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redleader posted:For me this change may not be game breaking but heart breaking. It completely makes the game not fun for me, which saddens me a lot. your enjoyment of the game is based on belt compression?
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# ? Dec 22, 2017 23:20 |
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# ? Jun 10, 2024 05:33 |
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Gwyneth Palpate posted:
Are you surprised? This is a game about automation.
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# ? Dec 22, 2017 23:23 |
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Gwyneth Palpate posted:
I exclusively registered on the forums to report this as well.
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# ? Dec 22, 2017 23:26 |
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The sideloading stuff is weird and I hope it gets addressed to make sure the behavior is consistent at least. Underground belts violating the laws of physics was always dumb and I'm glad it's gone.
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# ? Dec 22, 2017 23:31 |
I hope we're being trolled
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# ? Dec 22, 2017 23:31 |
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This reminds me of the guy who posted a giant essay on why underground belts should give compression. I think his main point was that it's compact so he gets more effective use of beacons. And, as we all know, more numbers = better game design. He also said that it was more intuitive, and didn't really elaborate on why he thought that.
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# ? Dec 22, 2017 23:39 |
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Factorio is pretty much an autistic bonsai tree so how can y’all be surprised that someone really enjoyed the belt logistics optimization micro-game and is disappointed it was simplified like that?
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# ? Dec 22, 2017 23:50 |
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RyokoTK posted:pretty much an autistic bonsai tree I think we're about due for a new thread title
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# ? Dec 23, 2017 00:35 |
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Gadzuko posted:I think we're about due for a new thread title I can get behind this
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# ? Dec 23, 2017 00:39 |
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So to get a compressed belt while side loading it seems you now need to: -load from the same color belt (red to red, blue to blue) -load from the same color splitter if loading from a slower belt (yellow to red splitter to red) -load from a yellow onto a single tile of blue belt to get a compressed red belt. Survivable, but it's still weird and is the one little edge case that I hope is fixed.
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# ? Dec 23, 2017 00:48 |
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RyokoTK posted:Factorio is pretty much an autistic bonsai tree so how can y’all be surprised that someone really enjoyed the belt logistics optimization micro-game and is disappointed it was simplified like that? His issue was that it was made more complicated since he couldn't just plop underground belts everywhere and needed new designs.
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# ? Dec 23, 2017 00:50 |
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Alkydere posted:So to get a compressed belt while side loading it seems you now need to: Or just use this handy mod until it gets fixed: https://mods.factorio.com/mods/Klonan/belt_buffer
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# ? Dec 23, 2017 00:52 |
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PerrineClostermann posted:I can get behind this I think we already had this thread names exactly that once. At least I remember seeing that expression in this thread before.
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# ? Dec 23, 2017 01:22 |
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Nalesh posted:Or just use this handy mod until it gets fixed: https://mods.factorio.com/mods/Klonan/belt_buffer
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# ? Dec 23, 2017 01:59 |
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Gadzuko posted:I think we're about due for a new thread title Agreed
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# ? Dec 23, 2017 02:14 |
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Factorio: My heart aches for optimal belt compression
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# ? Dec 23, 2017 03:07 |
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concise posted:Factorio:Myheartachesforoptimalbeltcompression Fixed to optimize thread title compression
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# ? Dec 23, 2017 03:32 |
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Paper Tiger posted:
where is your side-loaded belt there mister
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# ? Dec 23, 2017 03:40 |
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Collateral Damage posted:You can do the same thing if you use a mod that enables loaders, since a loader will always output at perfect compression. Also best used with warehouses, since having chests that are larger than 1x1 makes it easier to feed in multiple inputs to feed out a different number of outputs (and with circuits, you can cascade outputs as well by restricting the belts after the loaders from operating unless the warehouse has X amount of product in it).
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# ? Dec 23, 2017 05:34 |
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I don't get what the current discussion is about. Was there some special thing happening (that is now gone) where inserters filled underground belts better than regular belts? I never tried that in any of my games.
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# ? Dec 23, 2017 05:36 |
Paper Tiger posted:Fixed to optimize thread title compression concise posted:Factorio: MyHeartAchesForOptimalBeltCompression CamelCase you philistine!
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# ? Dec 23, 2017 05:36 |
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Look compression is important but can we get to the real disaster in this update? You can no longer disassemble cars you're driving to get out of them.
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# ? Dec 23, 2017 05:49 |
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DontMockMySmock posted:I don't get what the current discussion is about. Was there some special thing happening (that is now gone) where inserters filled underground belts better than regular belts? I never tried that in any of my games. Yes, previously the old belt code did some hand-waving with underground belts that made them auto-compress the items on the line. If there was space when an inserter placed an item on an underground belt tile, it would compress perfectly. The new belt code does away with this due to the hand-waving not being needed and everyone's pretty much fine with that part since it was an unintended feature and the new code does wonders for making belts take up lag free. Unfortunately the new belt code has a bit of weirdness when it comes to previously well known interactions: https://i.imgur.com/TxqARwE.mp4
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# ? Dec 23, 2017 05:58 |
Alkydere posted:Yes, previously the old belt code did some hand-waving with underground belts that made them auto-compress the items on the line. If there was space when an inserter placed an item on an underground belt tile, it would compress perfectly. The new belt code does away with this due to the hand-waving not being needed and everyone's pretty much fine with that part since it was an unintended feature and the new code does wonders for making belts take up lag free. This is apparently a cyclic behavior as the distance between items streches to allow a fully compressed iron-copper-iron-copper-iron lane or is one floating point 1 short of allowing the inner lane to merge in. So about 25% of the time you get both, and the rest you get only the one.
