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Re: Too much tech between starting ores and automated wood production

Posted: Mon Apr 29, 2019 5:52 pm
by BlueTemplar
I'm not aware of a recipe like that - looks like it's new to 0.17 ?

Re: Too much tech between starting ores and automated wood production

Posted: Tue Apr 30, 2019 11:38 pm
by mrvn
BlueTemplar wrote:
Mon Apr 29, 2019 5:52 pm
I'm not aware of a recipe like that - looks like it's new to 0.17 ?
Sorry, got confused with SeaBlock. That gives you paper I at the start.

Re: Too much tech between starting ores and automated wood production

Posted: Wed May 01, 2019 6:03 pm
by arbarbonif
The trees that drop the special trees for the arboretum seed generation also drop 100 wood. I do a big loop around my factory while I research the first few metallurgy techs and just pick up 5 or 6 trees (and a few gardens) and run off those stacks of wood while researching the giant mass of arboretum stuff (which doesn't require wood). You also don't need resin until 3T circuits, since you can just make solder via the metallurgy path.

I'm running 4X science, which slows everything down (but also makes wood WAY farther off). I never use the greenhouses, once I have the 12 gardens I need to actually get a garden type bootstrapped into making the research pack (and more gardens) I have more than enough wood to last me until I have all the arboretum stuff up.

Re: Too much tech between starting ores and automated wood production

Posted: Fri May 31, 2019 11:10 am
by Saevon
I started messing about with AAI vehicles before bob+angels, and dropping down a Mining Vehicle to chop down a forest comes naturally from that. (or using the Path controller to set "chop this entire forest down" waypoints)

It results in a much more industrial feel, until i get arboretum 1 research. Though its still fairly manual (I head out to get 10K wood, then store it in a chest for my various resin / rubber / wooden-board needs

Even with x6 research costs I can put off wood automation till much later