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My only option, short of starting over completely again (which I probably will do anyway), is to either move the rest of the factory down the main bus or move circuit production to the end of the bus and have the blues go the opposite direction.
And looking at those numbers, I think option 1 is the easiest. I'm not sure I have that many factories for the entire rest of the base at this point.
So I will either have to stop research right now to get the beacon/assembler3/module production going to get enough circuits to make it a reality, or I'll have to slowly let science continue and build the hundreds of assemblers needed to do it without modules.
Either option does not sound nice.
So, if I do restart from scratch to do it right from the start, how should I go about it? Just allocate enough space by the circuit factory for hundreds of factories, or skip High-Tech until I have literally hundreds of Mk3 modules of both types ready to go?
leave what you have running. set up an area to make assembler 3's, speed and productivity modules. send half your current modules, or all of them if continued science isn't really necessary for your short term goals. in the same area (or ship them in), build rails, signals, fast and stack inserters, steel chests, power poles, blue belts/undergrounds/splitters (could do bot based instead of belt based, your call) furnaces, beacons, miners, locomotives and cargo wagons. add or subtract depening on what you currenlty make and feel you need and what I have forgotten.
set it up and set it running with high limits on output chests.. go build 2+ iron and 2+ copper depots; make sure they are suitably large deposits; 20 million+ should be a decent target. setup a beaconed smelting station for both iron and copper, account for 8-16 lanes of furnaces each depending on what you think you will want. use a blueprint from the factorio blueprints site if needed. connect them both to your rail network. you should have a decent amount of building materials by now.
then go setup the green/red/blues factory, sending plates from the new arrays and adding in petro gas and coal to make sulfer acid and plastic. as your production capacity increases, your output will increase meaning those modules come quicker. add the modules in as they become available; furnaces should probably be first, then the circuits roughly evenly would be my course of action. once you have the modules you want, turn those assemblers off and dedicate 100% of the blues where you want them.
Edit: forgot to mention INSERTERS. I've learned to keep at least 200 fast/stack inserters in my mall. Found out the hard way when building a massive steel smelting outpost.
Also, when I say restart, I was planning on saving a lot of time by just leaving what I have, find a nice cluster of ore patches and just build a new base elsewhere on the map.
I tend to use bot-augmented belt-based designs, as I could never figure out how to get bots to deliver stuff quickly enough. I've tried several different methods, and none of them have been able to deliver materials quick enough to a single fully beaconed green circuit factory, let alone an entire base. Not even when there's like 10 tiles between the provider chests and the request chests and more than 200 bots idle in a network consisting of only that factory.
So I only use bots for productions that take more than 1 second (post-beaconing), so that the robots can keep up and do belts for those that are quicker.
I have most of the stuff on that list already being produced, but I still can't see how I would reasonably get away with less than ~250 assemblers for the blue circuits to the high-tech science, which is a gigantic step up from the 20-25 assemblers needed for all pre-blue science AND production.
I'm just really stumped about that very steep increase. The only other thing I know that would require a massive factory like that would be the rocket parts, all of them combined might get to that level. But blues are needed for so many things, and in such high quantity. It feels like a serious design flaw in the game to have it grind to a halt all of a sudden and require you to stop everything you're doing and dedicate 2-3 hours to just getting that one component going.
Yeah, I keep my mall stocked at all times. 200 is a rather low number for me. But even with that, the entire mall pre-blue takes up about 20 assemblers for the circuits. It's a massive step from that to over 250 assemblers, just a single tier up.
Thanks for all the tips, I'll try it out and see if I can wrap my head around it.
Good thing I ran into this now, my streaming save is just about to get into the blues, so now I have a few days to test before the next stream.
The entire chain, from miners to finished product, will draw about 420MW when fully moduled.
Sure, it will take some time to get to that stage, but that is still over 10 000 solar panels' worth.
Or just over 70 steam turbines.
For just module production!
It's so odd, because I've been watching 5 or 6 people go from scratch to rockets unmodded, and I've never seen them having to ramp up production that high, so I must be missing something. All of them at least claim to have 1 per second production of all science.
I have no buss. Everything is in a sort of grid/matrix of assembers and furnaces. I monitor the longistics menu, and production areas to find the weak links, then add more production as needed. Even the mining uses all bots. Its much more efficient and faster to set up. If I am starved for green boards, I stamp out a bunch of assembers for them as needed. Use trains to deliver the copper and iron plates and plastic in large quantities and let the bots do all the work
By late midgame, I have almost no belts. I never make the red or blue belts as they will be obsoleted by the bots.
There should be no problem with the bots keeping up production if you research all the bot techs. In a coop game we did, we got to well over 1 rocket a minute sustained and almost zero belts
Bot delivery should NOT be a problem.