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Ein Übersetzungsproblem melden
Saturating a bus means at the splitter, it passes through.
If you want a feedback loop .. put one on the end cycling back .. but you don't need it. If you put faster than needed belts on a leg .. if the machine fills up, the belt just waits.
There are programable splitters later in the game.
But, you can very easily create the exact amount of items per minute that you need before you even get them.
Example .. you need 10 items/min and you have a device producing 30 .. use a splitter and get 10 on each belt.
if you need two legs of 25 and 5 items / min .. use a 3 way splitter .. then take one of the outputs (of ten) and split it again. combine the 10, 10, 5 in a merger .. you now have a 25 belt and a 5 belt.
Consider this, you have multiple production sites, you make a central BUS in your main base to fabricate high tire stuff. You want to optimised the BUS so there would be no residual therefore in addition to not to use a feedback loop, use the least number of nessesary lines for your BUS. SO:
The way you approch it will beimpossible to do so except as you mentioned to change the efficiency of muchine and adjust production to the exact consumption. NOW:
-either for each change in your fabrication based you need to travel to all production sites and arrange the production exactly based on the new setup, OR:
- have this feature same as the valve flow control so: before injection each product line to your main bus you will use the flow/ rate controler and behind that use a splitter with a overflow to the sink. this way:
-you can use THE BUS AT ITS OPTIMUM CAPACITY, meaning no need to a feed back, no need to adjust production performance of machines each time you make a change in your fabrication + lotf flexiblity and extrapoints from the sink.
make sense to you?
additionally, why are you guys so against something nice that not only other similar games has, but totaly make sens as the Valve has it too!
to make it supper simple!, consider you have one container of all resources in your base, and you have some factories, now you want to bring these resources from your stockpile to the factories using MINIMUM number of conveyor line! To optimise this you need a mechanisem to exactly control the rates of input of each resource to your main BUS conveyor(S). Thats what Im talking about.
You have it all wrong OP.
We're not against anything nice. We're just confused as to why you would even need it. And I'm afraid the multiple paragraphs of explanations did not help your case at all. What you've been describing so far is a complete non-issue that is not in a "desperate" need of addressing.
As I said, you're a one of those 3 proverbial people who play the game in a really weird and specific way and, instead of recognizing that something doesn't work and that it probably means the game wants you to do it differently, you instead continue to make more and more self inflicted wounds and conclude that the game needs to adapt to you, not the other way around. If you can't see why this makes no sense, then I'm afraid nothing you read here will change your mind.
They just zip down the distance faster, but you will only still get 60 per min to the machine.
So I dont get the part where you said putting in a faster belt would help, granted I didnt read every single post so there may have been more to it.
If a set of factories at the end of a belt needs 16 widgets, 86 baubles, & 112 trinkets per minute, a single Mk.3 belt could service those factories. If exact throughputs could be set more easily, one could simply put those items on a belt for transport and then allow a smart splitter to divvy out the goods on the other end.
That is the simplest solution, because it's the most direct solution. A manifold would certainly work but is, by comparison, overkill.