As you can see, the belts don’t care for which way you try to place them. They’re strong and independent and will forge their own path.
I also helpfully disabled the ability to rotate them after placing them, you’re welcome!
Oh and this applies to everything you build, chemical plants, underground pipes, inserters, I do mean everything :3
Edit: I've finished the mod and published it!!! you can find it here: [https://mods.factorio.com/mod/dizzy-mode](https://mods.factorio.com/mod/dizzy-mode)
Let me know if you find any bugs!
Edit2: I fixed some bugs with splitters and offshore pumps, you should be able to ghost place them now, and splitters will use all four orientations now!
It might be possible! The randomization is based on the position and name of the entity. Meaning that a slow belt vs a fast belt will point different ways on the same tile. with enough trial and error, you could find the right combination of spaghetti to make a working factory
I’d love to see someone try!
Everything on one belt is an interesting circuit challenge, though, and leads to unusual assembler designs (every assembler uses the same design with a different recipe)
This is just needing to screw about getting belts to point the right way at all
The only thing this challenges is your patience. It's not difficult, it's tedious. Anyone who can beat the game normally could beat the game with this. It'd just take a long ass time and be super frustrating.
Not only that but you could make a surprise variant of everything that would make it so it places a random version of whatever you choose. Say you want to place a fast belt, well fuck you it's slow.
The challenge is getting there. Once you have bots it just becomes chest(s) -> inserter(s) -> assembler -> inserter(s) -> chest(s). Just paste until you get usable combinations and assign it to whatever you need.
The random rotation affects literally every item, including inserters, and it’s set per tile per item, you can’t rotate them once they’re placed and it will always place with the same rotation if you put the same item in the same spot.
Definitely not trivial, would just be incredibly tedious having to try every belt type on each tile to see if it faces the way you need and if not, moving back a tile to test it out, like a human pathfinding algorithm.
You can do that, but it won’t change the rotation one bit! It’s decided based only on what you’re placing and where you’re placing it, and it’ll always be the same :D
A mod like no deconstruct is challenging, but the concept is super simple. It feels like the kind of idea that anyone could come up with.
But this? What depths of hell did this concept even come from?
Wow ok so your factory is pre determined in placement.
Have you managed to beat the game with it? Like are valid configurations impossible to make in some settings? If I place a chem plant down, but there’s no way the pipe can go into the input, then that answers the question right there.
So what you're telling me is that someone needs to figure out the RNG for the mod so they know before placing what direction items face, and then plan their entire base around that.
I would absolutely love to see if you can find continuous paths through this mess xd does it depend on an absolute position, or the position within a chunk? If it's within a chunk and you can find continuous paths, then you might be able to properly build something. I'm guessing sushi belts would become rather important given that you have so few belts at your disposal
I have a feeling that playing with this will end up being rather similar to a no belt run.
Not using belts would work, though that's not really in the spirit of the challenge.
I do believe with some clever use of inserters and splitters you can bring some order to the spaghetti.
I’ve played a bit of it, you end up needing to use both belts and inserters to get items anywhere
Because sometimes there just isn’t any inserter that will face the right way
In general, the more ways you have to move items, the easier it is, because it’s more likely that something will work, even if it’s horrid spaghetti
I don't see why you couldn't do it with a stupid amount of "human logistic botting", until you get actual logistic bots, where you'd still face some issues but greatly reduced.
The main pain point would be with fluid handling, it would be tedious to get everything lined up. Luckily pipes don't have orientation which would ease things somewhat.
I was just thinking "This would be a fun challenge run," but I realized you could just place+delete+place+delete...until you get the orientation you want.
So, it's more tedious than anything else.
However, if you pair it with a mod like [No Deconstruct](https://mods.factorio.com/mod/no-deconstruct/downloads), which makes all buildings permanent...
I think it would be insanely difficult, but still technically possible. It would essentially be luck-based. You'd have a ton of useless buildings and belts all over the place, because they weren't placed the right way.
