Everything I've learned so far...
Posted: Tue Feb 11, 2014 4:01 am
1. Belts are evil.
Oh you coy minx, Transport belt. Promising simplicity; an easy, comfortable lifestyle, and deliver nothing but stress and inefficiency along your little moving arrows. I've routed you, ridden you, split you, and made tunnels for you. I've learned better now, knowing you so well.
Anyone who's played with belts feels the pain of these words all too well. They move items around to wherever you tell them.. only.. they don't always. They back up, they run dry, they over lap, run under one another, and all too often sometimes run under themselves. They split, split again, and maybe split into one. Every step of the way, they're taking up huge amounts of space. To top it all off, it does it all one item at a time. Inserters have to work overtime to supply each individual item, one at a time, first come-first serve, into factories requiring many. Every item 'backed up' on a belt is an item not going to someplace its needed, and all too often, those belts are very, very, very long.
But I've learned better. I am the smartest resource allocator around. I can move things where they need to go, by hand, by car, by train, and by bot. With the right setup I can avoid gratuitous backups and reallocate resources to where they are needed without thousands of metal bits strewn about in labyrinthine corridors. The bearer of this revelation while looking at chests and Inserter Stack Size. Chests to store resources to flow into a particular product line, and from there, as few belts are used as possible. Chests can be used as in-between buffers, later converted into Requester and Provider chests where Bots can easily take over my role. Transient materials can be buffered in-line with chests too, allowing the Inserter Stack Size research to really take effect, multiplying the loading power that would otherwise be limited to single-transfers on a belt system. Those buffers can be hooked up into its own private RedNet, so that too many resources are not held in reserve.
Take advantage of chests, yourself, and your car to move materials around between individual product lines, and avoid laying out labyrinths of belts all over a facility floor. Only use what belts are needed. I still advise belts to run coal to power stations, and belts to run ore to smelting facilities. Rather than run massive coal lines to copper/iron smelters, set up a chest that can feed them. This will mean a much smaller resource drain having thousands of coal on backed up belts, and less headaches routing/building where that line would be. Reconfiguration is much easier when converting to electric furnaces.
2. Know your Tiers of Production
And produce each item separately.
Tier 1: Iron Plates and Copper Bars
Tier 2: Iron Wheels and Circuits
TIer 3: Steel and Advanced Circuits
Tier 4: Circuit Mods
Everything in the game is made of these in varying measures. Set up modular facilities to handle each one for output, ending in a chest/provider chest, in as simple a manner as possible. While furnace goods are pretty straightforward, Chip plants will always be the bane of your existance. Split them apart, modularize them, and you'll be happy you did. These are *resources* not GOODS, so make them separately and allocate them as needed.
eg:
Basic Chip Factory
Input: Copper Bars, Iron Plates.
Factories: Copper Wire (chest buffered), Basic Circuit
Output to chest: Basic Circuit
Advanced Chip Factory:
Input: Copper Bars, Basic Circuit
Factories: Copper Wire (chest buffered), Advanced Circuit
Output to chest: Advanced Circuit.
Because of the simple setup, you can convert basic chip factories easily into advanced just by changing an input chest and the second factory. Using a chest to buffer wire in-between means that Inserter stack size upgrades will make the Inserter more efficient, minimizing downtime in the final factory production rate. Using a smart inserter and a smart chest means that you can use a private circuit (I use Red wire) to tell it how much you want to buffer before it stops consuming more copper.
3. Clean vs Dirty: Both
Personally, I've found that you want both, and you want to do them in seperate facilities when possible. Take advantage of that train tech here once you get it to claim world real-estate.
"Red" (dirty) Factories:
Chip plants are the dirtiest thing around. Really. The resources required for advanced chips, mods, and personal armor modifications are massive, so these will be the best place to load up on your best Production mods to more efficiently use your valuable resources. Defend these well away from your resourcing operations, as a chip complex like this will be a beacon of pollution to Biters. The power draw will be massive as well, so consider a local steam power supply on its own grid.
"Yellow" (semi-dirty) Factories:
Mining arrays, electric furnace smelting, labs and just about everything else besides chip factories can generally be given a pair of basic 'Green" chips to dramatically cut down on power draw and pollution production.
"Green" (Clean) Outposts:
Solar Arrays and accumulator banks are best placed away from factories in unpolluted areas not prone to being along the path of Biter swarms. Having enough solar power during the day allows your steam plants to shut down, cutting off a small measure of pollution. Widespread 'green' chipping in most of your facilities will do very well in reducing just how much power you need to build. Try to reserve Accumulators for emergency laser tower power draw.
4. There's more real-estate than what you start with.
Even if you have a very resource rich starting area, it's generally bad to confine everything into that boundary. Once you have a car and some good gun upgrades, it's time to claim space for yourself. Even if you don't have trains yet, it's probably best to claim first, build second, hook up third anyway. You probably want to try a few different bases spread out a bit:
- Resourcing bases
Copper, Iron, Coal. In the case of the first two, smelt on site for the best results, and use green chips abundantly to keep them low-profile.
