Double Speed BeltsMakes it so tier 3 belts move at exactly twice the speed of tier 2 belts, and tier 1 at half the speed of tier 2. This let’s you use splitters easier.
Oh wow these all seem super helpful! Everytime I’ve tried to find mods I end up lost because there are so many different ones and some are really good and others less so. I’ve started really loving this game more recently, especially with the replay ability. Recently I’ve been working on getting better at train layouts as well as using the circuit network since I always tended to go whole hog into the logistics network as soon as I unlock it. Thank you so much!
during endgame (which I think you're at), I usually just load up a power armor full of the laser defenses, shields, and batteries + the personal nuclear reactor thing. Then I just run through the nests while the laser defense does all the work
I really appreciate the environmentally integrated sort of bio-harvesting. I think everyone would have been perfectly happy with an arboretum style approach like we’ve seen in various mods but this approach feels a lot nicer.
huh, this means that you shouldn’t produce more than you consume because the items will just spoil on a backed-up belt, its an interesting new challenge.
Yea, that was my idea as well, it’ll create some real havoc for ye olde sprawling base design by forcing better attention to balancing but, if a recipe chain only has one bio ingredient it should be easy to design around.
I’m terrified of what the modders will do with this… especially something like Space Ex where they’d likely put two separate timed biologicals on different worlds and require you to really focus on rapid transit to get both to one processing site before you hit a failure.
It also might present a real issue for railworld style builds since you’ll want train conditions set so you don’t idle in a station too long, and frequency of collection high enough not to allow too much rot within buffer chests.
Extremely interesting problems. In the base game it sounds like it will be a bit trivialized by being able to slap down the appropriate terrain wherever you need it (eventually) but modders could make really interesting requirements for it.
I, for one, hail our new belt of fully spoiled brown algae in seablock overlords.
With the whitelist/priority filters and other circuit connection stuff, I kinda want to be able to adjust the range as well. I guess we will see when they playtest it. If all the nukes do is blow up your wall, they will adjust it.
It said there higher turret quality levels will increase range +10% up to 36 tiles. The idea of target selection being important on other worlds is pretty intriguing.
I’m excited about the prospect of actually managing enemy types. Defense is too much of a set it and forget it thing right now imo - by mid-game the biters are barely background noise over my turret walls.
What an amazing compromise they crafted here. I totally agree with them, the regular 12 beacon designs did indeed get very boring, so did the 8 beacon layouts
I really want the timescales to be persistent when closing and opening again the stats menu. It’s really annoying that they default back to 5s each time
The last track sounds almost green and verdant but I think it’s too frenetic to be a peaceful and lush planet. Maybe one with white water rapids and fast moving water?
What I always do is I have my yellow belt production that outputs into a chest which is then used for red belts. Then if you upgrade that chest to a yellow chest, the yellow belts from your trash slots are automatically put into it, you don’t even need to set a filter.
But yes, if you are using bots you need a circuit condition so it doesn’t use all of the items in the chest. To do that you only need a singular cable though, you directly connect the chest to the red belt inserter. Still the option I would recommend. Looks really clean.
I would just use a requester (yellow) chest and set it to either
Fetch a little bit, less than I’m using so it doesn’t hog my stockpile during transition to all-reds
Fetch all of it and then treat it as singular place that I get yellowbelts from instead of where yellows are produced.
Both of these approached are yellow-to-red transition friendly but the latter assumes you’re getting the belts by hand and not having them delivered to you by bots. You can jank rig the latter option to also serve yellow belts by putting a passive provider next to it and dumping yellows into that. Then once you’re only using reds, just turn the inserter around so it feeds your yellow stockpile back into the system or just replace the chest with a provider so the bots move them.
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