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1000 science per minute is a fairly big factory since a yellow belt can at most transport 900 per minute so even the plates for red science would need more than 3 full belts of plates (1.1111 of copper and 2.2222 of iron) and without modules you would need 67 assembling machine 3 just for the red science (7 more for the iron gears)
With that in mind, the amount of ores and raw oil required for that production of all science types is quite large so it will be a bit hard to sustain without trains.
If you plan on using a main bus, plan it well because it's going to be very large.
The increase in logistics might seem doable at the start, but once you get to upgrading your utility and production science (aka yellow and purple science) you'll start noticing just how strong the trickle down effect into lower industries is.
Doing this via a main bus is probably still doable, but honestly you don't want to do it. You'll spend a lot of time and space ensuring the belts you draw from are continuously recompressed by feeding later belts within the same 'vein' for the same product into them, forming pyramids of priority splitters after each time you draw from the bus.
On a smaller scale, you can just do this once every X times you draw from the bus, or you can choose to balance remaining products equally over all belts belonging to a vein. The fluctuations you get will also be smaller scale. But on a big build, where you want sustained throughput, those fluctuations would also become big. Too big. Unless you take aggressive counter-measures as mentioned earlier.
At this scale, trains are the answer: stations in; stations out. Each factory type free-standing (often centered in city blocks) and inputting/outputting to stations.
There's no problem using belts to connect such a factory and its stations. Just make sure the factory is specced to slightly under-consume from its input belts and over-produce onto its output belts. That will maximize your production while still eventually leading to backflow and fully compressed belts - which you want, because they're much better for your UPS.
Blue circuits, yes.
But for LDS I'd argue to produce it on site in a neighboring block (if you use city blocks, anyway). LDS stacks up to 10 only, so while a lot of raw resources go into the product and make it 'dense' in that sense, the effect of it is cancelled out by the actual shipments of the final product being incredibly sparse.
You'd need 30 blue belts of iron plates, 23 blue belts of copper plates, 4 belts for steel, 14 belts of green circuits...
Believe me, handling that on a main bus might get a little bit challenging.
Also, you'll need lots of different mines anyway to get enough ores, as a single patch will simply not be able to house enough miners. So for these you'll need to spread out pretty wide and bring the ores in via train to your smelting areas.
Still for the Green circuits factories I'm now direct-feeding them via trains, instead of drawing from the BUS, so I can have more copper/iron available for other stuff, and I didn't have to use the spaces I had reserved for extra copper/iron lines in the BUS so I could use them for something else.
I'll probably move to a partially decentralized base, from now on... but I'd still like to maintain my main bus structure... I rather prefer a belt base approach that relying only on trains.
[1] hovering around 780 to 900 atm... the base still hasn't run stable for much time, as I'm always tweaking and breaking stuff, so I can't say what the actual number is more precisely. My current limiting factor is the Red Circuits... working on improve that.
If you're up for experimenting, there's always the option of "why not both?" and build a train bus. I.e. literally a main bus consisting of train lines. I think Nilaus once streamed a try at that. Look it up, maybe?
Sounds intriguing, thank you! I certainly will try to search for it on the weekend when I have spare time! I'm currently watching his "Great Escape" Deathworld run and really enjoying it!
As for doing that myself, maybe... it definitely sounds interesting, yeah. Maybe for the late to end game for my next run/game...
As I'm intending to restart this game soon because I want to play with biters enabled (as this was my first attempt at the game, I chose not to have enemies from the start for this map [1],) I just wanted to see if I could reach the 1000 spm mark before doing so as a challenge!