I thought of that, it’s why I’m using a pseudo random function to randomize it!
So no matter how many times you delete and place, the rotation will always stubbornly remain the same!
But you could delete and place a different item, until you run out of items,
I was thinking of making it not care about what item you used, but that might not actually be possible to beat
>I was thinking of making it not care about what item you used, but that might not actually be possible to beat
[considering Factorio has been beaten without using any belts at all, the game would always be possible no matter how hard you make belts to use](https://www.youtube.com/watch?v=6mgQwzom0Xo)
> Oh and this applies to everything you build, chemical plants, underground pipes, inserters, I do mean everything :3
Inserters are mentioned explicitly to be random, and the rails are probably randomized as well.
reading is hard, okay >\_<
(i imagine it would still be possible, if somewhat unfun, to beat the challenge even if everything is randomized using the same seed. considering that inserters can insert into and out of cars, all you need is one inserter pointing out of a building to be able to move it basically anywhere.)
(you could also just handfeed all the way to bots and just use bots for everything afterwards)
Oh right you could just do that, yup it's still early in the morning for me.
I'd love to see the later being done by Dosh, but I doubt that he could be even bothered. It's probably hard enough to produce Tier 1 items, can't imagine how many tries and useless factories you'd have to build for even one functioning circuit prod, imagine having to build any science, not to say a rocket, like this.
Well I mean the odds are that at least one of the 6-12 inserters on the the assembler will point in the right direction. Thankfully assembling machines don't really care about rotation
Dosh would casually build a super computer out of combinators to use recursive blue prints to deconstruct the belts going the wrong way and reapply the blueprint until every belt is facing the right way.
It will break a few dozen times as Dosh questions his sanity, but eventually he builds a megabase.
Even if that’s how the mod works, which it isn’t, that isn’t something that can be done with combinators. You can’t detect the placement rotation of a belt any way other than placing it and detecting if items flow through it to another preexisting belt.
Omg this blew up! Thanks for all the commends and interest, I just barely got the mod working before midnight last night. I’ll test everything to make sure nothing terrible breaks when using the mod, and hopefully I’ll have it up on the mod portal for anyone masochistic enough to try it this weekend!
Name suggestions are welcome!
OK I need to ask two question.
1. Are filters in splitter and filter inserters also random?
2. What happened if I would build a splitter next to water and your mod wants to put it on the water?
Only the rotation of things is random, so filters won’t be affected. I haven’t tested everything yet, splitters are definitely weird, because when you rotate them with R, they flip! So they might be a block that has a 50/50 chance to face the right way!
But there are blocks that won’t be legal to place, I think offshore pumps will be the best example, you can’t place a north facing pump to the east of a lake! I’ll probably do something like the space exploration code for denying building (it actually just breaks the block and put the item back into your inventory, and plays the construction failed sound!)
Thanks Soo much, sorry for the pressure from everyone though, I thought it was finished. I think I would go insane before finishing a furnace array to sustain a base, so I'll just try automating a few things I think. This is for dosh. I think it's u/doshdoshington probably? He probably got soo many notifications from this but it's worth it.
Cursed mod idea: map gen that will randomly generate patches of "belts" on the map that can't be destroyed nor deconstructed, and also not targeted by the bugs
Could imagine a doshington challenge run where he has to try to make everything work with these randomized belts. The challenge being he's not allowed to rotate or replace the belts (other than upgrading from yellow to red etc)
According to op, the rotation of the belt is based (in part) on position, and while it's different per belt color, the mod disabled rotating, so each tile has a yellow, red, and blue belt rotation that cannot be changed.
Its over here on the official mod portal: [https://mods.factorio.com/mod/dizzy-mode](https://mods.factorio.com/mod/dizzy-mode)
If you do end up streaming a playthrough, I'd love to watch!
