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I think Space Age's research tree makes it pretty clear that they intend for you to have the robot logistics with you when you drop down to the other planets. I try to avoid the robot logistics until pretty late game, which worked fine in Space Age - I started using installed roboports when it came time to start refactoring the bases on the other planets before heading toward Aquilo.
Even with 5x energy usage they were really helpful with bootstrapping Aquilo, because you just don't know how you'll need to lay things out to make belts work until you've laid things out and made it work. It takes a ton of fuel to get those heating towers hot enough to start running turbines and you need the ice melting before those run, then you very quickly have so much ice being produced you have to do something with it. Before I was making enough fuel locally to feed the heating towers the solution processing was spitting out way too much ice to belt it anywhere so having a stack of ice filtered storage chests that overflowed into recyclers and got fed by active provider chests seemed like the only way to actually get moving. Once it gets going you can figure out how to manage it with belts and sidestep the massive energy usage penalty of the robots.
Late game, there's no better solution. By the time I'm creating the highest level stuff in the mall, that part of the mall is fully bot based. It's a breath of fresh air replacing the wacky squiggles of the intermediates that feed into each other (the belt and inserter chains) with everything being output into passive provider chests and being requested by the next step up.
Bots for something which does not need much precision/speed.
Belts+inserters for more definite stuff.
Personally I do not like bots for many reasons, in particular their unreliability and slowness, especially if dealing with spoilage feature. There are processes they can be useful at, but that mostly occurs from the lack of proper planning. If I can do things properly and fairly smoothly without them - I'm not using them, at all.
I had built malls before that were nicely organised and focused on producing a crap ton of iron gears at the start, and belting all other resources in as they were needed, while trying to give it some semblance of organisation.
But it's just not worth the effort vs a bot mall, especially on Vulcanus/post-Foundry where gears are made directly.
Sure, when I started placing it down, I ended up with a few thousand bots waiting for charging points all over the place, but once everything got produced, all it's doing now is keeping it topped off.
Plus it makes logistics for bringing in uncommon/rare components so much easier. I imagine it'll only get more useful when I get recyclers, epic and legendary.
I use bots for when i need to deliver some small amount of stuff somewhere not exactly convenient, where running a belt or train would be overkill. Example is crafting uranium fuel cell - i usually keep my reactor arrays quite away from the main hub, mostly because i like to have room to expand them. So delivering like a 100 iron and both uraniums to a single assembler is pretty convenient
For Gleba, I want to belt everything. I know many find success with the bots but belting and spoilage is a puzzle that i want to solve.
The tools available haven't changed. Robots for short distance high volume transport or terrain you can't belt or train through. Belts for medium distances, trains for high volume long distance transport. Mix and match what's best.
My aquilla base is using bots with no belts but they have massive penalties so I need to tear it down and rebuild it to be a belt base but part of me just doesnt want to put in the effort. I keep firing up the game, standing around for 10 minutes while watching something on the other monitor, then realizing I dont want to do the re-organization, and shutting it down.