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I always hate automating blue science. I always feel there's no efficient way to do so, or at least, not a simple way to go ahead and combine your massive oil refinery/storage with battery, advanced circuit and plastics...
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# ? Sep 17, 2015 01:29 |
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# ? May 24, 2024 12:53 |
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Here's a factory breakdown of what is needed for 10 science that I shamelessly copied from a screenshot someone posted earlier in this thread. Balanced science production (for 10) - 5 red - 6 green - 12 blue - 1 purple (level 1 speed) Requires RED 1 Gear 1 Source of copper plates GREEN 2 Gear (one for transport belt, one for inserter) 1 Transport Belt 1 Inserter 1 Electronic Circuit 1.5 Wire BLUE 11 Furnaces producing Steel 8 Advanced Circuits 5 Electronic Circuits (one for Inserter, 4 for Advanced circuits + further Inserters) 9.5 Wire (7.5 for Electronic Circuits, 2 for Advanced Circuits) 1 Smart Inserter 1 Fast Inserter 1 Inserter 1 Gear 5 Oil Refinery (Advanced Cracking required) 7 Chemical Plants (Cracking Light Oil to Petroleum) 1 Chemical Plant (Cracking Heavy Oil to Petroleum) 1 Chemical Plant (Sulfur) 1 Chemical Plant (Sulfuric Acid) 1 Chemical Plant (Plastic) 5 Chemical Plants (Batteries)
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# ? Sep 17, 2015 01:37 |
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Building that many blues is really hard. I can never seem to get green circuit production up high enough. Even with 2-3 pairs of green circuit factories I always run into shortages of something. Usually copper.
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# ? Sep 17, 2015 01:41 |
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LLSix posted:Building that many blues is really hard. I can never seem to get green circuit production up high enough. Even with 2-3 pairs of green circuit factories I always run into shortages of something. Usually copper. Yeah, blue science production I find is the first place where you really need to look at your entire production chain and make sure you've got enough of everything coming in. (For red/green you can generally get away with patching up shortages as you spot them. Blue, especially because oil gets involved (and oil can be a colossal clusterfuck if you don't plan it out), you need to be a bit more aware of what's going on.)
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# ? Sep 19, 2015 06:09 |
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What determines if/when the aliens move up size categories? The small ones were no match for my SMG and the flamer took out their spawners readily but the medium ones are too tough to get near without a tank or power armor seemingly and the big ones I wind up having to kite into friendly turrets even when driving a tank. Throw in huge wormfields in seemingly every hive and my front lines move slower than WWI's.
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# ? Sep 21, 2015 08:25 |
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chairface posted:What determines if/when the aliens move up size categories? How much you're polluting and how many biters/bases you kill tick the evolution process forward. Aim for the combat shotgun and the best shotgun ammo before big biters show up. You can mow through bases with that and good power armor as long as you keep an eye on your shields.
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# ? Sep 21, 2015 11:15 |
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Little Abigail posted:How much you're polluting In particular, aliens "eat" pollution, which also gives away any bases they constructed in range of your pollution because it's a clean square among a sea of red. Once they eat enough they'll evolve to bigger ones, so I think the best way to deal with aliens early on is to kill them as soon as pollution is hitting them?
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# ? Sep 21, 2015 13:27 |
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As soon as you get green science automated and unlock piercing ammo it's almost mandatory that you take a stack and do a wide circle of your base and wipe out any nests. Then, any time you get attacked you have to run out and clean the nest they came from before they upgrade into something you can't handle. There's just too much of a gap between piercing and lasers and you can't clear them again until you get the piercing shotgun ammo post alien and blue science. Lasers do work as a defense all the way up to huge biters. Bhodi fucked around with this message at 13:39 on Sep 21, 2015 |
# ? Sep 21, 2015 13:35 |
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Bhodi posted:As soon as you get green science automated and unlock piercing ammo it's almost mandatory that you take a stack and do a wide circle of your base and wipe out any nests. Then, any time you get attacked you have to run out and clean the nest they came from before they upgrade into something you can't handle. There's just too much of a gap between piercing and lasers and you can't clear them again until you get the piercing shotgun ammo post alien and blue science. There's huge ones coming? I've been clearing a perimeter but out past that and/or new spawns in areas I'm not developing seem to be an even mix of larges/mediums at this point which can be time consuming even with a tank and setting up a mobile firebase of turrets and stone walls to lure the biters into. I'm on the tier 1 power armor, which yeah with the piercing ammo in a combat shotgun I can wade in and clear out the worms but the tank can outrange even the large worms and I'm making shittons of tank shells for obvious reasons. And if there's biters/spitters etc around I need to stay in my tank and kite em.
