The polish that has gone into 0.18 is amazing. I'm loving the new assets and UX, though I fear for the beacons in some ways.
I remembered (too late?) that I needed to enable the research queue at at the beginning so that was annoying throughout - I missed that queue.
Fish are still awesome. Fish+Armour with Shotgun/Submachine -> Fish+Armour with grenades (for spawners and biters) and rockets (for worms) -> Fish+Armour with Destroyer capsules. I have forgotten how to laser turret. And who needs a tank when you have fish?
Have not been disappointed. Factorio is every bit as awesome as it was when I first started playing, so thanks for all the hard work on this!
My base is still only using about 1/3 of my 1.5GW of power, so it's pretty small yet and many things are still in design review, but I'll share a couple early lessons learned from this play-through and associated blueprints in the spoilers below. Thoughts and suggestions appreciated, as always.
The bus
The bus has died.
After so many games of making and improving on the bus in my starter base, I've come to the conclusion that an elaborate bus is a streamer trap and a bloody waste of time. Makes for good streaming/YouTube content, but a tedious and long-delayed start and more problems than it ever solves. It's a waste of resources and is entirely unnecessary.
One of the biggest draws on the bus tends to be green circuits, so I first removed green circuits from feeding off of the bus. I instead inserted them onto the bus from elsewhere by splitting two groups of miners off of the starting patches into their own small smelters. This alone was enough to reduce the bus to single lanes for iron and copper right up to and including where I set up the manufacture of large amounts of L3 speed/productivity mods in beacon arrays with materials from the bus contents. The lanes turned blue eventually, but they still did their thing. I'm not going to leave room for or run 4+ lanes through the starter base ever again, and outposts simply don't need a bus.
With red circuits made from a location outside the bus as well, that really doesn't leave much to put on the bus, aside from a lane of green/red circuits I made nearby, a lane of steel, and some other science-requirements like walls.
With a bit of reorganizing so the science requirements feed directly into the science production, I think most lanes on the bus will end very abruptly near the start of it. I think going forward, my bus will be restricted pretty much to making science packs and a basic mall, and so there's still technically a bus however significantly simplified.
Long live the bus.
After so many games of making and improving on the bus in my starter base, I've come to the conclusion that an elaborate bus is a streamer trap and a bloody waste of time. Makes for good streaming/YouTube content, but a tedious and long-delayed start and more problems than it ever solves. It's a waste of resources and is entirely unnecessary.
One of the biggest draws on the bus tends to be green circuits, so I first removed green circuits from feeding off of the bus. I instead inserted them onto the bus from elsewhere by splitting two groups of miners off of the starting patches into their own small smelters. This alone was enough to reduce the bus to single lanes for iron and copper right up to and including where I set up the manufacture of large amounts of L3 speed/productivity mods in beacon arrays with materials from the bus contents. The lanes turned blue eventually, but they still did their thing. I'm not going to leave room for or run 4+ lanes through the starter base ever again, and outposts simply don't need a bus.
With red circuits made from a location outside the bus as well, that really doesn't leave much to put on the bus, aside from a lane of green/red circuits I made nearby, a lane of steel, and some other science-requirements like walls.
With a bit of reorganizing so the science requirements feed directly into the science production, I think most lanes on the bus will end very abruptly near the start of it. I think going forward, my bus will be restricted pretty much to making science packs and a basic mall, and so there's still technically a bus however significantly simplified.
Long live the bus.
Trains
I really wish I could add a "go to station X when fuel < #" schedule item. It would be so nice to have a station that could supply fuel to trains in need rather than having to distribute fuel to stations with bots and/or a fuel distribution train. I don't want to have trains go to the station every cycle because that causes a bottleneck. Not having this is a large incentive to have an extensive connected roboport network that I would otherwise not have because these should be small, isolated, and purposeful. This would be a far better feature than setting the max allowable trains that can select an enabled station, which is still problematic despite effectively simplifying my old orphan trains "solution".
The long ago problem of orphan trains posed by zOldBulldog never did really get what I considered to be a good and practical solution, as far as I saw. I had considered integrating a serial stacker, rather than the parallel stackers in general use but still it didn't seem like the right solution. I still think the serial stacker is the way to go, in a way, but having staging stations is a waste of space, bottlenecks a rail system, and is every bit as annoying to set up and maintain as a complicated logic circuit like I proposed a while back.
This play-through I have finally come up with something that may solve multiple problems in one simple solution. Put the train station inside the serial stacker. If you have an unloading station with one of these that can hold 10 trains, you can have up to 10 loading stations with the same name that can each hold at least 10 trains and which will disable if they don't have enough resources. I think it's very unlikely that the unloading station will ever be starved if there is a station available (that is, if most of the trains end up in one stacker as it gets disabled). Loading stations can be shared with multiple unload stations if their stackers are large enough to accommodate the total number of trains in each unloading station's stacker. I think it's really that simple.
I have attached a couple blueprints of the stations below. They're unnecessarily tightened up and this complicates getting belts out.. you can very easily square them up. The important thing is keeping the inner teardrop and then wrapping the rails around it as many times as you like. More wrapping means a larger number of trains, and of course you can enter and exit in any direction by wrapping one rail farther than the other. Same idea if you want to run larger trains than LCC.. just make it bigger. These stations can accommodate substantially more trains with a very minimal increase in footprint.
Another nice feature of these stations is that trains will enter the main rails up to speed. It's like cake with gravy, but better.
The long ago problem of orphan trains posed by zOldBulldog never did really get what I considered to be a good and practical solution, as far as I saw. I had considered integrating a serial stacker, rather than the parallel stackers in general use but still it didn't seem like the right solution. I still think the serial stacker is the way to go, in a way, but having staging stations is a waste of space, bottlenecks a rail system, and is every bit as annoying to set up and maintain as a complicated logic circuit like I proposed a while back.
This play-through I have finally come up with something that may solve multiple problems in one simple solution. Put the train station inside the serial stacker. If you have an unloading station with one of these that can hold 10 trains, you can have up to 10 loading stations with the same name that can each hold at least 10 trains and which will disable if they don't have enough resources. I think it's very unlikely that the unloading station will ever be starved if there is a station available (that is, if most of the trains end up in one stacker as it gets disabled). Loading stations can be shared with multiple unload stations if their stackers are large enough to accommodate the total number of trains in each unloading station's stacker. I think it's really that simple.
I have attached a couple blueprints of the stations below. They're unnecessarily tightened up and this complicates getting belts out.. you can very easily square them up. The important thing is keeping the inner teardrop and then wrapping the rails around it as many times as you like. More wrapping means a larger number of trains, and of course you can enter and exit in any direction by wrapping one rail farther than the other. Same idea if you want to run larger trains than LCC.. just make it bigger. These stations can accommodate substantially more trains with a very minimal increase in footprint.
Another nice feature of these stations is that trains will enter the main rails up to speed. It's like cake with gravy, but better.
Station blueprints and images
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Unloading:
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- Loader.jpg (2.44 MiB) Viewed 5066 times
- Unload.jpg (1.92 MiB) Viewed 5066 times