Howto Megabase with Space Age ... Ideas?

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schorsch_76
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Howto Megabase with Space Age ... Ideas?

Post by schorsch_76 »

I wonder, as i try to scale up my base and think about my 1.1 mega base scheme.

With 1.1 i had optimized city blocks that just got ores and coal by train that produced 50 SPM. That blueprint was 2x3 Cityblocks big. This block was organized in small "villages" by 10 of that blueprint instances. Thats what the sub/village train system could keep up.

I think some time now how to get a similar strategy with space age? What megabase did you reach? How did you organize your factory to reach 1000+ SPM and more with every/most science pack(s)?
MoDon
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Re: Howto Megabase with Space Age ... Ideas?

Post by MoDon »

We just built a reasonably smart logistics infrastructure and got to 2kSPM. You get incredible boosts from research and module improvements. Taking it to the level of commitment you are describing, you should easily surpass your 1K goal.
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schorsch_76
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Re: Howto Megabase with Space Age ... Ideas?

Post by schorsch_76 »

My "Thought problem" is: As a software engineer i encourage data encapsulation. When i adopt my old pattern, i would produce the old 6 sciences on nauvis. white i need to import. I can only have one import point on any planet. The other 4/5 also needs to be imported. This feels like breaking my encapsulation of the responsibility of that block for the 50 SPM. If the old block failed, i knew it was inside. It could not be outside. The old work items (aka resources) could be queued (aka stored) in chests. Here bites gleba again....
If i build a parallel village on the other planets for each village on nauvis, i would couple them. But how to import the stuff designated for village Nauvis A from Vulcanus A? How to decouple dependencies? How to couple corresponding instances? The old system kept 1000+ SPM for 20 hours constant. Production matched consumption.

My limitations are the singletons. aka landing pads on the planets ... damned singletons. always a design problem.

Am i am the only one who thinks like that? :shock:

The system must keep up from the running factory. Not from buffers/chests. Otherwise it is not matching the specification (in my eyes).
Premu
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Re: Howto Megabase with Space Age ... Ideas?

Post by Premu »

That sounds like you're building a monolith and just try to run as many parallel instances of it as possible. Which doesn't work if you have shared ressource like the importing station.

As a software architect myself I don't like using monoliths but like to split up the whole software as well my factory in smaller modules. For a mega base I have seperate modules for the big basic products. One takes in iron ore and produces iron plates. Another takes in iron ore and produces steel. Another one takes in petrolium, iron plates and copper plates and produces sulfur, sulfuric acid and batteries. And so on...

In the end there are modules for each science pack, and one module for the labs which takes these science labs. Each module is typically pretty easy to understand - although depending on the needed amount of material it might be pretty big which adds challenges for the throughput of material. Of course it could be possible to just build several instances of these modules as well, but I like the challenge to build them up to the size I want for my factory. So I don't use a cityblock design, but build up for my specific target size.

I'm not in the megabasing phase of my first space age game yet, but my plan is the same. In your case I'd suggest that you could at least decouple the research part of your cityblocks and instead send out the science packs to a central research place instead. Unload the research packs from other planets there as well and you have a pretty lightweight solution.

Or you could completely redesign your cityblocks - make a dedicated type for each science pack in larger numbers. And then send these to your main research station.

One thing to consider for space age - the common six science packs could all be produced on Vulcanus as well - here you don't need a massive amount of ore patches to get the needed amount for your production. That's something I will consider at least for my first space age mega base.
h.q.droid
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Re: Howto Megabase with Space Age ... Ideas?

Post by h.q.droid »

It can focus on space stations. Basically shooting things up is infinitely scalable and space stations have renewable access to iron / copper / oil. One could build Nauvis as a dedicated receiver with strategically placed cargo bays, mass robots and biolabs, then bring everything else to it using a fleet of identical space stations, supplied by identical rocket-shooting blocks on other planets.
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Re: Howto Megabase with Space Age ... Ideas?

Post by waterBear »

schorsch_76 wrote: Wed Dec 04, 2024 5:40 pm I wonder, as i try to scale up my base and think about my 1.1 mega base scheme.

With 1.1 i had optimized city blocks that just got ores and coal by train that produced 50 SPM. That blueprint was 2x3 Cityblocks big. This block was organized in small "villages" by 10 of that blueprint instances. Thats what the sub/village train system could keep up.

I think some time now how to get a similar strategy with space age? What megabase did you reach? How did you organize your factory to reach 1000+ SPM and more with every/most science pack(s)?
Rail base but not city blocks. 3 rail bus, all one way in a giant loop. Beaconed production with bag of trains delivery system. We are currently getting 8k+ SPM and because of the bag of trains design, we could easily copy-paste our science factories and scale up to over 10k. That design took me about a week including testing and debug, so I am taking a break to build a huge quality factory on Fulgora.

With quality it is extremely easy (and fun) to get huge SPM out of few entities. Bio labs are great, especially when stuffed with quality prod modules. I love this expansion.
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Re: Howto Megabase with Space Age ... Ideas?

Post by nzer »

schorsch_76 wrote: Thu Dec 05, 2024 5:20 pmMy "Thought problem" is: As a software engineer i encourage data encapsulation. When i adopt my old pattern, i would produce the old 6 sciences on nauvis. white i need to import. I can only have one import point on any planet. The other 4/5 also needs to be imported. This feels like breaking my encapsulation of the responsibility of that block for the 50 SPM.
It's not. Just conceptualize the imported items as raw resources produced by the landing pad. They are just another input to your cells, alongside ore and whatever else.
schorsch_76 wrote: Thu Dec 05, 2024 5:20 pmThe old work items (aka resources) could be queued (aka stored) in chests. Here bites gleba again....
I'm not at the megabase stage for ag science yet, but I don't think it actually needs to be treated any differently than any other science pack, despite being perishable. If you're consuming more than you're producing you won't be buffering the packs at all, and if you're producing more than you're consuming freshness doesn't matter. The whole thing is self-limiting.
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