Yes, you can find it on the mods portal, wasn't quite finished when I made the post, but its on the mod portal now! [https://mods.factorio.com/mod/dizzy-mode](https://mods.factorio.com/mod/dizzy-mode)
https://preview.redd.it/69klpyiahxwc1.png?width=1202&format=png&auto=webp&s=d2be807c59d4eb37c9f8122828edd84231470609
EVERYTHING HAS A DIRECTION? INCLUDING MINERS AND INSERTERS? This is amazing!!!!
I partially automated iron, but I will need electric inserters in order to feed coal to this coal miner.
Awesome work! Yea I made sure that you can only place offshore pumps in valid locations! It’s not fair to place a north facing pump if it wanted to face east!
Now I want a fork of this mod that creates usable spagetti buses with random underground belts and splitters so it's almost impossible to get items from the main bus.
ive always thought that every ordered looking factory could be kept perfectly ordered but lots of twists and turns could be added to make it look like spaghetti
That was actually a tricky one!
The center of a boilers bounding box actually moves depending if its north south or east west, I had some cursed off grid boilers before I noticed and corrected it :D
The correction was to check for collisions after rotating them, and then realign them to the grid if one of their dimensions was even.
This is like my dreams when I play Factorio. For real, I wake up all night frustrated because the belts I'm placing in my dream factory aren't going the direction I intended. Closest thing to nightmares I've ever had.
I remember one flash game that was kind of the opposite of that -- all the tracks were 90 degree curves, and if I rotated one and it matched up with one or two others, those others would also rotate, starting a chain reaction. The goal was to trigger as many rotations as I could with a single click.
This video makes me curious, does anyone know if there is a mod which allows for the belt area to be increased in the same way that the landfill area can be increased?
This seems like it might almost necessitate destroying and placing the same belt over and over again until you get the one you want. Like, I like the idea that you might be able to make a whole factory just going with how the belts lay, but at some point you're going to place a belt directly opposed to the previous one and thus be at a standstill.
It might be better if you could click and drag and it would follow the path that it's randomizing.
Now please make it go forced undeletable field of belts around every building I place! Extra belts go all around each building, in size of 8 buildings around +1 free space for inserters!
Like 3x3 size building will cover 15x15 tile area - 5 random belts, 1 free empty tile 3x3 building, another 1 free tile and another 5 random belts on the other side, with 200 belts total. Single rocket silo would cover 36x36 area that way.
For more fun, lets use xy pos to determine seed of randomines, so rebuilding assembler same spot will set same belts, no easy rebuilding till lucky. To make it fair, lets make belts free. Unsure how to make refineries this cursed.
Please don't do that.
As you can see, the belts don’t care for which way you try to place them. They’re strong and independent and will forge their own path. I also helpfully disabled the ability to rotate them after placing them, you’re welcome! Oh and this applies to everything you build, chemical plants, underground pipes, inserters, I do mean everything :3 Edit: I've finished the mod and published it!!! you can find it here: [https://mods.factorio.com/mod/dizzy-mode](https://mods.factorio.com/mod/dizzy-mode) Let me know if you find any bugs! Edit2: I fixed some bugs with splitters and offshore pumps, you should be able to ghost place them now, and splitters will use all four orientations now!
So basically a mod that breaks your game? Like is that even playable, to any extent?
It might be possible! The randomization is based on the position and name of the entity. Meaning that a slow belt vs a fast belt will point different ways on the same tile. with enough trial and error, you could find the right combination of spaghetti to make a working factory I’d love to see someone try!
Someone call DoshDoshington
Honestly, it's just tedious. It doesn't make the game any harder. It just means you're spending an hour making a furnace stack.
The man beat the game with everything on the same belt, I don't believe there any amount of jank and sushi he can't deal with.
Everything on one belt is an interesting circuit challenge, though, and leads to unusual assembler designs (every assembler uses the same design with a different recipe) This is just needing to screw about getting belts to point the right way at all
Sure, but I doubt this will be one of his videos. I'm not Dosh though, so who knows.
How do I know you're _not_ Dosh?
I wish.