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# ? Sep 21, 2015 22:52 |
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Unless I don't know something, it should only go small/medium/big. And, as far as I care, the Tank and cannon shells are the intermediate step between piercing ammo and the combat shotgun + piercing shells. I built up the launch site, made a bunch of satellites, then launched the rocket that was finally ready. Up... Up... Up... A "you win!" screen : I understand that they're not done yet, but it would be nice if there was something past that. I saw teaser images showing Space Platforms, so there's that, I just kind of wish there was a couple other intermediate placeholders, like launching a Laser Satellite that takes 200 accumulators, 200 solar panels, 200 lasers, and some steel, and letting you have an orbital death beam since you're already at the point where the biters are more tedium than challenge.
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# ? Sep 21, 2015 23:00 |
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Since 0.12 the biters go Small/Medium/Big... Behemoth. Enjoy.
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# ? Sep 21, 2015 23:15 |
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They added behemoths, so that there would be fewer biters running around as pollution progressed. Biters have 5000 health, Spitters have 2000 health (according to the Wiki at least)
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# ? Sep 21, 2015 23:16 |
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FISHMANPET posted:They added behemoths, so that there would be fewer biters running around as pollution progressed. Biters have 5000 health, Spitters have 2000 health (according to the Wiki at least) FFS what do you DO about something like that? He's just gonna soak up tank cannon and laser turret shots all loving day.
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# ? Sep 21, 2015 23:17 |
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chairface posted:FFS what do you DO about something like that? He's just gonna soak up tank cannon and laser turret shots all loving day. Keep in mind that it's an aggregate of about that much in HP of biters to begin with. Given how quickly upgraded laser turrets fire, a bank of upgraded turrets should deal with it pretty quickly. The best way to deal with them is arguably to not let them spawn and control either your pollution level or the local biter population.
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# ? Sep 21, 2015 23:25 |
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None of them have any resistances to laser so it's not actually that bad. 8 laser turrets (surrounding a large power pole) can pretty drop a behemoth biter before it can reach them (assuming all laser upgrades). Even a full upgrade shotgun with piercing ammo can take one down... eventually. I haven't actually used any combat bots in 0.12 so I don't know if they do anything to biters, but my clearing strategy has been to use the personal roboport and a plan with 1 large power pole surrounded by 8 laser turrets. Just run in, drop those, have a ton of repair packs on hand, let the magic happen. E: Yeah the thing to remember is that one behemoth is like 10 or so large, and they'll spawn that way. It's not really any "more" than it was before, it's just that same amount of HP and damage is coming at you in fewer creatures.
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# ? Sep 21, 2015 23:25 |
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Good news there would probably only one of them! Time to build even more turrets!
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# ? Sep 21, 2015 23:26 |
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FISHMANPET posted:None of them have any resistances to laser so it's not actually that bad. 8 laser turrets (surrounding a large power pole) can pretty drop a behemoth biter before it can reach them (assuming all laser upgrades). Even a full upgrade shotgun with piercing ammo can take one down... eventually. I haven't actually used any combat bots in 0.12 so I don't know if they do anything to biters, but my clearing strategy has been to use the personal roboport and a plan with 1 large power pole surrounded by 8 laser turrets. Just run in, drop those, have a ton of repair packs on hand, let the magic happen. Destroyer combat bots will kill them faster than your piercing shotgun. Especially when you're running around with 50 or more.
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# ? Sep 21, 2015 23:28 |
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This is fun, but I'm really bad at it.