[1] I might use the Change Map Settings mod to enable them for a short while on this map before restarting, just to have a practice run, though... and to build some defense blueprints that will help me on my next game! At this point, I don't even have a military HUB building the turrets, flamers, etc... I need to do that too!
an example is iron, that 17 trains are not enough. I'm probably too slow on building outpost for sure!
https://steamcommunity.com/sharedfiles/filedetails/?id=2473294132
How do you build your outpost? you have blueprints home-made with different size? I find myself consuming too much time trying to adapt my bluprints on patchs with diffferent size/form !
also, how do you protect your trains with on distant outposts?
you also bring electric energy with trails for distant outposts?
https://steamcommunity.com/sharedfiles/filedetails/?id=2474244401
For a 2k SPM base I used trains with 3 locomotives and 8 cars to transport iron and coopper ore so that I don't have too many. For iron ore I only need 18 of these, for copper 14.
For the number of patches: It really just depends how many miners you can place on them and how many belts they fill. I also recommend to equip all miners with three speed modules to reduce their needed numbers. With railworld size settings I'm able to feed my 2k SPM base with just eight ore patches, although some of them are huge. In that case a limiting factor are actually the output belts of the mining station, not the amount of miners.
As long as the trains are moving outside of your walls, they are not primary attack targets. They might only get attacked if they roll over a biter not checking the traffic. And in that case their best defense is speed to get to their target. Make sure that your outposts are large enough for both the loading station and enough waiting stations, so that no train has to park outside where it might be endangered and can't just drive away.
For power I connect outposts with powerpoles along the rails. For connections in the "wild area", I use two powerpoles on the sides of my rails, though, to have redundancy. These powerpoles are typically not targets of the biters, but sometimes they might get damaged or destroyed as collateral damage. And you don't want your outpost to be out of power that easily. For defense you might also want not to soley rely on laser turrets. Gun turrets or flame throwers still work for some time at least if the power is disconnected. You could even install an alarm in an outpost if you detect a power outage (you could use an accumolator which should always be charged - if it is used the powersupply is cut off and you need to repair it asap.)
Wasteful? Don't really care about the resources anyway. Takes too much time? Bots handle it; don't care. Prevents ruining my day when a mass biter attack forces me to deal with the fallout while I was busy with another build that actually needed attention? You bet it does.
The 3 or 6 city block thing?
That's because I build everything with 2-by-2 blocks for factories, ringed by 1 block of rail transport. All of it is 4-1 trains and using ciruitry combined with train limits to create a many-to-many request/provide system. That means 4-way junctions everywhere, but I managed to cram a decent 'whirlpool' / 'turbo roundabout' one into a single 100x100 block that can handle it. It also explicitly doesn't allow 180 turns, which keeps the train route planner happy. (Evaluating all available routes becomes hopelessly complex and expensive to calculate when 180 turns are incorporated into such a system.)
For mining a patch, I have a small tileable blueprint which assembles 4 miners around a medium power pole; 2 on each side of the pole. A belt runs between the miners and skips the pole via an underground. I.e.
For placing it I just eyeball the patch's shape and then hold down the mouse key and run or move the map. Relative tiling of the blue print will do the rest.
To find patches I usually take spidertron out and search until I find one. Then I take a train with supplies (rails, signals, train stations, walls, gates, bots, repair packs, oil, ammo, fuel for refueling trains at the outposts, a spidertron and rockets, and the various turrets) to the nearest place that I have rails leading to and start building rail toward it. My rail blue prints have large power poles running down their length so power is connected as I go.
I build blue printed defense out posts along the rails that have 2 train stations. One for supplies and one for an artillery train. The supply train has every thing I need to set that up and once its built I summon an artillery train which clears out around it to the max range of artillery and its set up to load a storage chest with shells. I leave that in place and set it up so it summons a supply train when ever it runs low on oil, ammo, or repair packs and when that train arrives it tops every thing else off. I have the artillery station set up so that when the defense bunker runs low on artillery shells it summons an artillery train to refill it.
I leave the defense outposts in place and space them out so that they are twice the range of artillery apart so that they have complete artillery coverage until I get to the new patch. I have a rather large outpost blue print that is set up similar to the defense outposts but a large amount of room inside for the miners and the additional train stop for the ore.
Once its built its all automated and I can go back to building something else or looking for the next ore patch that I need.