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Raportează o problemă de traducere
Once you figure out how they work they're not bad but there is no in game tutorial for that.
This is what I came here to say.
The same way conveyor belt, or transport planning is also a thing, but each of these is an extra dimension to consider, each with its own considerations. That's where the satisfaction emerges, when you create solutions to solve them all in your own way.
Then later, either by refitting existing installations, or with new outposts, or even a new game, you can optimise those solutions (better layouts, cleaner aesthetic, better power, etc etc).
My current game is a "giant sky factory" which uses blueprint designs that are exclusively for vertical access to ground resources (think skyscrapers as vertical power down segments, with hypertypes, conveyor lift space etc. These encapsulate away power, transport and logistics into one block which forms a kind of inner foundation for tall buildings to emerge.
I am happy with this solution, but I realise the sky factory is a bit of a cheese, even with massive supports it probably doesn't make physical sense. Next game I might come up with a different solution for a more realistic ground based factory.
So there are ways to vastly improve the appearance making it much less annoying. You just need to progress further into the game to discover how.
Not saying you can't make a complex production line outside of power. I just enjoy it the most.
Most fun builds so far is a self contained Nuke plant in grasslands with everything piped and conveyored in on a massive single plane bus. Everything except uranium that is flown in via drones (on the roof). Everything produced onsite, including the batteries for the drones. Uranium waste is recycled into plutonium rods and sent to sink. 7 reactors running at 250% on top of 12 story high rise factory. (42gw)
Second favorite is a 160 generator turbofuel plant also in grasslands. All on a 14x16 footprint 20 floors high. Also self contained. (24gw)
Both are zero maintenance (both have logistics subfloors and hidden electric) zero mods