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We should be able to multitask, instead of playing I've got a secret!
on my first attempt i cleared stage 3 when 66% of the time had passed.
in my second attempt, current one, i can clear stage 3 with about 40% of the time passed and i already have lots of ressources for stage 4.
so i guess with more experience and min-maxing it's doable. (and ofc you need to savescam when critical bugs happen)
That sou ds promising. I myself have just cleared stage 3 at 75% of the time passed. Probably wont be able to finish the damn thing on time though :/
But I now have a neat setup to load the damn cargo truck without the stupid drones for next time.
having 3 trucks, 1 truck for each ressource (stage 1-4, 5+ is unknown for me atm) , speeds things up to. i.e., as soon as the titanium truck leaves can start loading the steel truck and as soon as the steel truck leave loading bricks on the 3rd truck.
or can you delay it for as long as possible by not completing previous storyline stages for as long as possible?
i dont know, im asking because i just got stage 1, saw it needs 4k of each resource, and realized, i wasted a ton of time when i should have been expanding the base constantly :P
I suppose I am going to wait for colonists to be better implemented though.
https://www.youtube.com/watch?v=L3D1xQNo50M something like this?
Tier 3 belts + 14 hauling drones, 1000 silicon in about 53 seconds.
- 2850 silicon
- 700 titanium plates
- 225 components
Stage 3:
- 1250 compnents
- 128 microcuircuits
- 1480 carbon fiber
stage 4:
- 3000 modular frames
- 250 modular terminals
- 2800 carbon fiber
- 1500 nanotubes
Yes, There are multiple "quest lines" that happen at once. The ones that mention Hope2 are the ones to delay, In fact one of the early quests where you send a science rover to send a signal back to hope 2 has no time limit. I've delayed mine with the crew waiting in orbit for my signal for um, 16 years? lol.
I really don't think this quest is possible without colonists speeding up production.
Oh. Thats not so bad.
Silicon you just buy of the market.
Components you can print with 2 staffed factories no problem
carbon fiber is two-three factories
microcircuits is one factory
modular frames is the big one. You will need like 4 factories for this.
modular terminals is one factory
nanotubes is 2 factories
So, you dont need more then 2-3-4 factories of each kind then, running since beginning of the game.
If colonists staff them, then 2 factories per type of resource is fine.
Doable, very doable.
Good to know.