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How are you hurt, exactly? Does the neccessity of plopping down a few roboports make it so unbearable?
You could make the same argument about advanced oil processing. "Why force multiple outputs, it only <<HURTS>> those of us who want to use straight lines of pipes!".
YES, mechanics that are meant to limit you do limit you. Because that is what a puzzle is. A set of limits, that force you to connect things in a certain way. And yes, you can do it better or worse. Having bots fly long distances will lock them out and might lead to overflow in the hub. You can try and make a robot-operated loading station and keep the space cargo off of the network otherwise. Or you can scale your network to be able to operate long distance. Or you can create a centralized hub, but that will limit your other options.
Can you please provide any better argument than throwing tantrums, because you don't like the shape of the cookie?
You can't use them as large chests since they only accept materials from orbit.
You can't use them to teleport stuff.
Thanks for that. I honestly don't see any issues in any of their scenarios. Second one is like its now, just minus the logistic chest since the pad is one.
No, sorry. I get it now. The "no other choice than bots" at a specific breakpoint. I should think more, because I'm stupid.
No you are correct. I can't think of any other thing, where I can't bruteforce a different solution with "more of the same", until I hit UPS limits and "more of the same" doesn't work anymore.
Reciprocaly : if a problem only solution is requester chest then we have a big problem (that need fixing by Wube) or a niche problem (fix by mod). On the case of only 32 inserters around unique landing pad, I guess that's a niche problem.
Back in my days we had no robots and we were happy. We also coded in assembler on punched cards and went to school in the snow, uphill, both way.
I can only imagine, that they really wanted a central hub (I like the logistical challenge too) and pulling out of the cargo bay has some problems with how storage containers work.
I will remind people that the landing cargo pad has a limited number of spots for inserters that engineers, like me and others, can utilize to remove inventory from the landing cargo pad.
Suppose I have enough incoming material to exceed that limit. What would I do to work around the limitation?
Connecting the landing cargo pad as if it is a passive provider might be one solution, but it comes with strings attached.
Building multiple cargo landing pads on a surface makes it possible to exceed that limitation without any strings attached. I am sure WUBE is smart enough to devise a different sensible restriction other than 'one-per-surface.'
That is not entirely correct.
A single cargo extender can be attached to double the "three drop pods every minute or so" throughput.
Then, an infinite number of cargo extenders can be added where they won't take any inserter spots.
https://steamcommunity.com/sharedfiles/filedetails/?id=3367015682
This is an apparent extreme example where the best inserters are the bottleneck and not the "three drop pods every minute or so."
The only possible way to increase throughput at that point is to treat the cargo landing pad as if it is a logistic chest with inventory to pick up or a second cargo landing pad.
No disagreement from me.
And just a reminder: players can give thesmelves more inserters with the current mechanics by placing a roboport, a handful of logistics chests, and making a handful of logistics robots.