Trains
Trains are huge. Train networks in megabases usually take up a lot more space than production buildings.
Not only train stops are huge by themselves, but they also require train buffers to ensure the high throughput of the train station.
Even then, sometimes unloading chests became unbalanced. Buffer for one wagon drains earlier than other and that imbalance amplifies itself. I don't know why, I always have a belt balancer right after the station, but imbalance happens anyway
Loading-unloading stations are tedious and repetitive to build.
I usually avoid trains and belt everything till the bitter end.
I played krastorio2 recently. Mod changes the stack size for ore to 200. That greatly increased the throughput of unbuffered stations and the train network took much less space than usual.
Outposting
Every so often, too often, in fact, I'm interrupted by the shortage of resources. The algorithm is already known:
- Find a suitable ore patch
- Route rais network to it
- Build station, don't forget about buffer for trains - paste blueprint
- Build Belt balancer - paste blueprint
- Paste a bunch of mining drills - bots will finish the job
- Connect belts
- Configure station name and train limits
- Add more trains to the route
- Return to the previous task for a minute
- Notice, that there is a shortage of other ore
- REPEAT
Game flow is frequently interrupted by boring and repetitive task
Biters
To be fair, I have exactly 0 ideas about what can be improved there. I usually play in peaceful mode or at least without biter expansions.
The most annoying part is to maintain the defenses until bots are researched.
Next is building a new line of defenses each time the factory must be expanded, and deconstructing the old one. Again, that's interrupts the game flow for me
Biters are not higher on the list because I can tune them down. And I usually do
Mics
- Iron ore in the recipe of concrete is just annoying. Concrete is the only recipe that uses iron ore and is the only reason all iron ore can't be smelted on-site.
- Red / blue belts are too expensive in mid game, especially blue
Amount of iron gears can be cut In half. It will not make any noticeable difference late game, but will make red belts a good option in mid game - Red belts are of 2x yellow belts, blue belts are NOT 2x of red belts
- Belt balancers - they look nice, but they are big and cumbersome and essential to maintain throughput. Every balancer, that is not 4x4, is usually a blueprint made by something else.
We need 1x1 splitters, that, if built one next to another, share the input and output lanes and balance all of them automatically
And we need a way to unload train wagons perfectly evenly - Lane balancer - we need the ability to do that, because inserters take preferentially from one side of the belt