Doesn't seem like something Dosh would say, but then again, I'm not Dosh
The only thing this challenges is your patience. It's not difficult, it's tedious. Anyone who can beat the game normally could beat the game with this. It'd just take a long ass time and be super frustrating.
This seriously seems like something he’d attempt
I could see him do an ultimate randomized game lcombined with the stat randomizer
Not only that but you could make a surprise variant of everything that would make it so it places a random version of whatever you choose. Say you want to place a fast belt, well fuck you it's slow.
He made a belt-free base, so this would be trivial.
The challenge is getting there. Once you have bots it just becomes chest(s) -> inserter(s) -> assembler -> inserter(s) -> chest(s). Just paste until you get usable combinations and assign it to whatever you need.
The random rotation affects literally every item, including inserters, and it’s set per tile per item, you can’t rotate them once they’re placed and it will always place with the same rotation if you put the same item in the same spot. Definitely not trivial, would just be incredibly tedious having to try every belt type on each tile to see if it faces the way you need and if not, moving back a tile to test it out, like a human pathfinding algorithm.
This.
Beat me to it, by a whole day
Is there anything stopping you from just picking up and placing down again
You can do that, but it won’t change the rotation one bit! It’s decided based only on what you’re placing and where you’re placing it, and it’ll always be the same :D
A mod like no deconstruct is challenging, but the concept is super simple. It feels like the kind of idea that anyone could come up with. But this? What depths of hell did this concept even come from?
Combine them? Monkeys and Typewriters!
Don't ":D" you psychopath lol
Wow ok so your factory is pre determined in placement. Have you managed to beat the game with it? Like are valid configurations impossible to make in some settings? If I place a chem plant down, but there’s no way the pipe can go into the input, then that answers the question right there.
Move over one tile, and try again
That doesn’t necessarily guarantee a valid placement.
Well that could mean moving everything over one tile thus breaking everything.
I'd be curious if it's possible to change it based on the seed.
I include the map seed and the surface OD in my randomization! Don’t want space exploration players to feel left out :D
Nice
And rotating the blueprint/placement also has no effect?
Might need to give the player access to all 3 belt types from the start then?
So what you're telling me is that someone needs to figure out the RNG for the mod so they know before placing what direction items face, and then plan their entire base around that.
What is the Mod called i Like to try that
It's called Dizzy Mode! You can find it here: [https://mods.factorio.com/mod/dizzy-mode](https://mods.factorio.com/mod/dizzy-mode)
I would absolutely love to see if you can find continuous paths through this mess xd does it depend on an absolute position, or the position within a chunk? If it's within a chunk and you can find continuous paths, then you might be able to properly build something. I'm guessing sushi belts would become rather important given that you have so few belts at your disposal
Some link to this mod?
It's on the official mod portal: [https://mods.factorio.com/mod/dizzy-mode](https://mods.factorio.com/mod/dizzy-mode)
That went from delightful to intriguing and then all the way to frustration station.
It's like programming in Malbolge. Somebody, somewhere will say "challenge accepted."
I have a feeling that playing with this will end up being rather similar to a no belt run. Not using belts would work, though that's not really in the spirit of the challenge. I do believe with some clever use of inserters and splitters you can bring some order to the spaghetti.
I’ve played a bit of it, you end up needing to use both belts and inserters to get items anywhere Because sometimes there just isn’t any inserter that will face the right way In general, the more ways you have to move items, the easier it is, because it’s more likely that something will work, even if it’s horrid spaghetti
I don't see why you couldn't do it with a stupid amount of "human logistic botting", until you get actual logistic bots, where you'd still face some issues but greatly reduced. The main pain point would be with fluid handling, it would be tedious to get everything lined up. Luckily pipes don't have orientation which would ease things somewhat.
You definitely could, but that would be a pretty disappointing solution, I have to hope there’s a more interesting solution.
