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The only thing that you really might want to look up how to do, later is setting up coal power… but for now just play
Where are the machines which need RIPs as input? Sending them there would make sense.
This way dozens of iron mines dont need to send exact quantities to sub factories and any excess can be used by other production lines. Just need to make sure there is enough in the hub for all that are drawing on it.
I do use several mods and using drones for moving everything so it might not be a viable strategy for a vanilla game but so far (until mods got broke today anyhow) it seems to be working out well.
This is great advice. And search out hotkeys and tips for building because its a game changer when you learn some of the little tricks.
Yes, this is the exact example of a central warehouse. Makes sense. Pro: you dont need to send exact amounts. Con: You send everything twice.
But since you Info use drones with infinite batteries this is the perfect solution for you.
No infinite batteries, I mean I could if I wanted to keep going to SCIM and Gifting them. Actually I think it might be able to be done in Menu in 8 also but I only add enough Battery to Jump Start the game to eliminate the drudgery of early game ramp up.
Battery Production on this scale is a fun challenge for me as is Canister management/recycle which gets interesting when moving fluids by means other than Pipe.
well do you need reinforced iron plates or do you need modular frames? or do you need both!
basic overlay- you want to create a big factory making everything, but you cant yet, you can make a big factory but as you tech you will get better and faster machines/ parts its best to build a factory that meets your needs now . tech up then build something bigger then.
then as you see more, do more, realise more can be done you might want to set your own goals who knws where you might end?
https://youtu.be/XWUguVJ8VeA?si=1b6vOWepUunLY0cI
Yes, once made the Item Empty Canister item can be used indefinitely.
They are required as Input when Packaging Fluids and they are created as secondary Output when UnPackaging Fluids so they have to be dealt with or they will clog production. You could simply sink them but then you would have to make huge numbers of them to keep Packagers supplied with new Canisters.
By recycling them you only need enough Canister production to saturate Production Lines then they will balance.
Item Battery BTW is consumed by Drones (some other vehicles also I think) so once used they are gone which is why thats a fun challenge in itself as Battery Production Lines are middle ground intense, somewhere around Turbofuel complexity I would say, maybe a little higher.
@StinArchi (YouTube) is god-tier. His save file is free for all to d/l.
[It's good internet etiquette to give credit where credit is due - TotalEclipse has a massive following (and it's justified); that video alone is generating significant income for him, yet Stin Archi is the one who put in the thousands of hours.]
https://www.youtube.com/watch?v=qqURlDtafYE
3 assemblers reinforced iron plate, 2 assemblers modular frame.
If constructors need to be underclocked don't underclock and enjoy the extra products.
With smart splitters let them feed assemblers first, overflow second.
Before smart splitters a container in the production line will take care of the extra.
It's kind of like one of those mobile games where at first you need to pick 10 potatoes, then you need to pick 100 potatoes, then you need to pick 1 million potatoes, but now you need to build 100 trucks to pick those potatoes.
Then you need to build 10 factories to build 10,000 Trucks to carry 2 billion potatoes, then you need to build 100 airports, to build 50 planes to carry the 2 billion potatoes the 10,000 trucks bring to the airport so you can ship them.