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Сообщить о проблеме с переводом
2. Creative hiding. I usually have dedicated layer around building to hide my lines. You can really neatly hide things and leverage the specialty building pieces like the walls with conveyor inputs.
3. Every input / output and the lowest escalator with merger / separator on top, so all lines are above my head but even layer out, allowing graceful expansion as my needs change. Leverage blueprints to minimize clicking.
it is also part of the learning process for this game, there is a slang term, Spaghetti, it's the mess of conveyor belts strung all over the place doing "logistics". Most novice pioneers will end up with this until they start asking questions and doing some research.
Planning ahead and tearing down and rebuilding an assembly line are also part of the learning process for this game, but you need experience. After a few hundred hours of building, most pioneers want their factory to look neat and organized, there are many techniques to do this, i.e. hiding the "mess" under foundations, behind walls, in tunnels/corridors, etc.
All you've got to do is look at screenshots for the game to become inspired at how beautiful a factory can be made, also read guides, or watch YouTube videos about starting tips, starter factories, or whatever you're trying to learn. If you don't find what you're looking for... then this is the place to be "spammed to death" with the vast knowledge of many skill levels of pioneers, and most likely become really confused. Happy Pioneering!
My current entire setup is a complete mess, and what I do, is for instance, I make a machine that makes iron rods.
I have that machine feed those iron rods into a storage unit.
If I then get a recipe that needs Screws, I'll just add a constructor to the output of the Iron Rod Storage unit, and have the constructor make screws out of the iron rods, and I have the Constructor that is making Screws, feed into a different storage unit.
Then, when the time comes and I need Reinforced Iron plates, I will feed an assembler with the outputs of the two storage units that are housing Screws, and Iron Plates, and feed those two into the assembler, and I have the assembler feed the Reinforced Iron Plates into a Storage Unit....(You see where this is going.) then when I don't need those parts (for now) anymore, I'll delete the conveyors that feed the Constructors and/or Assemblers and adapt what I have for the next part, by making another assembler/constructor and making conveyors from the various storage units so they appropriate parts feed those machines in order to make the new pieces.
My setup is basically "As needed" setup, so it's constantly shifting and morphing into other things temporarily.
Probably an inefficient way to play, but that's how I'm playing until I maybe decide on a set factory setup. (I've started working on making blueprints for the "Basics" so I can start piecing together a factory like LEGOs)
This also lets me turn off machines so the storage units can build up their inventory in case I need various parts to hand make some stuff for things like researching in the MAM, etc.
https://steamcommunity.com/sharedfiles/filedetails/?id=3060553310
I mean... its just bare nodes as it is its doing nothing and here at Dont Ficsit we need to keep expanding mining operations or the bottom line could lead us to molecular deconstruction by the main ship and I have only heard of a tall tale of a single pioneer ever who was supposedly removed from the planet beforehand.
If we took this HOR over there it would be a minimal effort and imagine all the coupons :-)
A short time later...
Ahhh, the screw dump is running just fine and a very small drain on available power. I will chock that one up to a great build and move along to the next.
ETA... OMG, all the coupons :-)
But maybe you have different reasons why you want to produce screws specifically. I guess the wide arrays of belts look nice too in their own way.