- Chip Base
As mentioned a few times, this is a base wholly devoted to the most annoying, dirty, attention grabbing, and royally pain-in-the-butt production. Virtually all your copper is going to get dumped here and burned out as fast as its delivered. There's just no avoiding it.
- Personal Production Base
Repair modules, Armor Piercing Ammo, Grenades, Rockets, Shotgun shells, Turrets, Walls, Combat Bots, transport belts, inserters, train tracks.. This is where you go when *you* need stuff. You don't need constant production, just enough to grab and go and build the rest on the fly. Best designed with a 'bay' for you to safely drive in with a car... with plenty of turrets in case you were followed.
- Research Base: Similar to to the personal production base, but designed for science! Off-siting the chip production can mean significantly tightening base design in general.
4. Don't Cross the Trains
This one was an easy lesson, hard learned, in how not to make the brain bleed. 1 item type, 1 train car. That's it. That will ALWAYS beat any convoluted and foolish attempt to properly (or improperly) sort mixed train contents when faced with the prospect of not only having to SORT items, but also deal with resource backups clogging out space for needed goods. Can it be done? Sure, but the best way to do it is to not have to do it in the first place.
If you look at the tiers, that's the prospect of 5 different core materials that need to get shuttled around: Coal, Iron Bars (wheels can be produced on site), Copper Bars, Basic Chips, and Advanced Chips. Stone you can shuffle around yourself, don't be lazy, as can chip mods. 5 car trains are not difficult to manage, and having more than one can mean continuous service and rapid transit between locales.
Also.. remember. Don't run trains to your "green" zones. Trains attract biters, and lightly defended solar arrays don't take well to having train-hungry biters pathing through them.
5. Personal Logistics Are Awesome
You've built an empire of factories, staved off the alien hordes, and created your own personal botnet to do all the legwork for you. Everything, except keeping YOU well supplied for your activities. Personal logistics are a godsend in this respect. At the very least, make sure you have plenty of ammunition and tier resources that will save you TONS of time crafting all the piddly wires and circuits yourself!
6. Cars have trunks!
If you pull up to an inserter, it will fill your car's trunk space (and fuel), just as if it were a train. The first consideration, of course, was the issue of running into the facility. This was easily fixed by using Long Arm inserters, which give a wider berth to park in. This also gave me another thought: why have only one car? Hop in a car, run it up to the coal plant. Leave it there to fill up on coal, and come back later and drive it down to the smelting facility where another arm can unload it. Why stop at one car? I can leave an empty car while I drive off in a full one!
Oh you coy minx, Transport belt. Promising simplicity; an easy, comfortable lifestyle, and deliver nothing but stress and inefficiency along your little moving arrows. I've routed you, ridden you, split you, and made tunnels for you. I've learned better now, knowing you so well.
Anyone who's played with belts feels the pain of these words all too well. They move items around to wherever you tell them.. only.. they don't always. They back up, they run dry, they over lap, run under one another, and all too often sometimes run under themselves. They split, split again, and maybe split into one. Every step of the way, they're taking up huge amounts of space. To top it all off, it does it all one item at a time. Inserters have to work overtime to supply each individual item, one at a time, first come-first serve, into factories requiring many. Every item 'backed up' on a belt is an item not going to someplace its needed, and all too often, those belts are very, very, very long.
But I've learned better. I am the smartest resource allocator around. I can move things where they need to go, by hand, by car, by train, and by bot. With the right setup I can avoid gratuitous backups and reallocate resources to where they are needed without thousands of metal bits strewn about in labyrinthine corridors. The bearer of this revelation while looking at chests and Inserter Stack Size. Chests to store resources to flow into a particular product line, and from there, as few belts are used as possible. Chests can be used as in-between buffers, later converted into Requester and Provider chests where Bots can easily take over my role. Transient materials can be buffered in-line with chests too, allowing the Inserter Stack Size research to really take effect, multiplying the loading power that would otherwise be limited to single-transfers on a belt system. Those buffers can be hooked up into its own private RedNet, so that too many resources are not held in reserve.
Take advantage of chests, yourself, and your car to move materials around between individual product lines, and avoid laying out labyrinths of belts all over a facility floor. Only use what belts are needed. I still advise belts to run coal to power stations, and belts to run ore to smelting facilities. Rather than run massive coal lines to copper/iron smelters, set up a chest that can feed them. This will mean a much smaller resource drain having thousands of coal on backed up belts, and less headaches routing/building where that line would be. Reconfiguration is much easier when converting to electric furnaces.
2. Know your Tiers of Production
And produce each item separately.
Tier 1: Iron Plates and Copper Bars
Tier 2: Iron Wheels and Circuits
TIer 3: Steel and Advanced Circuits
Tier 4: Circuit Mods
Everything in the game is made of these in varying measures. Set up modular facilities to handle each one for output, ending in a chest/provider chest, in as simple a manner as possible. While furnace goods are pretty straightforward, Chip plants will always be the bane of your existance. Split them apart, modularize them, and you'll be happy you did. These are *resources* not GOODS, so make them separately and allocate them as needed.
eg:
Basic Chip Factory
Input: Copper Bars, Iron Plates.
