Well that was a good 60-70 hours playthrough to finish the primary goal. I stand by my original post, though I wanted to note that I may have been lucky with my spawns, I'm not sure.
To answer some questions:
eradicator wrote: Fri Feb 19, 2021 9:58 pm
MEOWMI wrote: Fri Feb 19, 2021 2:19 pm
For example, while you get many of Factorio's power armor features for free at the start and can upgrade them in a fluent flow of progression as you go along, you don't ever seem to
not have to place everything manually.
The "construction bots" are imho one of the biggest design flaws [...]
I agree, the bots can be quite annoying, much more so than Factorio's variant. They're
okay and occasionally very nice, but with at least as many caveats as benefits.
I like being able to just run in Factorio and place belts. In DPS... nope, doesn't work, until much later into the game. Similar thing with power poles (and let's not go into the lack of click-and-hold mass placing).
eradicator wrote: Fri Feb 19, 2021 9:58 pm
MEOWMI wrote: Fri Feb 19, 2021 2:19 pm
Power production seems a lot easier: wind is reliable and free and any other power sources are also very powerful.
That is entirely not my experience (see post above).
It occurs to me that I may have overgeneralized my experience.
First wind generators, they helped me a lot, I think they're quite strong.
I did make it a habit to always carry lots of wind generators with me, to use them as power poles whenever possible, to sprinkle them about whenever there was a bit of extra time and space, and to fit them between factory lines. I estimated I could recoup like 25% of the energy cost of a new facility with just some extra surrounding power generators, though this obviously doesn't apply to
certain facilities down the tech tree, lol. I've also made it a point to give myself
lots of room between builds in order to avoid problems with spaghetti, which game me obvious room to slap down extra wind power until later down the line.
Wind power is
stable and still nothing to scoff at in terms of average power,
and can act as sufficiently good power poles, which is why I think they're quite powerful. I preferred wind over solar solely because of its stable, constant nature, though I also didn't know what a power outage would cause (I was imagining the punishing manual restarts of Satisfactory which admittedly also pushed me to make sure to check I had power). I suppose it did help that I didn't mind the wind power placement minigame but I don't think I ever placed down unreasonable amounts of them, though I did take care to always surround my builds, including even straight power lines, with some extra wind generators.
In comparison, I was largely used to Factorio's Nullius mod, where wind generators have a
huge distance between them and have very random power output, and even then, I massed them quite successfully, albeit just a little less so. Another noteworthy comparison is that Factorio's basic power, coal, demands attention and preparation and comes with stark drawbacks. I suppose it does make sense in DSP's design of simplifying things, but I rest my point. The ability to have fairly cheap, quick, place-and-forget, stable power is just so good. I debated whether it was OP but I concluded that it fits the game's design.
Nevertheless, despite any of that, there are several other factors which greatly contributed to some of my ease, and crucially, might have been just good RNG:
- My second planet was a tidally locked lava planet, with both ample resources of all types (except coal) and a slightly higher solar ratio on top of having permanent day, which meant lots of easy extra power with solar panels, plus the usual wind spam. Almost all my particle accelerators ended up here too.
- I had 10 or so oil patches on my starting planet, which meant good access to hydrogen. (Only a small boon though.)
- My starting planet was next to a gas giant with hydrogen and fire ice. Easy free resources. If wind were to be OP, orbital collectors would be even more so.
- All planets in my starting system had at the very least decent wind and solar ratios.
As a result of everything, I was often ahead of the power consumption curve by almost 50%.
I did burn excess hydrogen for power too but that was almost always just excess power and the combustion generators are weak and slow enough that it was a relatively large hassle to set them up and then divert resources appropriately (since I hadn't consolidated all my hydrogen sources into an easily tappable flow).
eradicator wrote: Fri Feb 19, 2021 9:58 pm
MEOWMI wrote: Fri Feb 19, 2021 2:19 pm
Refueling your mech is a necessity but there are ways to semi-automate it and as long as you didn't forget to carry extra fuel it's not a problem.
How do you semi-automate? I just had a chest that was being filled.
Mostly just in reference to using wireless poles for automated charging, spread out liberally in areas where I would regularly visit (notably the mall). This falls off in effectiveness towards the end so I guess it's a case of having boxes of hydrogen fuel until you can get better stuff. Can't lie, it's still a matter of inventory management to some degree...
(Also if DSP ever gets space-faring enemies and they ever do something like orbital bombardment where you need shields, wind power is going to get a lot more risky very quickly. Though, actual apparent semi-sentient space enemies seem like too big of a push for a feature that hasn't even been introduced yet. I imagine it'll just be some wild beasts that you slay,
like Satisfactory, again. Not that big of a deal since my wind power was only rarely out as actual wind farms... unlike Nullius' vast wind farms, again. )