nothing special, just starting a new base with science 1/2
nothing special, just starting a new base with science 1/2
The gear and circuit production are both overkill, but will be put to good use a bit further down the line.
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Re: nothing special, just starting a new base with science 1
Puting copper wire on belt doesn't make sense. Produce it always directly.
Having 4 red and 5 green potion production is oversized.
Having 4 red and 5 green potion production is oversized.
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Re: nothing special, just starting a new base with science 1
You're the second person to tell me this. I hate micro-managing the copper wire production (it's one of the only thing that requires fast inserters, fast belt corners, etc) so I choose to centralize it and do it just once.ssilk wrote:Puting copper wire on belt doesn't make sense. Produce it always directly.
I'm 6 hours into my current save and still have a LOT of stuff to research. I'll probably make it 5 red and 6 green next time.ssilk wrote:Having 4 red and 5 green potion production is oversized.
Re: nothing special, just starting a new base with science 1
The reason is that the belt becomes a bottleneck very quickly. There is no need to micromanage copper wire production.sparr wrote:You're the second person to tell me this. I hate micro-managing the copper wire production (it's one of the only thing that requires fast inserters, fast belt corners, etc) so I choose to centralize it and do it just once.ssilk wrote:Puting copper wire on belt doesn't make sense. Produce it always directly.
Copper wire is used mainly for circuits. Instead of creating copper wire in one place, and circuits in another place, you can put a copper wire assembler next to each circuit assembler and feed wire directly into the circuit assembler. No more micromanaging belts to remove the bottlenecks.
Re: nothing special, just starting a new base with science 1
This is, because you produce to much assemblies instead of green and blue potion. Your assemblies have nothing to do. I can explain you!sparr wrote:I'm 6 hours into my current save and still have a LOT of stuff to research. I'll probably make it 5 red and 6 green next time.ssilk wrote:Having 4 red and 5 green potion production is oversized.
Compare:
https://forums.factorio.com/wiki/inde ... _machine_1
https://forums.factorio.com/wiki/inde ... nce_pack_1
You can produce about eleven science packs 1 for one assembly. For the green it's currently not calculated, but also between 3-5. So alone for the unneeded assemblies you installed in the pic I had researched three to five more things.
I try always to install only as many as currently needed. If the space is too small, I rebuild anywhere else and break down the old (or let it run, because it's working fine).
In my last game I had an installation of 16 or 20 (not sure) labs and I was able to keep that running with two red-, three green- and three blue-potion assemblies. They where of course updated and had the best modules, but the labs also run with modules.
You would have barely a chance.
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- MaxStrategy
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Re: nothing special, just starting a new base with science 1
If you place your belts 2 tiles apart instead of 1 you will only need half as many underground belts setup since you won't require them vertically
Re: nothing special, just starting a new base with science 1
There are trade-offs for any configuration. The wider it gets, the more wasted belts and items for the horizontal travel.MaxStrategy wrote:If you place your belts 2 tiles apart instead of 1 you will only need half as many underground belts setup since you won't require them vertically
I think in the end I'll go with pairs of belts, two tiles apart.
Re: nothing special, just starting a new base with science 1
Is this actually a problem? I always find that the limiting factor is crafting speed, not raw resources (At least in 0.8.8) until you get to a certain point. There are enough resources on his conveyor belts to make a few more assembling machines.ssilk wrote:This is, because you produce to much assemblies instead of green and blue potion. Your assemblies have nothing to do. I can explain you!sparr wrote:I'm 6 hours into my current save and still have a LOT of stuff to research. I'll probably make it 5 red and 6 green next time.ssilk wrote:Having 4 red and 5 green potion production is oversized.
Compare:
https://forums.factorio.com/wiki/inde ... _machine_1
https://forums.factorio.com/wiki/inde ... nce_pack_1
You can produce about eleven science packs 1 for one assembly. For the green it's currently not calculated, but also between 3-5. So alone for the unneeded assemblies you installed in the pic I had researched three to five more things.
I try always to install only as many as currently needed. If the space is too small, I rebuild anywhere else and break down the old (or let it run, because it's working fine).
In my last game I had an installation of 16 or 20 (not sure) labs and I was able to keep that running with two red-, three green- and three blue-potion assemblies. They where of course updated and had the best modules, but the labs also run with modules.
You would have barely a chance.
Re: nothing special, just starting a new base with science 1
In the early game I always have problems with too less resources. It is the same as in Supreme Commander: if you built too much, too fast, too many, the resources are spread into the wrong directions. You can never keep that up.
Or in other words: before you build a new assembly, look, if you have enough mines, enough furnaces etc. Bottom up!
Or in other words: before you build a new assembly, look, if you have enough mines, enough furnaces etc. Bottom up!
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Re: nothing special, just starting a new base with science 1
I'm with immibis. Unless I'm playing the supply challenge or deathworld and counting every single resource I spend, I've pretty much always got enough resources to build structures as fast as I want to.
Re: nothing special, just starting a new base with science 1
Well. As long as we can't compare two games, I fear we must live with the fact, that everyone thinks, his style is the best.
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