Factories: Copper Wire (chest buffered), Basic Circuit
Output to chest: Basic Circuit
Advanced Chip Factory:
Input: Copper Bars, Basic Circuit
Factories: Copper Wire (chest buffered), Advanced Circuit
Output to chest: Advanced Circuit.
Because of the simple setup, you can convert basic chip factories easily into advanced just by changing an input chest and the second factory. Using a chest to buffer wire in-between means that Inserter stack size upgrades will make the Inserter more efficient, minimizing downtime in the final factory production rate. Using a smart inserter and a smart chest means that you can use a private circuit (I use Red wire) to tell it how much you want to buffer before it stops consuming more copper.
3. Clean vs Dirty: Both
Personally, I've found that you want both, and you want to do them in seperate facilities when possible. Take advantage of that train tech here once you get it to claim world real-estate.
"Red" (dirty) Factories:
Chip plants are the dirtiest thing around. Really. The resources required for advanced chips, mods, and personal armor modifications are massive, so these will be the best place to load up on your best Production mods to more efficiently use your valuable resources. Defend these well away from your resourcing operations, as a chip complex like this will be a beacon of pollution to Biters. The power draw will be massive as well, so consider a local steam power supply on its own grid.
"Yellow" (semi-dirty) Factories:
Mining arrays, electric furnace smelting, labs and just about everything else besides chip factories can generally be given a pair of basic 'Green" chips to dramatically cut down on power draw and pollution production.
"Green" (Clean) Outposts:
Solar Arrays and accumulator banks are best placed away from factories in unpolluted areas not prone to being along the path of Biter swarms. Having enough solar power during the day allows your steam plants to shut down, cutting off a small measure of pollution. Widespread 'green' chipping in most of your facilities will do very well in reducing just how much power you need to build. Try to reserve Accumulators for emergency laser tower power draw.
4. There's more real-estate than what you start with.
Even if you have a very resource rich starting area, it's generally bad to confine everything into that boundary. Once you have a car and some good gun upgrades, it's time to claim space for yourself. Even if you don't have trains yet, it's probably best to claim first, build second, hook up third anyway. You probably want to try a few different bases spread out a bit:
- Resourcing bases
Copper, Iron, Coal. In the case of the first two, smelt on site for the best results, and use green chips abundantly to keep them low-profile.
- Chip Base
As mentioned a few times, this is a base wholly devoted to the most annoying, dirty, attention grabbing, and royally pain-in-the-butt production. Virtually all your copper is going to get dumped here and burned out as fast as its delivered. There's just no avoiding it.
- Personal Production Base
Repair modules, Armor Piercing Ammo, Grenades, Rockets, Shotgun shells, Turrets, Walls, Combat Bots, transport belts, inserters, train tracks.. This is where you go when *you* need stuff. You don't need constant production, just enough to grab and go and build the rest on the fly. Best designed with a 'bay' for you to safely drive in with a car... with plenty of turrets in case you were followed.
- Research Base: Similar to to the personal production base, but designed for science! Off-siting the chip production can mean significantly tightening base design in general.
4. Don't Cross the Trains
This one was an easy lesson, hard learned, in how not to make the brain bleed. 1 item type, 1 train car. That's it. That will ALWAYS beat any convoluted and foolish attempt to properly (or improperly) sort mixed train contents when faced with the prospect of not only having to SORT items, but also deal with resource backups clogging out space for needed goods. Can it be done? Sure, but the best way to do it is to not have to do it in the first place.
If you look at the tiers, that's the prospect of 5 different core materials that need to get shuttled around: Coal, Iron Bars (wheels can be produced on site), Copper Bars, Basic Chips, and Advanced Chips. Stone you can shuffle around yourself, don't be lazy, as can chip mods. 5 car trains are not difficult to manage, and having more than one can mean continuous service and rapid transit between locales.
Also.. remember. Don't run trains to your "green" zones. Trains attract biters, and lightly defended solar arrays don't take well to having train-hungry biters pathing through them.
5. Personal Logistics Are Awesome
You've built an empire of factories, staved off the alien hordes, and created your own personal botnet to do all the legwork for you. Everything, except keeping YOU well supplied for your activities. Personal logistics are a godsend in this respect. At the very least, make sure you have plenty of ammunition and tier resources that will save you TONS of time crafting all the piddly wires and circuits yourself!
6. Cars have trunks!
If you pull up to an inserter, it will fill your car's trunk space (and fuel), just as if it were a train. The first consideration, of course, was the issue of running into the facility. This was easily fixed by using Long Arm inserters, which give a wider berth to park in. This also gave me another thought: why have only one car? Hop in a car, run it up to the coal plant. Leave it there to fill up on coal, and come back later and drive it down to the smelting facility where another arm can unload it. Why stop at one car? I can leave an empty car while I drive off in a full one!