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There is an encyclopedia for searching things, and it can be used as a calculator to do simple math.
Blueprints don't really help with planning, they mostly help with implementing. Decide what to build, do it once in the blueprint machine, then spam that blueprint. I personally use "blank slate" blueprints that plug in all the belts and wiring, then set the recipes manually. There is also merit to making blueprints with the recipes and paint jobs fully complete.
For planning out actual numbers, alt recipes and such, there are tons of tools online. Don't worry too much about getting "100%" efficiency. Anything over 80% is more than good enough to beat game objectives.
Ada will happily assist and answer any questions spoken to her in game. Unfortunately, the pioneer is completely mute.
The plan at the moment is to build rail loops to gather up all the products picked up from all the factories next to the nodes. Then bring them to a hub. Currently still building the first loop. And while it's coming along nicely, there are a few ♥♥♥♥♥♥♥ that are starting to bug me.
First off, train length. My train is getting silly long. Which isn't really an issue for speed. As everything is on the same level. But the station situation is getting a bit out of hand. 10+ platforms is a bit much. Even though it's technically going to fit.
And secondly, it would appear that it's sort of becoming a zone covering megafactory anyway. As each station/factory is built, they slowly encroach on other station/factories. Ultimately turning my train into a very efficient bus bar instead of the classic endless spaghetti.
https://www.youtube.com/watch?v=urWuDGAVqHw
Is not my best work, but it kind of shows my base, and aluminum factory which I made seperate.
You can see how easy it is to add and increase with the mega base. Just add another blueprint, hook things, up, and be done lol.
There are 2 ways I am thinking on this. I can scale up those individual factories, or I can build duplicate factories much further out. Either way I have to bring in more materials, so either I can make more of the product further out, or bring those materials in.
The mid game hump is easily the most demanding part of the game. It introduces the most new ingredients, ties them into the most complex production chains, and you have no infrastructure to help. Accomplishing all those midgame tasks makes the endgame tasks pretty damn easy. You take an existing item that already has a factory, find one or two new things, and use existing logistics to tie it together. The most difficult part is finding the new resource nodes.
Probably the most difficult late game tech is nuclear. It introduces fairly complex, highly unique recipes. It demands logistic chains you probably don't have. It has ongoing challenges and consequences that are very punishing for a first time attempt. It's legit tough, but it's also a pretty optional objective for game completion.
I would say that a modular factory design profits a lot more from experience. It's much harder/more work to scale individual factories instead of a mega factory. But if you know how much you will need of a certain part you can plan a very efficient factory and never worry about this part again.
Stuff like heavy modular frames, crystal oscillators or even motors are (usually) only required in very low quantities. It's much easier to build a focused factory and just distribute them around the map instead of building everything from scratch in every modular factory. On the other hand, I would never dedicate a factory to cables or wire and just produce them on site.