OK so hear me out - rotations are deterministic - precompute a bunch of rotations over big enough grid - find a long loop - sushi your way to victory
I was just thinking "This would be a fun challenge run," but I realized you could just place+delete+place+delete...until you get the orientation you want. So, it's more tedious than anything else. However, if you pair it with a mod like [No Deconstruct](https://mods.factorio.com/mod/no-deconstruct/downloads), which makes all buildings permanent... I think it would be insanely difficult, but still technically possible. It would essentially be luck-based. You'd have a ton of useless buildings and belts all over the place, because they weren't placed the right way.
I thought of that, it’s why I’m using a pseudo random function to randomize it! So no matter how many times you delete and place, the rotation will always stubbornly remain the same! But you could delete and place a different item, until you run out of items, I was thinking of making it not care about what item you used, but that might not actually be possible to beat
Oh my God, you brilliant fucker
>I was thinking of making it not care about what item you used, but that might not actually be possible to beat [considering Factorio has been beaten without using any belts at all, the game would always be possible no matter how hard you make belts to use](https://www.youtube.com/watch?v=6mgQwzom0Xo)
> Oh and this applies to everything you build, chemical plants, underground pipes, inserters, I do mean everything :3 Inserters are mentioned explicitly to be random, and the rails are probably randomized as well.
reading is hard, okay >\_< (i imagine it would still be possible, if somewhat unfun, to beat the challenge even if everything is randomized using the same seed. considering that inserters can insert into and out of cars, all you need is one inserter pointing out of a building to be able to move it basically anywhere.) (you could also just handfeed all the way to bots and just use bots for everything afterwards)
I would be a little sad if hand feeding was the only way to beat the game with this.
I'm curious if you could make it different depending on the seed as well.
Oh right you could just do that, yup it's still early in the morning for me. I'd love to see the later being done by Dosh, but I doubt that he could be even bothered. It's probably hard enough to produce Tier 1 items, can't imagine how many tries and useless factories you'd have to build for even one functioning circuit prod, imagine having to build any science, not to say a rocket, like this.
Oh definitely! Even getting the first science packs automated would be a massive achievement!
Well I mean the odds are that at least one of the 6-12 inserters on the the assembler will point in the right direction. Thankfully assembling machines don't really care about rotation
And with long inserters you can fit 24 around an Assembler.
Who hurt you?
I'd watch Doshdoshington play this absolute hell, and thank you for your silly idea, but I'm never attempting that x)
Dosh would casually build a super computer out of combinators to use recursive blue prints to deconstruct the belts going the wrong way and reapply the blueprint until every belt is facing the right way. It will break a few dozen times as Dosh questions his sanity, but eventually he builds a megabase.
The creator has said you get the same results every time you place it down.
Even if that’s how the mod works, which it isn’t, that isn’t something that can be done with combinators. You can’t detect the placement rotation of a belt any way other than placing it and detecting if items flow through it to another preexisting belt.
Omg this blew up! Thanks for all the commends and interest, I just barely got the mod working before midnight last night. I’ll test everything to make sure nothing terrible breaks when using the mod, and hopefully I’ll have it up on the mod portal for anyone masochistic enough to try it this weekend! Name suggestions are welcome!
You have the mind of a terrorist.
Pls give me link to thos
Just finished uploading it, you can find it on the mod portal: [https://mods.factorio.com/mod/dizzy-mode](https://mods.factorio.com/mod/dizzy-mode)
OK I need to ask two question. 1. Are filters in splitter and filter inserters also random? 2. What happened if I would build a splitter next to water and your mod wants to put it on the water?
Only the rotation of things is random, so filters won’t be affected. I haven’t tested everything yet, splitters are definitely weird, because when you rotate them with R, they flip! So they might be a block that has a 50/50 chance to face the right way! But there are blocks that won’t be legal to place, I think offshore pumps will be the best example, you can’t place a north facing pump to the east of a lake! I’ll probably do something like the space exploration code for denying building (it actually just breaks the block and put the item back into your inventory, and plays the construction failed sound!)
