Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Fri Oct 03, 2014 5:06 pm
Considering that the end of line is just around the corner, it makes sense to not worry about setting up another Roboport. Yes, doubling up the wall is fine. Actually, at this point in the game, should biters bother you, just go and clean them out. Besides, both oil bases are unnecessary anymore.
As for lugging the coal to the requester chest, I could see myself do just that. The fact that I'm relying on robots to travel across half my base would have irked me enough to have installed a belt by now. But, I also wouldn't have disconnected coal production in the first place (which was not obsoleted - red card!)
As for watching "the fail" (is that even American English anymore?), due to my schadenfreude, that is what I look forward to! Unfortunately, as can be expected, the players now know how to use empty barrels (properly - anyone know where the barrel went?).
As for speed modules, I totally agree. Their usefulness is limited to Beacons around research, oil wells and ingredients for items (assembler 3, armor, etc...) Productivity Modules are limited to purple potion production. And Effectivity Mods can be replaced with more power generation and biter clean up.
Great series. Thanks to all of you!
As for lugging the coal to the requester chest, I could see myself do just that. The fact that I'm relying on robots to travel across half my base would have irked me enough to have installed a belt by now. But, I also wouldn't have disconnected coal production in the first place (which was not obsoleted - red card!)
As for watching "the fail" (is that even American English anymore?), due to my schadenfreude, that is what I look forward to! Unfortunately, as can be expected, the players now know how to use empty barrels (properly - anyone know where the barrel went?).
As for speed modules, I totally agree. Their usefulness is limited to Beacons around research, oil wells and ingredients for items (assembler 3, armor, etc...) Productivity Modules are limited to purple potion production. And Effectivity Mods can be replaced with more power generation and biter clean up.
Great series. Thanks to all of you!