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# ? Sep 28, 2015 12:26 |
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Finally fired up a new game with a friend and after around 40 rockets fired off into the sky I think we're reaching the limits of our bus. All sorts of problems just start cropping up when the bandwidth of our currently placed belts, and even pipes, are maxed out. We pre-planned 3 iron and 3 copper plate belts, but copper is getting a bit low when running full power, and a lot of other poo poo is getting increasingly non-trivial to deal with. Trying to max out the speed on a single launch pad seems to require a ridiculous amount of resources and I don't think our current bus is capable of that. Especially oil/petroleum. We got about 100 pumpjacks with Speed 3 modules and that's still no where near enough. I think I put in the wrong map settings or something cause I can't find more oil however loving far I run and if I do find new patches they're down to 0.1 in a few hours. Regardless of oil, how do you expand the bandwidth of a bus when it's nearing the max of what you planned at the start? I could remodel the bus to accommodate more belts of resources, but apart from being a huge hassle that seems like it'd only solve things until some other resource runs out of either belt bandwidth or real-estate early in the bus. It's a pain when something at the bottom of the totem pole starts requiring multiple belts and rows. The other solution seems to be to outsource more and more, and only deliver finished goods to the base. I've never done that before. At least green chips seem to be a great candidate to make elsewhere, but oil processing seems to be more suitable for a central approach, so I'd probably keep any stuff requiring plastics at home. Compared to what I've seen this is all still pretty small, and the bus itself is nothing special to look at, but for anything larger I feel like I'd want a fundamentally different approach than the bus, but anything else seems to be far less common. Also, I've never actually had a decently sized train station. Turns out I love trains. The main reason I kept expanding was to make more train stations at some point really. Finally, anyone know how many smelters in a row can be fed by one belt of ores? My production lines aren't currently running at full speed cause of an oil deficit, so things start clogging up, but I'm assuming that at some point I need to stop expanding left-wards and need to add more rows instead, or just smelt at the mines and train plates back.
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# ? Sep 28, 2015 13:56 |
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Once I hit end game, I break my original base down so that it is just making base building components(belts, assemblers, ect). Then build new bases focused on maximizing the output of just one of the components for the final build project. Which then all get transported to one central base for construction. If you really want to keep the one big base idea, then you just need to keep the bus going. The bus can always get wider and longer. Need more greens, but you're out of copper bandwidth. Add a new train stop, a new set of smelters, and a new copper belt to the bus. No need to tear up the old green factory just make a new one. Then add a new line of greens to the belt, or merge it into the old green line. However if oil bandwidth is your problem, the only solution is to find more oil or use lua commands to spawn more oil. *edit: I English gud. Hagop fucked around with this message at 15:33 on Sep 28, 2015 |
# ? Sep 28, 2015 15:18 |
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I 'solved' greens by adding a line on top of the bus that feeds back down into blues, but there's a shortage of room to add belts as well. Come to think of it, the whole bot network to the right of the bus was a bad idea. Got bots flying from the top to the bottom. Should've just put them at the end of the bus where all the resources gather anyway. I'll probably displace the bus to the north, keeping the current base area for smelting and solar, while updating the whole bus as well as getting rid of the old research facilities. But first, oil. Oil is a real bitch. I can't even maintain 1/5th of my top production when the wells run dry to 0.1. When I made the game, I had the parameters set to encourage trains and outposts; large, rich, but few patches of all resources. For everything but oil that worked out nicely. Most of my oil nodes were around 100%, but what I really want is just a lot more of them to make the 0.1's add up into something sustainable. All the outposts on my map got started cause there's oil, there just happened to be other stuff nearby too. Finally found some new oil but...well... Even with 135 destroyer bots swarming around me and 1000+ shield power equipped, those big groups full of worms and behemoths are drat tenacious. I wish I could send in the bots alone, they got enough fire power to murder almost everything, but I don't have the staying power to let them do their work uninterrupted. I want new weapons, artillery or bombers or something.
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# ? Sep 28, 2015 17:39 |
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Personal roboport makes walking turrets around very easy. I use a simple blueprint with a big power pole in the middle, surrounded by 8 turrets. I have a sillier one with a substation, power pole and 50 turrets, but it seemed to be overkill. 3-4 personal roboports give you enough range to be safe when placing. You do have to tank a little so initial bots can work if there are tons of worms and spitters, otherwise your bots will get sniped.