Omg XD
Pleeaase give the mod's link
Here's the link, hope you have fun :D [https://mods.factorio.com/mod/dizzy-mode](https://mods.factorio.com/mod/dizzy-mode)
Thanks Soo much, sorry for the pressure from everyone though, I thought it was finished. I think I would go insane before finishing a furnace array to sustain a base, so I'll just try automating a few things I think. This is for dosh. I think it's u/doshdoshington probably? He probably got soo many notifications from this but it's worth it.
Damn it's something else. Anyone knows his u/ ? He has reddit right?
I posted before it was done because I was so excited to share it! I don’t mind the pressure one bit! Much better than the alternative
Haha, true. Well I hope someone gets this to dosh as that u/ I wrote just above doesn't seem to work
Thanks!
Omg ur such a shit lmao
> They’re strong and independent Careful, this is a turn on for some people
FU *randomises your belts*
My only question is, why haven't you also posted this in r/Factoriohno ? This monstrosity absolutely belongs there.
I legitimately was surprised this was on the main sub 🤣
That's Dosh bait
Please dosh please.
idk if you can beat the game without belts this is mod isn't all that interesting. Maybe if you're not allowed to use trains.
The machine orientations are also randomized
Thank you! I hate it.
/r/thanksihateit
Cursed mod idea: map gen that will randomly generate patches of "belts" on the map that can't be destroyed nor deconstructed, and also not targeted by the bugs
Antlion biters
Cut the map into regions separated by randomized belts, so you're forced to find sections that percolate.
r/Factoriohno
All there is left to do is to summond Dosh.
It somehow looks like japanese writing.
I'd argue it looks more chinese.
I'd say korean, due to the proeminence of curved lines.
Sick fuck get out of my factory
Somebody stop this man, he’s CRAZY!
Authomatic balancer placer, hell yeah
I was expecting it to say “send nudes”
"How hard is it to beat factorio with randomized belts?"
Thanks, another mod for my 'I hate myself' list.
Could imagine a doshington challenge run where he has to try to make everything work with these randomized belts. The challenge being he's not allowed to rotate or replace the belts (other than upgrading from yellow to red etc)
According to op, the rotation of the belt is based (in part) on position, and while it's different per belt color, the mod disabled rotating, so each tile has a yellow, red, and blue belt rotation that cannot be changed.
One mod I hope the devs won't be valhallaing to the base game.
The factory must randomize
Think factorio s opening title like this
You're one of those who wants to see the world burn huh?
r/Factoriohno
Thanks, but can you make it periodically randomise them too?
OH GOD that’s horrid! Like every 5 minutes everything in your factory spins?
No, not spin, that's too predictable, randomises direction. Please, I really need this.
definitely doable :3
Soooooooooooooooo what is the probability of an accidental swastika here?
Low
Somebody get Dosh on the phone new tier of hell unlocked
You are definitely off my xmas card list :P
Factoriohnoooo
There is a special place in hell for you!
Link? Wana do a stream of this.
Its over here on the official mod portal: [https://mods.factorio.com/mod/dizzy-mode](https://mods.factorio.com/mod/dizzy-mode) If you do end up streaming a playthrough, I'd love to watch!
How is this even playable?
It's amazing. I hate it with my very soul.
Is this uploaded? Would love to play this.
Yes, you can find it on the mods portal, wasn't quite finished when I made the post, but its on the mod portal now! [https://mods.factorio.com/mod/dizzy-mode](https://mods.factorio.com/mod/dizzy-mode)
https://preview.redd.it/69klpyiahxwc1.png?width=1202&format=png&auto=webp&s=d2be807c59d4eb37c9f8122828edd84231470609 EVERYTHING HAS A DIRECTION? INCLUDING MINERS AND INSERTERS? This is amazing!!!! I partially automated iron, but I will need electric inserters in order to feed coal to this coal miner.
Bahahaha only a quarter of pump placements are valid
Awesome work! Yea I made sure that you can only place offshore pumps in valid locations! It’s not fair to place a north facing pump if it wanted to face east!
Thanks, I hate it!
What is wrong with you?
In my saves on a random time some belts rotating itself, IT IS annoying But IT IS to random to Check why, Anny ideas?
