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Re: Simple Questions and Short Answers

Posted: Sat Jan 07, 2023 9:59 am
by SoShootMe
EngineerPerson wrote:
Sat Jan 07, 2023 3:45 am
Is it worth the resources involved to get a roboport network up and running as soon as you can?
It's not essential but building roboport network(s) has significant benefits. I would say roboports and construction robots are a complete game changer.

If you've built a "mall", assemblers to create the various items to expand your factory, with their output going into logistic chests that you'll also have available, you can use cut/copy/paste, blueprints (or manually placing ghosts) and upgrade and deconstruction planners to order changes, and leave the robots to the task while you do something else.

Construction robots will use repair packs to automatically repair damaged entities (using repair packs) and replace destroyed entities in the network's range, assuming the relevant items are available.

Building roboport network(s) also means you are prepared for logistic robots that will come later.

Re: Simple Questions and Short Answers

Posted: Sun Jan 08, 2023 7:12 am
by EngineerPerson
Perfect. Is it worth it to experiment in sandbox and figure out how to make a mall by yourself? I got a blueprint off the internet but frankly I had to modify it so much to fit my needs I basically just made a new one. Malls seem really confusing.

Re: Simple Questions and Short Answers

Posted: Sun Jan 08, 2023 7:27 am
by FuryoftheStars
EngineerPerson wrote:
Sun Jan 08, 2023 7:12 am
Perfect. Is it worth it to experiment in sandbox and figure out how to make a mall by yourself? I got a blueprint off the internet but frankly I had to modify it so much to fit my needs I basically just made a new one. Malls seem really confusing.
IMO, everything is worth experimenting with. :)

The basic concept of a mall is just getting your most common needed items into a central area that, in some way or another, is accessible to construction bots. Anything beyond that is just icing on the cake. :D

Re: Simple Questions and Short Answers

Posted: Sun Jan 08, 2023 8:16 am
by EngineerPerson
It's the organising and properly putting things in the right place for the belts that I struggle with. I'll figure it out in sandbox though, I'm sure.

Re: Simple Questions and Short Answers

Posted: Sun Jan 08, 2023 8:18 am
by EngineerPerson
Another quick question, are laser turrets sufficient without a mix of other turrets? At least fairly early.

Re: Simple Questions and Short Answers

Posted: Sun Jan 08, 2023 2:22 pm
by FuryoftheStars
EngineerPerson wrote:
Sun Jan 08, 2023 8:18 am
Another quick question, are laser turrets sufficient without a mix of other turrets? At least fairly early.
Yes, though they are a massive drain on your power grid when firing. They are even a drain when not, but there's a thread that was about setting up ways to cut power to them when they weren't needed: viewtopic.php?f=193&t=100826

Re: Simple Questions and Short Answers

Posted: Sun Jan 08, 2023 3:22 pm
by Tertius
I feel laser turrets are very convenient, and from my experience, they are sufficient to defend anything if enemy settings are default or less than the default. However, their passive drain is substantial. You need to offset this with a sufficient amount of solar panels + accumulators (at least this is how I drive them in my maps).

I use them for fortifying some border, but it's sometimes better to just put some gun turrets and just manually fill their magazines. These act not only for defense, but also as detectors if any enemy will get there. Check their inventory if you revisit the place, if it isn't full any more they did shoot, so this was a place enemies will walk over. You don't need to fortify an defend some place where enemies never walk over, for example due to water or cliffs.

Re: Simple Questions and Short Answers

Posted: Mon Jan 23, 2023 7:16 pm
by azesmbog
If you open the blueprint with the right mouse button for editing, then why doesn't scaling work in the preview window in any way ??
Am I the only one who gets stressed by this??
I can't selectively remove anything from the components, because the drawing is huge and you can't see anything there.
I can provide at least a screenshot, even the blueprint itself.
What do the developers say about this?
Is it that hard or nobody needs it??

Re: Simple Questions and Short Answers

Posted: Mon Jan 23, 2023 11:16 pm
by DarkShadow44
azesmbog wrote:
Mon Jan 23, 2023 7:16 pm
If you open the blueprint with the right mouse button for editing, then why doesn't scaling work in the preview window in any way ??
I can't selectively remove anything from the components, because the drawing is huge and you can't see anything there.
There's already a few suggestions:
[0.17.4] Add zooming functionality to the blueprint preview
Some tweaks to existing UI and (duplicate) add pan/zoom to blueprint preview
Blueprint preview pan&zoom

But alas, there's over 8000 suggestions, and I don't know how high on the list that is.
I'd implement it, since it seems useful and not too hard, but I'm not a dev. :D
In the meantime, you can use
Blueprint Sandboxes
or The Blueprint Designer Lab

Re: Simple Questions and Short Answers

Posted: Tue Jan 24, 2023 5:28 am
by azesmbog
DarkShadow44 wrote:
Mon Jan 23, 2023 11:16 pm

There's already a few suggestions:
Thanks for the collection of suggestions.
So I'm not the only one who lacks such a function. Alas, I don’t use mods, I’m a retrograde, only hardcore, only vanilla.
You have to go the long way, build to actual size, remove the excess, and blueprint again.