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Also, good idea to have a few tanks around your Nauvis base ready for you to remote drive while away.
Before leaving: Bot mall basics - Assembler, Logistics chests, inserters, power poles, sub components for those, at least one roboport covering those and Logistic/Construction robots in the network. The more you do before leaving the less you have to wait on them to build up their own infrastructure.
If you have those covered you can usually create a new bot mall assembler for any missing item(s) and remotely order things for ships, defenses, etc.
For home defence, set up a logistic network covering a perimeter wall covered with one flamethrower per underground pipe length.
I used a tank to clear out all nests that were remotely close to the pollution cloud. This stops the attacks till they spread closer again (or the pollution gets worse).
I then build a very basic defence wall, just outside the pollution cloud. Just one row of walls, then periodic laser turrets, but spread out to keep costs down initially. the turrets had overlapping firing arks, with space for about 5 or 6 more turrets in-between, to be populated later as needed.
All walls connected back to base via robot hubs. i.e. One big network. (Robot optimisations in 2.0 make this more viable than in pre 2.0, where robots could get stuck in a charge->travel->go-back-to-charge loop).
All I did then (once off planet) was focus on laser upgrades for a while, and if I did start to get attacked at any wall position, I just dropped a few more laser turrets down, gradually filling in the gaps. Eventually the wall became a solid line of laser turrets, with a double thickness of walls. Artillery was added later on, which keeps all the nests out of pollution range.
As already suggested above, doing everything via remove view for a while is useful, as this helps to identify if you're not producing anything automatically that you should be.
I'd also avoid manually crafting anything (unless it's an emergency), as everything needs to be automated for remote to work effectively, especially if off-planet, so this can help identify anything you've forgotten to add to the mall.
Few rocket silos able to produce rocket after rocket (more = faster resuplay).
Next important part is that every building production/storage should be in range of logistical network. That makes requesting items from other planet possible but also expanding base on home planet possible even when away.
If something that you might request is far away from silo then put bufer chests and request some of that item/building this way ready rocket won't be sitting for ages waiting to be full.
Note that on each planet you are starting from kinda zero, so delivering some starting stuff (belts, smelters, assemblers, chemical labs, etc) to fast start initial production will make it way easier.
Also resources should be made possible to be taken by bots. Generaly start on early planet is possible with little to no help from base, but getting something early delivered might make it way more plesant experience.
Defence of home base is another topic, while lasers are "easier" to setup, gun towers + red or green ammo will do way more dmg and can be easly be resuplayed with bots. Just remember that max evolution mobs have bigger attack range than gun towers (but rarerly use that advantage). Lasers will need to be build in bigger numbers and your power production needs to be 100% sure as it ensures your defence.
Critical stuff can be linked with speaker to inform you that something "unexpected" happend that you need to pay attention to. It can be steam level in power plant (starts to fall in tank and it shows alert), ammo level in boxes suplaying turrets, ore belt empty etc.
Make sure your rocket can travel to target planet and back without issue, keep materials for rocket silo and at least one rocket at it. Making silo and ready rocket as one of first thing is good in case of something that you have not prepared yourself for and required asap presence back at home.
nauvis: wall/laser/enough electricity for defense
than build a starship for only white science with inputlimiter (because to much science can fill storage and you need space for othher stuff in your spaceport)
build a second one and fill it with basic buildingmaterials like electric furnace, inserter, drones, rocketsilo and so on.
vulcanus: killing one worm with nuclear stuff to get tungstenore on his territory. otherwise you dont need defens.
fulgora: lightning rods and trains. no defense needed
gleba: rockettowers and gunturrets(produce this directly on gleba). (walls are useless).
same with ammo and placing them directly to the farms and to the sciencefabricators.
aquilo no defense needed. but you need a ship that can destroy large asteroids. so get rockettowers to that attack only big asteroids.
everything else is learning by doing
1. Homeplanet has to be remotely manageable and defended.
This means that you have at least all mineable resources (or theyr outcome) somewhere stored in passive provider Chests, Construction and Logistic Robots automated and distributed to your network, At least the Crafting Machine already automated, a Tank with Roboport and ammo ready and enough resources to fly 10 more Rockets into Space, if you forgot something.
This way you can create quick craft everything you might forgot to do beforehand and the tank is your mobile roboport if you need to expand further while away.
2. Spacestation with enough Firepower, self made ammo and the propper storage.
Once you leave your planet with the station asteroids will occur and you have to defend against them.
You also need to bring all Crafting materials in a decend quantity to craft what you need on the new planet. this differs from planet to planet so you may have to bring more (thats what the rockets are for in 1)
You also should bring all the resources you need to build a Rocketsilo and enough to build at least one rocket, so you can leave the planet in an emergency. Depending on the Planet dont forget ammo for your weapons as you cant bring them with you on your person.
3. Read the Information of the new Planet
May sounds silly but in those there are hints on what you may need to bring. most things are rather logical, others not so much.