New Co-op Series, Split Dependencies!
Posted: Sun May 31, 2015 1:18 pm
Hello.
Myself, Xterminator and Klonan have decided to take on a new Co-op series, but slightly different to what you all might have seen in the past. We haven't started recording episodes for this yet, as there are still some things to work on, but plan to release episodes some time in June.
It's a little difficult to explain(even I get confused when I try to think about it) but I'll try my best! I'll start with the easiest thing to explain, it's going to be a co-op series with the goal of getting to rocket defense and having(almost) every item on a belt(more on that later).
There are going to be 5 bases in a hexagon-ish pattern. 1 will be controlled and built by myself, 1 will be controlled and built by Xterminator, 1 will be controlled and built by Klonan, 1 will be a 'lab base' which will have the labs and assembling machines(not ingredients) for creating/using science packs, and the last will be a 'Rocket Base' which will have assembling machines for creating productivity/speed modules 3 and a space for the rocket defense.
The twist is each base will be allowed to manufacture a specific set of items(basically, if they make the ingredient, they can't make the product), and has to rely on the other two bases to deliver the ingredients for those items(there are exceptions to this rule, see the spreadsheet below for more details).
As an example, this will be the basic rundown for making Electronic Circuits.
Also, did I mention belts? Bases will be separated by impassable walls, so the only way to move the items around will be to have a million belts transporting items between all the bases. This brings a whole new level to spaghetti belt madness, as there will be many items on many belts.
For map settings, everything will be default apart from ore richness which will be set to maximum, since we want this series to be about keeping up with production, and not constantly running around looking for more ore patches to replace old ones. The map will also be slightly edited in the map editor so that each base has the ore they'll be working with.
We'll also have some mods enabled(to make things possible/easier): Treefarm for raw wood, FARL for laying tracks easier, and Fluid barrel so all the oil products can be barreled and transported.
I think that's about it(I probably forgot something) so comments and questions below please.
PS. If you can read spreadsheets and are interested in how everything will work, take a look here: http://bit.ly/1ACIJCC
Edit: Forgot to mention, there will be no dual-commentary on the videos, so we will rely on the ingame chat to communicate with each other.
Myself, Xterminator and Klonan have decided to take on a new Co-op series, but slightly different to what you all might have seen in the past. We haven't started recording episodes for this yet, as there are still some things to work on, but plan to release episodes some time in June.
It's a little difficult to explain(even I get confused when I try to think about it) but I'll try my best! I'll start with the easiest thing to explain, it's going to be a co-op series with the goal of getting to rocket defense and having(almost) every item on a belt(more on that later).
There are going to be 5 bases in a hexagon-ish pattern. 1 will be controlled and built by myself, 1 will be controlled and built by Xterminator, 1 will be controlled and built by Klonan, 1 will be a 'lab base' which will have the labs and assembling machines(not ingredients) for creating/using science packs, and the last will be a 'Rocket Base' which will have assembling machines for creating productivity/speed modules 3 and a space for the rocket defense.
The twist is each base will be allowed to manufacture a specific set of items(basically, if they make the ingredient, they can't make the product), and has to rely on the other two bases to deliver the ingredients for those items(there are exceptions to this rule, see the spreadsheet below for more details).
As an example, this will be the basic rundown for making Electronic Circuits.
- Player 1 will mine iron, but cannot smelt it himself, so has to send it to player 2 for smelting.
Player 2 will mine copper, but cannot smelt it himself, so has to send it to player 1 for smelting.
Since player 2 smelted iron, he cannot make the electronic circuits, so is taken out of the equation.
Player 1 smelts copper, so can't make copper cables.
Player 3 can make copper cables, so will make those with the copper received from player 1.
Since player 3 made copper cables, he cannot make the electronic circuits, so is taken out of the equation.
Player 1 makes the electronic circuits, from the iron received from player 2 and the copper cables received from player 3.
Also, did I mention belts? Bases will be separated by impassable walls, so the only way to move the items around will be to have a million belts transporting items between all the bases. This brings a whole new level to spaghetti belt madness, as there will be many items on many belts.
For map settings, everything will be default apart from ore richness which will be set to maximum, since we want this series to be about keeping up with production, and not constantly running around looking for more ore patches to replace old ones. The map will also be slightly edited in the map editor so that each base has the ore they'll be working with.
We'll also have some mods enabled(to make things possible/easier): Treefarm for raw wood, FARL for laying tracks easier, and Fluid barrel so all the oil products can be barreled and transported.
I think that's about it(I probably forgot something) so comments and questions below please.
PS. If you can read spreadsheets and are interested in how everything will work, take a look here: http://bit.ly/1ACIJCC
Edit: Forgot to mention, there will be no dual-commentary on the videos, so we will rely on the ingame chat to communicate with each other.