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only way to make 100% colonies is building them right next to water and chems deposit and food factory, as result items will be "local" and won't get hauled from other side of globe one at time.
spamming hyperloops literally everywhere and connecting every factory and mine with:
1) very boring
2) require lots of clicking (you can't hold shift and connect multiple loops at time)
3) tank fps
https://steamcommunity.com/sharedfiles/filedetails/?id=2313996461
The trick is to have one drone hub per production building, with each drone hub covering exactly one production building, with the hyperloop terminal being in an adjacent sector. This can consume resources as quickly as the hyperloop can deliver them, and the hyperloop can deliver resources fast enough for 90+% efficiency -- if raw materials are available, obviously.
Resource fields can't be this organized -- but this seems to work reasonably well:
https://steamcommunity.com/sharedfiles/filedetails/?id=2314001428
The key element is to try to get one drone hub / mine, and try to position the drone hub between the hyperloop terminal and the mine you wish it to support (no intervening buildings). Such a layout is enough to ensure mines don't stall due to being full.
Finally, this works fine for storage hubs as well:
https://steamcommunity.com/sharedfiles/filedetails/?id=2314003503
Just position them "wherever" (all transit is through the Hyperloop, so the exact location doesn't matter).
This is only feasible, of course, when you have plenty of time and resources -- getting to that point is the difficult part.
Production facilities require inputs. These inputs are seen when placing the production buildings and are highlighted by a surround yellow arrow. I place these close together where I can. I put a worker hub in between and around these to ensure that the required goods are always in range. Also consider the inputs. So steel factories need 2-1 iron ore so build that next to the iron and not the carbon.
All buildings allow teleporting through them. This saves time so place building to mininise road connections and allow this teleport to happen. The bigger the building model, the bigger the teleport. The teleport is a bonus but better road placement is the key to reduction in travel times.
I try to make sure that all hubs have a direct road connection to another hub when "intown" but if you are branching out to connect somewhere this is not necessary. Transit drones as I refer to them are simply a drone that has no other duties but transfer so treat them like a bucket brigade like in settlers.
On power, solar - battery - solar - battery connections are fine. The overlay when placing solar to battery is different so confusing but the connection of the grid is still displayed and will properly zone when built.
When branching out, I place maintenance facilities first as they have the biggest range then fill the gaps with solar, battery and hubs to build the road connections. Make sure you get the overlay connections for maintenance and power as then everything is shared. Do it on pause and build the blueprint chain first as you see the road layout then. Delete and replace so roads do not have inclines or dip into craters. Inclines and switchbacks are really slow.
On storage, all landers have a storage capacity just like a storage depot. The only real purposes of the additional storage depot atm are to store food and water (disable the rest) close to colonies/ outposts and to store excess once the lander stockpile is full. Do not ever prioritise storage depots.
Priorities - Always have maintenance, worker factory and outposts on priority. Food/ water are the highest priority. There is no downside to the other 2 as if they are maxed no goods are stored. But this ensures that as soon as a worker or maintenance drone expires, one is made.
Try not to prioritise too much especially if you have multiple ways to produce as all of the same producers will all have some of what they need but none will have all.
Landers. These are a campaign saviour. It can be exploited and should be for now until balance changes. You get around 50- 1 exchange on resources. Drop 2 into a region that you will connect later and you have 2 workers from the get go. So early game, you have 3 spaceports. 1 for colonists and 2 for landers.
Or just drop the 1 and follow a specific order - aluminium - silicon - glass - solar - iron - steel factory - carbon - solar - electronics. Then you have choices of hubs - maintenance - food - outpost with all their associated buildings.
That's all for now but I got a lot more but most of it will be mute soon as the patches roll in.
Don't let the devs beat ya. At least that what it feels like so far. ;-)
And to make things worse turning off factories might not help either.
Don't build storage unless you can support the supply/demand throughput
Dismantle landers ASAP to avoid stock piling up.
https://steamcommunity.com/sharedfiles/filedetails/?id=2314263516
I might be going at a much slower pace but I played most of the game with only one type of each factory* near my first lander. I built secondary factories once I had my third space elevator up and running and special projects were gobbling up resources.
*Water and food are a whole different discussion. :D
This is why I don't build stations at max range (where the white connecting line appears) and instead limit myself to three-quarter of the max range.
Not sure if this is a bug or I'm doing something wrong.
edit: definitely a weird vanishing bug on my end. I tried extending hyperloop stations to their max range and they started working properly this time around.
If you notice drones not delivering stuff to the building for some time, try depowering and repowering the structure. This resets the drones, resuming the stalled stockpiling process
I think having a large surplus of goods and a large network with no way to define or control storage depots causes a lot of confusion and extra useless trips.
It would be nice to set all production facilities to only build on demand and set storage facilities to raw goods only.
I would suggest building drones in a leap-frog layout whenever possible, even in a grid format. Think checkerboard instead of flower.