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My current approach is to use interstellar towers (ILS) for orbital import/export and planetary towers (PLS) are then the bus. Logistics works like this then:
Planet A <-> Planet B
PLS A <-> ILS A <-> ILS B <-> PLS B
By routing everything over the ILS towers I can put them as a central cluster on my planets to see current stockings and what is lacking. They are placed like this with 5 wares each and additional ones below it once capacity exceeds:
ILS 1-5 - ILS 6-10 - ILS 11 - 15
ILS 1-5
You essentially still have a bus though, it's just invisible, has infinite throughput, and everything is immediately available everywhere. Interstellar towers just become the way to pull things off of the bus. Basing so much of the logistics on towers just simplifies everything.
Not much else you can do unfortunately. I don't think the game was designed for us to go this big and build more than a few spheres, etc...
2) Upgrade your ships
3) Use spare slots on odd towers to pull in more high demand resources
4) Import warpers to one tower on a planet, then use belts and local towers to fill the rest. This is a bit easier if you....
5) Don't use ships for import stations. The way logistic works is that ships begin their journey when they see a trade. An importer has to send a ship out, wait for it to reach the target, and wait for it to come back. An exporter sends the items directly to the target, and the return trip doesn't tie up anything.
The one that sends it also has to go back so over time it equals out and you might run out of ships to deliver items if only the supply side has ships.
The rest is good though
I'm really not even *that* far into the game, I'm not even at white science. I'm sure there's a point where you just stack so many upgrades that one tower can do enough throughput to do whatever you want, but I'm hitting this point so much sooner than that's possible and the tower spam solution is so available and effective.
Yeah, I mean, that was my point. That the game pushes you to use more towers and it results in the game being simplified too much. The game would be more interesting if they functioned like factorio trains instead of uber-drones.
Sure you can fit a but more perhaps with the planetary ones but space is not an issue.
You can fit 20.000 smelters more or less on 1 planet and when that was not enough...I just built another..
https://steamuserimages-a.akamaihd.net/ugc/1769330443012861261/9EB169D39C116E59309FF68D72AB483E4FA02D15/
¯\_(ツ)_/¯
Eh, I probably wouldn't bother with that aspect myself... I actually enjoy the simplicity of just dumping everything into the logistics' system.
There are other challenges, such as managing byproduct. Other mechanics will also be added later, which I'm sure will make the game more interesting than having to organise trains and stuff.
Yeah, that's basically what I ended up making. The concept of logistical hierarchy seems completely unnecessary.
I guess I could have used them for some of the stages of my quantum chips world. There are two intermediaries that only go to quantum chips so they could have been planetary ones instead.
But sometimes before you upgrade your vessels you will find 1 isl is not enough to continuously fees your belts so you even to to build an extra to supply the resources locally too fx hydrogen for casimir crystals
Reasons:
Late game once multiple productions are established, then I see your way being better for requesting products anywhere you go.
Yeah, this is pretty much it.
Looking at the tech tree and how everything is gated/focuses on ship/transport upgrades, and almost nothing other than basic I / II / III upgrades for on-planet infrastructure like belts. Even the idea of a 'bus' itself is an import from a different game. The devs had a different vision for DSP in mind than what was already out there - it's just that a game like this also tended to attract the same kinds of players of those other games, so those players imported the previous concepts into this game as well - with all of the Pros/Cons that come with it.
DSP starts out like a lot of the other 'bus building' infrastructure games in the early stages - but once you get PLS and ILS unlocked - it's a completely new game.
The initial planets/system are the mini-game you practice on to learn the micro mechanics - but then once you open up multiple systems - it very much becomes a macro logistics game of weaving all of the separate mini-games together. The sooner you break out of the 'bus' mentality and embrace the logistics system that the Devs intended, the better.
You seems to have done so - and as you noted - it 'feels' like you're somehow cheating the system because it 'feels' too easy. That because the intent was to avoid all the tedium of babysitting the logistics system and focus more on the exploring/journey of the player and designing/building of spheres themselves.
The Devs, while enjoying the predecessor games, had a different vision for their own game and wanted a different take on the genre.