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# ? Dec 23, 2017 06:13 |
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Ideally I think they should just implement loaders or some equivalent that allows for full belt saturation right off the bat and different types of splitters or inserters so that sideloading stuff is unnecessary. The more options the better IMO.
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# ? Dec 23, 2017 07:03 |
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uPen posted:Look compression is important but can we get to the real disaster in this update? You can no longer disassemble cars you're driving to get out of them. Wait, is that a .7 thing? I've done that many times in 0.16
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# ? Dec 23, 2017 07:13 |
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necrotic posted:Wait, is that a .7 thing? I've done that many times in 0.16 Yeah, it's a .7 thing.
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# ? Dec 23, 2017 12:44 |
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I started .16 on a railworld-ish setting with lots of water because water looks neat now and I wanted a little more of a routing challenge. I may have slightly miscalculated on my ore frequency settings. That's the first iron patch I've found. I've got 320k iron ore and 133k coal back at base, better make 'em count...
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# ? Dec 23, 2017 12:51 |
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DontMockMySmock posted:I don't get what the current discussion is about. Was there some special thing happening (that is now gone) where inserters filled underground belts better than regular belts? I never tried that in any of my games. Gadzuko posted:Ideally I think they should just implement loaders or some equivalent that allows for full belt saturation right off the bat and different types of splitters or inserters so that sideloading stuff is unnecessary. The more options the better IMO. The best solution would be if inserters were changed so they can always drop items if the belt segment isn't full, because the various compression solutions people come up with are really just a band-aid on the inserter problem.
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# ? Dec 23, 2017 18:01 |
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Xerophyte posted:I started .16 on a railworld-ish setting with lots of water because water looks neat now and I wanted a little more of a routing challenge. Yeah, when adding a lot of water you have to turn up resource volume or else it just spawns in water and you get nothing.
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# ? Dec 23, 2017 18:27 |
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Alkydere posted:Yeah, when adding a lot of water you have to turn up resource volume or else it just spawns in water and you get nothing. Yeah, I know that's the mechanic. I'm kind of curious how they've implemented them. Best guess: each resource gets its own Voronoi tesselation with one deposit/cell, then they use gaussian_on_voronoi_centra * noise - threshold to form the resource values, maybe? Anyhow, I did check the cool new preview thing and thought the map looked fine for the level of scarcity I wanted, but I wasn't really aware of the scale and I promptly forgot where all the deposits were. It doesn't help that I can't take a straight line anywhere, either. That iron deposit is hooked up now, I just need to add a coal line and I should be able to get to bots and tanks and reactors before I need to scale up again. I'm happy I set the biters to mostly harmless on my little Lakeworld, building my giant circuitous rail lines would be a lot more annoying if I had to clear out serious biter camps.
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# ? Dec 23, 2017 19:02 |
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I read "bots" as "boats" and was about to ask if you had a mod. And yeah, too many Biters on that map would be hell. As for me, personally I leave biter expansion on, and then have their only evolution cue to be nest destruction. That way I still get swarms of cheap guys to fight against without it being a hassle. The AI can buy all the little bugs it wants with the pollution I give it, it just can't upgrade from it.
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# ? Dec 23, 2017 19:09 |
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Factorio: Side Loader? I barely know 'er anyway I've been playing around with the new patch and it's been fun, but I want to restart to a new map with more water cliffs and biters to bomb. But I'm sick and tired of dealing with building a new bases. Katherine of Sky had a blueprint that was based on a speed runner's early base. It made red and green science, yellow belt stuff, inserters, miners and assembler 2s. I love how fast it is to set up and how much mileage you get out of it. Does anyone have a bigger version of that sort of prefabricated base that's goes further into science packs? I'm working on my own that goes all the way up to yellow science, but if one already exists I'd happily steal that
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# ? Dec 23, 2017 22:21 |
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https://factorioprints.com/view/-Ku5n4tLfmkZN8twwx-k I've been using this mall by mikec and it's amazing, the combinators tell you what are supposed to be on the belts.
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# ? Dec 23, 2017 22:46 |
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That looks like a mall. What I'm after is a bigger version of this. Specifically the bottom right part. A smallish, optimized, bare bones factory complex that just makes science. Like, just feed in 4 belts of iron, 3 of copper, 1 steel, etc, and get out 15 science of each type per minute.
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# ? Dec 23, 2017 23:18 |
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Try Gray42's Base In A Box. It's a series of blueprints that you can get to quickly lay down a bunch of different things to get your base off the ground. Covers all the science packs, has a mall, has a "starter" base for the barest first base, and a couple other things. Grab what you want, or get the whole thing. EDIT: Wow, totally forgot to link the drat thing. neogeo0823 fucked around with this message at 01:41 on Dec 24, 2017 |
# ? Dec 24, 2017 00:26 |
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Do you have a link to that? Google's not very helpful. Edit: never mind
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# ? Dec 24, 2017 02:00 |
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Is there any way other than doing it by hand to mirror a blueprint? Is there a button somewhere I haven't seen, or do I have to do it manually? I know you can rotate them before placing but rotate does not equal mirror.
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# ? Dec 24, 2017 02:25 |
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There's a mod that does it, but you have to be careful with things that don't have mirror symmetry.
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# ? Dec 24, 2017 03:35 |
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# ? Jun 10, 2024 05:33 |
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RyokoTK posted:pretty much an autistic bonsai tree
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# ? Dec 24, 2017 05:21 |