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# ? Sep 28, 2015 17:52 |
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Fleve posted:Even with 135 destroyer bots swarming around me and 1000+ shield power equipped, those big groups full of worms and behemoths are drat tenacious. I wish I could send in the bots alone, they got enough fire power to murder almost everything, but I don't have the staying power to let them do their work uninterrupted. I want new weapons, artillery or bombers or something. One thing I do is 'slingshot' bots around. If you've got a buncha exosuits and can move quickly, you can whip the bots back and forth and you can end up throwing them pretty far.
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# ? Sep 28, 2015 17:56 |
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Heh, so those kinds of isolated little outposts, is that how most people play? I've been pushing out through the aliens to decent chokepoints in the terrain and setting up turret/wall barriers between lakes/seas etc that way to cordon off huge swathes of land at once. This could also be why I was having to fight large biters before I was even effectively mass-producing tank shells to fight them with. I probably should figure out trains and robots work at some point, hrm.
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# ? Sep 28, 2015 17:58 |
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Evilreaver posted:One thing I do is 'slingshot' bots around. If you've got a buncha exosuits and can move quickly, you can whip the bots back and forth and you can end up throwing them pretty far. That's a neat trick I'll need to get a hang of. I accidentally had it happen a few times and having a full bot-swarm in the middle of an enemy base murder the lot in one sweep is very satisfying. With bots, most of my downtime during fights comes from waiting for shields to generate. Two reactors, three exo's, night vision and the rest shields seems to work ok'ish, but perhaps I'll switch in another reactor, or temporarily switch from exo to reactor to get my shield back quicker. I always feel silly when I got 100+ bots out and all I can do is wait for my shields to come back. Boogalo posted:Personal roboport makes walking turrets around very easy. I use a simple blueprint with a big power pole in the middle, surrounded by 8 turrets. I have a sillier one with a substation, power pole and 50 turrets, but it seemed to be overkill. 3-4 personal roboports give you enough range to be safe when placing. You do have to tank a little so initial bots can work if there are tons of worms and spitters, otherwise your bots will get sniped. Do you plop it down in range of the base? Usually I start off outside of their range and then creep closer with subsequent bunkers, but that takes quite a while. If I plop it down too close there's a pretty good chance a lot of my bots get murdered, even 10-20 turrets need to shoot a while to deal with a squad of behemoths and drat they spawn pretty quickly too.
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# ? Sep 28, 2015 18:57 |
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So I was starting a map w/ a friend and this is what we randomed... It's a great peninsula with lots of building space for early/mid game. code:
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# ? Sep 28, 2015 19:04 |
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chairface posted:Heh, so those kinds of isolated little outposts, is that how most people play? I've been pushing out through the aliens to decent chokepoints in the terrain and setting up turret/wall barriers between lakes/seas etc that way to cordon off huge swathes of land at once. This could also be why I was having to fight large biters before I was even effectively mass-producing tank shells to fight them with. I probably should figure out trains and robots work at some point, hrm. Walls are the only way to go. Also, I recorded about three episodes worth of footage for my LP last night (roughly three hours) and discovered that it had failed to capture the game audio.
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# ? Sep 28, 2015 19:08 |
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chairface posted:Heh, so those kinds of isolated little outposts, is that how most people play? I've been pushing out through the aliens to decent chokepoints in the terrain and setting up turret/wall barriers between lakes/seas etc that way to cordon off huge swathes of land at once. This could also be why I was having to fight large biters before I was even effectively mass-producing tank shells to fight them with. I probably should figure out trains and robots work at some point, hrm. I've always played like you play. I'm definitely a "grab way more land than I need and build miles of walls around it" guy, I'm having to force myself to build smaller bases and learn to use trains instead of just plunking down a mile of conveyor belts.
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# ? Sep 28, 2015 19:09 |
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chairface posted:Heh, so those kinds of isolated little outposts, is that how most people play? I've been pushing out through the aliens to decent chokepoints in the terrain and setting up turret/wall barriers between lakes/seas etc that way to cordon off huge swathes of land at once. This could also be why I was having to fight large biters before I was even effectively mass-producing tank shells to fight them with. I probably should figure out trains and robots work at some point, hrm. Trains are hella fun. Get trains. But don't get under trains. With the amount of pollution and biters I've got at the moment, I really don't feel save unless everything I make is fully walled and lasered. Walls without lasers are just lines in the sand, but putting lasers in areas I'm not using is too expensive. I've already got 2400 lasers in use right now. I've also had water set to low because I didn't want it to interfere too much with my building plans, but that means I got zero natural borders. Clearing areas and then plopping down some electricity poles to prevent new biter settlements is a great way to spread electricity and safety, but its rather time consuming.
