cpufreak101 wrote: ↑Sun Nov 08, 2020 1:03 am
One: yep, Know that about Pollution already. Was slightly paranoid when it first started spreading (since it was a blind playthrough, I thought it was possible to try to clean up more with cleaner tech, and I'm pretty sure I've since learned there's a limit to cleanliness)
You can't actively remove pollution, you can only try to produce less, like you did using solar, but also green (efficiency) module in mining drills, and combining both to get rid of non-eletric furnaces.
cpufreak101 wrote: ↑Sun Nov 08, 2020 1:03 am
Three/four/five: can I get more clarification on that please? It's very much something I haven't messed with yet so I'm still clueless, tho I did wonder what those other for wires were for.
Sure i didn't want to sort of spoil anything
. Those wire transmit signals between entities. Connecting a tank lets you read the amount of liquid inside it, connecting it to a pump allow to transmit this number, the pump unlike the tank has a trigger mechanism, you access the parameter when you click on the wired-entity. The "circuit network" as it's called allow you to create setup taking advantage of the 3 different oils by enabling different pumps to function automatically depending on your needs.
In order to use chemicals plant with cracking oil receipe to manage the different products from the advanced oil processing; One would be tempted to connect a red or a green wire to a chemical plant or a refinery, but that is not possible, hence their connection to the pumps that are either acting as non-return valve, or as active pumps.
Red and green wires can't connect assembly machines, but can connect other than pumps : inserters, miners, accumulators, belts , chests, roboports, train signals and station, lamps and other things most likely. Some entities like the speaker and the various combinators can only be used with those wires.
cpufreak101 wrote: ↑Sun Nov 08, 2020 1:03 am
Eight: regarding modules again it's a thing I discovered a bit too late in my gameplay, but certainly in mind! Regarding beacons though, what even are they? Don't think I messed with them.
Beacons transmit module effects to machines that can also hold modules around them, at the cost of eletricity. They are mostly a late-game thing that stack with each other.
cpufreak101 wrote: ↑Sun Nov 08, 2020 1:03 am
Ten: what did I prefer in my first game? Again I need to ask clarification.
As mentionned there are many mods that targets specific aspects of the game, looking at the save game gives some clues of what you built but not much about if you enjoy doing it, knowing if you enjoyed setting-up trains over fighting the biters, or the opposite, or both equally would help giving oriented tips.
Using the "alt-view", accessing production stats by pressing P, using ctrl-C ctrl-V , it's hard to give a generic tip, some context could help narrowing the field
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cpufreak101 wrote: ↑Sun Nov 08, 2020 1:03 am
Eleven: and yes, I do very much have plans for a 2nd game. I want to *try* for the Lazy Bastard achievement, but otherwise I want to pretty much use no energy turrets at all, and face the new challenges of a new map. Probably tonight I'll be starting it!
have a good game ! maybe with a large starting area