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And theres no loss from recovering a building, so you can set up a mining base, strip the whole place down then pack everything back up and move on to the next one
Oil fields are endless. They are generated with a random yield (usually 0.5 - 3 oil/sec, depending on the map settings) and will decrease when pumping them, but never go below 0.1 oil/sec.
There are mods that change the ore patches to be endless, too.
Sucks that these outposts go obsolete, but I see how it can be fun if it works like that.
Train Fever ain't got nothin' on Factorio!
https://forums.factorio.com/viewtopic.php?f=79&t=13783
That's the most common way, but there's nothing stopping you from having partial production facilities on-site at your mines, or multiple bases significant distances from each other that are only production. There's even a strategic advantage to such, as you'd still be up and running if one of the bases get overrun.
It's not too big a deal, because you can pick up any building you place and put it back down anywhere else with no cost other than time -- you even get back any items in its inventory. Around mid-late game you get flying construction robots that can tear down bases for you at incredible speed, and build out entire bases from templates, copy-paste style. It's incredibly satisfying to drop a template with a single click and watch these little insect-like drones roll out a whole assembly line in front of you.
Plus small purpose-built bases are easier to manage pollution control for. If you've only got a few assembling machines set up and powered by solar, ideally in forested areas, their smoke clouds will be small enough that you can just scout the area, drop a few random objects around to keep new bases from spawning close by, and forget it. Since conveyors and (oddly) trains don't produce pollution, decentralized production can be a very safe way to set things up.
The ressources sooner or later deplete, so you deconstruct them and move them further forward, leaving only the main conveyors and tracks behind which lead to main part of the factory.
If you watch the gameplay trailer from this point (1:04) you can see the similarity (sadly you don't see outposts on the factory.
Heh... fungus. As a Biochemistry student, that has me convinced.
I think I'm getting the idea now. To be honest, I was very intimidated by things like "Logic Systems" and just the chaos shown on the screenshots and videos. I know that maybe you use that to impress people, but it was more than I was asking for.
Now that I've looked around however, I'm beginning to feel that I don't need that much complexity if I don't want to and that I can have a nice, orderly and simple base that works should I so desire.
I want to finish XCOM2 first, but I'm definitly looking into this.
So the data-set about you I bought from the NSA to manipulate you was worth the 2 dollars