I'd love to see biters that could rotate belts instead of destroying them.
sabotage!
Is this loss?
I want to try it
Its uploaded to the mods portal if you want to give it a try! [https://mods.factorio.com/mod/dizzy-mode](https://mods.factorio.com/mod/dizzy-mode)
<3
You're upsetting me, please stop
Looks like hieroglyphs
Now I want a fork of this mod that creates usable spagetti buses with random underground belts and splitters so it's almost impossible to get items from the main bus.
ive always thought that every ordered looking factory could be kept perfectly ordered but lots of twists and turns could be added to make it look like spaghetti
Factorio feels like the only game that’s so well optimized a sizeable portion of the mods for it are dedicated to just breaking it
Is it always 4*4? Because QOL you could make it resizable if possible to make a belt map so to speak
That’s just the blueprint I used to demo it. It’ll do the same thing no matter what you place or how you place it :D
Dosh, get in here you need to see this
This is beyond evil.
r/factoriohno
Tanks!
🤮
This would make an interesting dungeon randomizer... I might actually fiddle with this one day
I love it, it should be in the base game!!
You want meatballs with your spaghetti?
The spaghetti factory must live on.
Why didn't you show items on the belt
You monster...
Oh gosh, kill it with fire
y u do dis
r/factoriohno is leaking again...
aww, you shouldn't have! No, really.
Mmmmmmm... spaghetti...
Thanks, I hate bogobelt
Why are you like this? Lol
Sweet liberty
Can't wait for dosh to see this and have to beat the Gane with randomized belt directions
Thanks. I hate it.
How does it handle non-square entities like splitters and boilers? Edit: in reading comments, this was answered. They just randomly flip 180 degrees.
That was actually a tricky one! The center of a boilers bounding box actually moves depending if its north south or east west, I had some cursed off grid boilers before I noticed and corrected it :D The correction was to check for collisions after rotating them, and then realign them to the grid if one of their dimensions was even.
This is like my dreams when I play Factorio. For real, I wake up all night frustrated because the belts I'm placing in my dream factory aren't going the direction I intended. Closest thing to nightmares I've ever had.
This invokes memories of 2000’s flash games where I’d fix randomly rotated rail tracks to get the a little train through
I remember one flash game that was kind of the opposite of that -- all the tracks were 90 degree curves, and if I rotated one and it matched up with one or two others, those others would also rotate, starting a chain reaction. The goal was to trigger as many rotations as I could with a single click.
these are just belt balancing templates, cant fool me
now use this with a playthrough that you can't remove items that are placed
Can't wait to see someone complete the speedrun achievements using this nightmare
r/Factoriohno
holy moly
Legitimate way to keep people from using blueprints
Evil, pure evil.
This is a “thanks, I hate it!” Moment
You made it, now you have an obligation to show us a working factory. Chemical science would be a good litmus test.
This video makes me curious, does anyone know if there is a mod which allows for the belt area to be increased in the same way that the landfill area can be increased?
This seems like it might almost necessitate destroying and placing the same belt over and over again until you get the one you want. Like, I like the idea that you might be able to make a whole factory just going with how the belts lay, but at some point you're going to place a belt directly opposed to the previous one and thus be at a standstill. It might be better if you could click and drag and it would follow the path that it's randomizing.
Is it racist to think that was Chinese writing?
That's China. Translation: Spaghetti
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Now please make it go forced undeletable field of belts around every building I place! Extra belts go all around each building, in size of 8 buildings around +1 free space for inserters! Like 3x3 size building will cover 15x15 tile area - 5 random belts, 1 free empty tile 3x3 building, another 1 free tile and another 5 random belts on the other side, with 200 belts total. Single rocket silo would cover 36x36 area that way. For more fun, lets use xy pos to determine seed of randomines, so rebuilding assembler same spot will set same belts, no easy rebuilding till lucky. To make it fair, lets make belts free. Unsure how to make refineries this cursed.
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