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# ? Sep 28, 2015 19:41 |
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I all ways fight big base clusters, by running around throwing a bunch of poison caps down on the worms at each base. Then kiting the biter swam back to the walls and to let the guns kill them. Then go back and bulldoze the now worm less bases with a swam of combat bots and a shotgun.
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# ? Sep 28, 2015 21:20 |
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chairface posted:Heh, so those kinds of isolated little outposts, is that how most people play? I've been pushing out through the aliens to decent chokepoints in the terrain and setting up turret/wall barriers between lakes/seas etc that way to cordon off huge swathes of land at once. This could also be why I was having to fight large biters before I was even effectively mass-producing tank shells to fight them with. I probably should figure out trains and robots work at some point, hrm. I know one of the first thing I do after my initial setup is mass producing walls so I can create a large "safe-zone". Then I mass produce turrets, plop them down behind the walls, and also get a conveyor belt that goes the entire perimeter just behind the turrets and which carries ammo for inserters to reload the turrets. It usually deals with biters long enough for me to build up my factory to the point I can start mass producing laser turrets. Oh, and you should really figure out the robots. I usually belt nearly everything around, but robots are still amazing for construction. Expanding a well designed layout for which you have a blueprint becomes literally two clicks. Want to double your steel mill's capacity? Done. Want to double your red circuit capacity? Done. It's amazing.
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# ? Sep 28, 2015 23:31 |
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Never messed with mods, so I don't know if this exists, but I just had an idea: roboport train car. It'd be especially neat if you could make it repeatedly preform a task, like "lay down tracks as far ahead as you can, then move to the end of the line.
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# ? Sep 28, 2015 23:32 |
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You could probably set up a mod to at least run the roboport when the car is stopped (I guess with the personal roboport the code clearly exists for a moving logistics zone, but that sounds like a recipe for lost bots on a train). It would be very convenient for repairing and supplying distant bases...
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# ? Sep 28, 2015 23:39 |
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I like the idea of filling a train with tracks, walls, lasers and power lines and just sending it off to make a wall for as far as it can go.
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# ? Sep 29, 2015 00:04 |
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Dr. Arbitrary posted:I like the idea of filling a train with tracks, walls, lasers and power lines and just sending it off to make a wall for as far as it can go. Or a train that could auto-pave huge swaths of land while also building its own tracks. EDIT: Pave this gay earth.
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# ? Sep 29, 2015 00:09 |
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Toast Museum posted:Never messed with mods, so I don't know if this exists, but I just had an idea: roboport train car. It'd be especially neat if you could make it repeatedly preform a task, like "lay down tracks as far ahead as you can, then move to the end of the line. It does exist, it's really bad and not very useful. But if you want to pave the earth with a train, like at FARL.
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# ? Sep 29, 2015 03:09 |
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Need a big Bertha Cannon that shoots pavement splotches.
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# ? Sep 29, 2015 03:17 |
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Fleve posted:Even with 135 destroyer bots swarming around me and 1000+ shield power equipped, those big groups full of worms and behemoths are drat tenacious. I wish I could send in the bots alone, they got enough fire power to murder almost everything, but I don't have the staying power to let them do their work uninterrupted. I want new weapons, artillery or bombers or something. There is an artillery mod, but it requires you to run right up to the target and drop a beacon on it, so it's kind of useless, because by the time the shells arrive your swarm of defensive robots has killed everything in sight anyways.
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# ? Sep 29, 2015 17:14 |
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I haven't played this in almost a year. I've dropped by to see if there were some major updates, been reading the last few pages and noticed something. No one mentions logistics robots?! Late game I used to remove every belt except iron/copper/coal etc and replace everything else with hundreds of logistic robots, it seemed to work pretty great as long as transportation distances were kept within reason. Am I missing something?
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# ? Sep 30, 2015 17:36 |
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# ? May 24, 2024 12:53 |
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Don't worry, there are still logistics bots. They don't scale too well though, and a lot of us seem to be interested in building absolutely massive factories. But I use a ton of them for small incidental stuff.
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# ? Sep 30, 2015 17:40 |