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Alt-F4 #29 - Beacons and Not Belts

Posted: Fri Mar 26, 2021 12:43 pm
by AlternativeFFFF
This week, for issue #29, we have a rare double feature again! First up, TheKool, who can’t stop talking about modules, rounds out his Complexity Corner saga by talking about beacons and what they are good for. Then, oof2win2 returns to put the spotlight on their mod No Belts, which offers a very interesting alternative perspective on playing the game.

Continue reading: https://alt-f4.blog/ALTF4-29/

Re: Alt-F4 #29 - Beacons and Not Belts

Posted: Fri Mar 26, 2021 3:16 pm
by NotRexButCaesar
Never mentioned 8 beacon layouts?

Re: Alt-F4 #29 - Beacons and Not Belts

Posted: Sat Mar 27, 2021 1:55 am
by ptx0
AlternativeFFFF wrote:
Fri Mar 26, 2021 12:43 pm
This week, for issue #29, we have a rare double feature again! First up, TheKool, who can’t stop talking about modules, rounds out his Complexity Corner saga by talking about beacons and what they are good for. Then, oof2win2 returns to put the spotlight on their mod No Belts, which offers a very interesting alternative perspective on playing the game.

Continue reading: https://alt-f4.blog/ALTF4-29/
no train-to-train builds?

Image

Re: Alt-F4 #29 - Beacons and Not Belts

Posted: Sat Mar 27, 2021 11:56 am
by Ghoulish
ptx0 wrote:
Sat Mar 27, 2021 1:55 am
Image
When you think you've seen it all, and are surprised yet again!

Re: Alt-F4 #29 - Beacons and Not Belts

Posted: Sat Mar 27, 2021 1:12 pm
by SoShootMe
NotRexButCaesar wrote:
Fri Mar 26, 2021 3:16 pm
Never mentioned 8 beacon layouts?
Indeed. For 3x3 buildings such as assembling machines and electric furnaces, the 8 beacon layout (row of beacons, row of buildings, row of beacons, ...) is extremely common. Compared to a 12 beacon layout (surrounding each building with beacons), it is much cheaper to build, significantly more compact and requires less power (especially when not running continuously). However, tight space constraints can make transport belt-based logistics challenging, pollution per item is greater and I think it will be less UPS-friendly, so it is not completely clear-cut.

Re: Alt-F4 #29 - Beacons and Not Belts

Posted: Thu Apr 01, 2021 2:02 pm
by Redpossum
In that massive screenshot of the No Belts mod, why are the train wagons purple?

Re: Alt-F4 #29 - Beacons and Not Belts

Posted: Thu Apr 01, 2021 4:21 pm
by ptx0
Redpossum wrote:
Thu Apr 01, 2021 2:02 pm
In that massive screenshot of the No Belts mod, why are the train wagons purple?
seems like creative wagons that produce free items.

Re: Alt-F4 #29 - Beacons and Not Belts

Posted: Thu Apr 01, 2021 11:54 pm
by NotRexButCaesar
SoShootMe wrote:
Sat Mar 27, 2021 1:12 pm
NotRexButCaesar wrote:
Fri Mar 26, 2021 3:16 pm
Never mentioned 8 beacon layouts?
However, tight space constraints can make transport belt-based logistics challenging
I actually consider this a benefit. This is perhaps the most interesting part of the game.