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What you really want to do is make a habit of claiming spare resources and stashing them in private storage every time you swing by a prepper, distro center, or city.
There are later parts of road with total costs in the 9,000 range for materials, so even with online additions to them you can raid every mule camp on the map and it won't be enough to help. To say nothing of the fact most stopover locations won't have enough max materials even at 5 stars to finish off a sincle patch of road's ceramics down the line.
Which is why you want that cushy backup plan of being able to do a nice casual lap with your truck hoovering up piles of pre-made 1,000 count and 800 count barrels.
This comes into full swing if you ever want to upgrade ziplines. Chemicals never have very high caps even in 5 star cities. So start stashing your chemicals as soon as they become a resources.
Even the "small" sounding 240 chem for a rank 2 zipline represents a large fraction of a rank5 spot's maximum chemical storage. The maximum sized barrel of chems is 600. And it needs 1,440 chems for the rank 3 zipline if you ever want to make one.
This is why I've never had to loot a mule camp, only to still fall short anyways, on this run.
Highlighted by moments where you collect all the barrels and bins of materials from an enemy camp, and stash them in the time farm's private storage next to all the pre-stashed bins worth six mule camp raids.
EDIT: Also, don't forget about your delivery robots.
Making a robot deliver less raw materials to a location than doing it yourself as a premium job. is still more materials than you'd have access to otherwise if it is someplace you were not going to for a while.
So always be send out robots to deliver materials if it is a job on the list, but you were not going to take the job personally right now.
Honestly if I could go back in time to my first playthrough. I would slap myself in the face and shout "DON'T RELY ON MULE CAMPS. It won't work" because good lord I lost so much time waiting on mule camps to restock before I realized the above.
Sadly I don't think you can do a supply request on a road (No wonder you see people placing signs next to them out of frustration), and my own luck has been terrible when it comes to my stuff I've already ranked to lv2 on my own.
it's nice when it works, but not something you can really rely on.
Which is part of why my pity party makes sure to throw special reward resources into low level safe houses I've used to spam "rest for emails", or out of luck lv1 generators that have rusted away entirely along my usual paths.
I can sorta understand nobody wanting to upgrade someone else's ziplines when they are already lv2, at least.
You can accidentally find enough chemicals on the ground to upgrade a lv1 zipline.
Lv3 needs three barrels of chemicals, I'm not even sure if you can physically fit onto your both the grand total chem/alloy needed to upgrade from lv2 to 3 in one go. Even ignoring the weight so fat your power legs can't cope.
That curvy road near Mountain Knot City is the worst. I even wonder if it might not be worth it to skip that road altogether and just pave out a route around it.
And the one directly on mountain city just dead ends in the middle of the air by itself. So it's build both patches or road at once, or don't bother. For no gain, as most other "Dead end in the air" roads are at least letting you bypass a canyon, Red Water, terrorists, BTs, or all of them at once.
I'm a road obsessed maniac who built even the 9k material ones off the grid 100% on launch, and even I'm just "...okay but why?" about those last two bits of road.
At least the least popular to even bother building patch of 5+ roads between the canyon edge and South Knot City has a purpose of making trips faster by preventing "Your truck stopped because proximity to a BT zone" awkwardness.