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Thats using induction chargers, but you can just bump a few batteries togather early on, or even just put one ptg beneath. The big problem with verticle stacking is the caps, also it looks like it cna get unwieldy pretty quick. In any case, the world is HUGE, so spread out some, it'll make tweaking things later, easier.
G = PTG, B = PSB, S = Smelter, H = Hopper, T = Turntable, ^<>vUD = Conveyor in that direction. X for decorative block of your choosing. Period is air or other machine (smelter hat usually)
Smelter hats can be placed on all smelters. Ore is fed left to right (or vice versa) on level 3 and 4, coal is fed in on the bottom level.
I haven't tested throughput, but it seems to work at least reasonably well. With it, I smelt faster than lift for T2 ores, even at 100% Cargo lift movement (no time waiting to load or unload to reach full/empty capacity)
EDIT: fixed layout with fixed-width via code block.
Don't want to hijack this thread, but what's that mission? Terraform the Cold Cavern, never seen that one. FF related?
OT: build whatever ore setup works best for your style / world. Judging by the blocks you used it's still very early game, so you will be moving it around quite a bit still.
But like Fayte said: build horizontally because of induction caps. I myself prefer to have my smelters run on solar eventually (but obviously rely on PTG at first):
http://steamcommunity.com/sharedfiles/filedetails/?id=1254390899
Also, once you reach cargo lifts you should build smelters right next to them (next patch will remove this option, due to rooms) like this (center of screen):
http://steamcommunity.com/sharedfiles/filedetails/?id=1241882266
From what I understood you are still free to build anything you want outside the rooms including smelters they just function better inside rooms. So until you progress enough to build a full scale smelting system in a room/rooms you can just smelt at the top of the lift once rooms are up and running just use multiple lines fed from motorised conveyors or matter movers to feed the room etc...
With smelters in rooms, Cargo lifts outside rooms, you need to rely on matter movers (probably on both inside and outside, depending on if a Grommet can interact with a Remove Hopper, if it can't it means Smelter can't be built right near a Grommet) to move the ore inside. Which is fine for endgame, but it slows game down by quite a bit in midgame.
Edit: just checked the description of Grommets again, it's even worse xD They can (currently) only interact with conveyors and PSB's, not Hoppers? So Matter Movers are out of the question as well then. Have to rely on conveyors to bring ore into Smelter rooms, that's damn slow. Unless you build like 20 Grommets next to each other, damn ugly with conveyors coming out and in.
http://steamcommunity.com/sharedfiles/filedetails/?id=1281635528
I build the smelters from the beginning at the right position and upgrade the setup around them.
Main thing I have to share is your stacked smelters don't leave room for smeltery hats (forced induction). These hats add a meter to the height of the smelter but increase smelter speed and output.
For a mid game "scalable" setup I use the following template:
http://steamcommunity.com/sharedfiles/filedetails/?id=1281724633
One thing not noted is the induction chargers underneath which is unlocked mid game. Reserving 3m width for each ore type leaves room for stage (B) and mass storage is up to you.
However, no matter your setup just keep the resources going to get the materials you will need to improve your base. Having it be self sufficient to run while your on a side task is key.