I've noticed quite a few times when you queue up items and then cancel them, there are still some items left, such as odd belts. I was reading another bug that was resolved about the complexities, such as 37.5 iron plates per lab, versus 39 if you are making the first lab, for example.
I think the simplest and easiest solution that can get rid of all the headache and complexity is to have the recipe require either 4 or 6 belts, not 5. And do something like this for any recipe that requires an item crafted or smelted in sets of 2. It's mainly just belts, I think.
Odd Number Of Belts
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Re: Odd Number Of Belts
The reason why this happens is that for crafting certain item you need second item so crafting of that second item is automatically added to the crafting que. But becouse some of the crafting recipies create more than one item it means that even if you need only one second item factiorio will craft more than one becouse of its recipie.
So wehn you cancel order for first item order for second might still remain.
So wehn you cancel order for first item order for second might still remain.
Re: Odd Number Of Belts
This change is reasonable in some cases (4/6 transport belt for lab instead of 5), but in some other it would break some kind of balance.
The example is circuit, made out of 3 wires, 3 wires for one copper plate.
The example is circuit, made out of 3 wires, 3 wires for one copper plate.
Re: Odd Number Of Belts
The same wired stuff happens in reality also more than often. For example you order desks. The desc contains out of a plate and 4 stands. But the stands can be ordered only in packs of 5...
Another example: I needed a new battery for my clock. I just wanted to buy one, then I saw, that the set of 10 is only 2 times expensive than one.
With such things I mean that for example the modules will become cheap. That's just small, little tricks, but many of them make it worth thinking about.
Another example: I needed a new battery for my clock. I just wanted to buy one, then I saw, that the set of 10 is only 2 times expensive than one.
With such things I mean that for example the modules will become cheap. That's just small, little tricks, but many of them make it worth thinking about.
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Re: Odd Number Of Belts
For the lab I changed the requirement to 4, to avoid confusion in the start of the game.
But I still find it good, that you need 3 cables for circuit and you get 2 cables from one copper. I think, that having all recipes to be so "round" would make it more dull.
But I still find it good, that you need 3 cables for circuit and you get 2 cables from one copper. I think, that having all recipes to be so "round" would make it more dull.
Re: Odd Number Of Belts
I think the problem is a false problem, it exists only because of two things :
The player crafting could be redone, like, for example, you can't directly craft transport belts, you need to craft gears first.
BUT, the manual crafting doesn't require time, it's always instant. Only the assembling machines require time to assemble the items.
- The player can "chain-craft" any item by autocrafting any sub-item required in the final recipe.
- The crafting window shows the raw resources required for each item.
The player crafting could be redone, like, for example, you can't directly craft transport belts, you need to craft gears first.
BUT, the manual crafting doesn't require time, it's always instant. Only the assembling machines require time to assemble the items.