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Don't bother with crates at all.
The loading and unloading is the biggest bottleneck and clawtrains are terrible at that.
You have to spam multiple individual ones in a mess of hard to delete claw tracks for claw trains to become effective.
WIthout claws:
https://ibb.co/WDvmLL5
[img]https://i.ibb.co/TKM9ss2/image.png[/img]
With claws:
https://ibb.co/X4wTJvX
[img]https://i.ibb.co/kydFcWK/image.png[/img]
So, allows to shrink the layout from 7x4 down to 6x4.
Honestly, both claws and belts are underwhelming. Claws increase build costs. A belt is worth $50 a piece, a transfer claw is worth $1000 a piece. And a transfer claw can drag a crate from any belt to any other belt. The problem is this thing moves in a step, one tile per second, for some reason.
A claw rail is worth $50 a piece, however, each claw is worth $2500, they require load/unload spots $1000 each, and those spots for some ridiculous reason ONLY work on top of load/unload areas which are worth $2500 a piece. Also, mining carts transfer more volume than claws (1 crate per claw, 4 crates per cart).
Sorta makes you wonder what the point is.
The fact that you can run cranes with tighter turns than ore car tracks means that in tight spaces ( and there are ALWAYS tight spaces...) this might work. Will update if I have a chance to try this later.
inside stuff -> small container -> pour outy -> 2 pieces of cart track in the doorway with 1 cart on it -> suck uppy -> container. This way, you can put your track overruns by the outside container instead of trying to find space inside.
same thing for getting stuff into the building, just reversed. It's super simple and super fast.
Then again, thinking about it a bit longer I realized that you're probably "supposed" to try to lock the claw train in place above the truck/conveyer with that claw gate thing. Then again, claw train gate might not have enough functionality to offer instant 6 crate dropoff/pickup. Not sure if this will even work.
Drones need no setup, each drone is its own entity that can do the grab animation and unloading is instant.
If you want to delete drone unloading, you just delete the drone centers and boom, done.
If you want to delete tons of clawtrain tracks, you're gonna have a bad time.
Especially with things beneath them you don't want to delete.
for avoid overflow waste or stuckage in factory
when a tank is full the crate pass the pump anf go to unloader
where you set on destroy all crates
or use a claw train for transfert the crate in excess to another line
who can be in another clustered factory
the connector cannot do it
by evidence the connector are limited to the more valuable use
mixer in and out
what hapend when a tank go full we loosing money
the basic of the game is to not waste or stock
clawtrack benefits from short routes. To many load/unload points slow down your claws, just use two claw track instead.
i not supressed all the drone because the claw looked not efficient and the rail not optimally set
when i gone to train i just abandon them
the rpoblem is deconstructing a major risk because old design proved efficiency since long