraptions!
2. (Un)loaders
Loaders already exist in the map editor, and Klonan made a cool mod for those suffering without belt compression in 0.16, which is essentially a 2x1 chest with a built-in loader and unloader.
Right now it takes 6 stack inserters to unload a container onto one blue belt and fully compress it. This may be called a feature by some, but the designs and layouts involved are often quite clumsy. Also, inserters only unload on one lane of an away-facing belt (and it's better to leave this as it is). Loaders will be a good addition as a new high-tech research and will work quite well with the new splitters too.
3. New chests: 2x1 and 2x2, optionally 3x1 and 3x3
Even sizes will allow for more convenient item transition between trains (I found myself using Klonan's buffers for that as a 2x1 chest). Bigger sizes can gain more inventory cells per tile cell and therefore be used in a storage area - an application where logistic bots completely dominate atm.
4. Belt compression
This needs to make its way back into the game. Splitters are too expensive and too big, while old method of compression was cheap and also left you with some extra spacing for power poles.
I think belt performance (as in throughput) is currently on a good level, however the process of building belt contraptions makes you run into different kinds of QoL issues. My passion for belts lasts only so much of them before giving up and switching to bots.
Here is some of the things that would greatly inspire (at least me) to use belts more often in the endgame:
1. 3-way splitters
I think there was a mod that allowed you to merge several splitters into a big one, essentially allowing for balancers with unlimited amount of inputs/outputs. I'm not sure if that one is a good idea to add in vanilla, because it is unclear how fast the items should travel horizontally across the splitter and the difficulties of creating arbitrarily large buildings on the fly. But in a world with 6-block trains and fastest belt having 3x speed of the slow ones 3-way splitters are definetely necessary, as a separate entity and research. Also, hello new balancer contraptions!
2. (Un)loaders
Loaders already exist in the map editor, and Klonan made a cool mod for those suffering without belt compression in 0.16, which is essentially a 2x1 chest with a built-in loader and unloader.
Right now it takes 6 stack inserters to unload a container onto one blue belt and fully compress it. This may be called a feature by some, but the designs and layouts involved are often quite clumsy. Also, inserters only unload on one lane of an away-facing belt (and it's better to leave this as it is). Loaders will be a good addition as a new high-tech research and will work quite well with the new splitters too.
3. New chests: 2x1 and 2x2, optionally 3x1 and 3x3
Even sizes will allow for more convenient item transition between trains (I found myself using Klonan's buffers for that as a 2x1 chest). Bigger sizes can gain more inventory cells per tile cell and therefore be used in a storage area - an application where logistic bots completely dominate atm.
4. Belt compression
This needs to make its way back into the game. Splitters are too expensive and too big, while old method of compression was cheap and also left you with some extra spacing for power poles.