Re: Development and Discussion
Posted: Thu Aug 31, 2017 8:20 am
Thanks ridesdragons and BlakeMW for the plastic related answers!
I know how to process gases for plastic and have a standard stable build, but it has some problems:
- it is huge
- with the initial tech you only get a small drip of plastic. That huge setup can't keep up with 2 advanced chemical plants going 100% on plastic.
- you end up with a lot of side stuff you can't process with your tech.
The side stuff creates weird loop. You initially can't process it, so yous tore it. You unlock tech, but by this time you have a huge backlog. You build a huge setup to eat your backlog. It goes trough it and you tear up you big processing setup and make a small balanced one that eats up what you produce. You end up with another backlog. Repeat.
Ultimately I end up with so much synthesis gas by the time I can actually use it:
viewtopic.php?f=185&t=19652&p=242658#p242658
So I was thinking that maybe on my newest save I can avoid this problem. Oh well...
The building stuff up so you can tear it up is a actually a weird game flow introduced by Bob a bit and perfected by Angel. I don't necessarily dislike it but you got to admit it is a bit weird.
I attached my latest started base as an example. Arguably, the vanilla Factorio game starts once you unlock green tech. For Bob's, it is more about those basic electronic boards. This goes double for Angel's: you need filter inserters. The game doesn't start before filter inserters because of sorting. So you end up with a big functional base, like in the attachment, only to produce BEBs. After you will tear up most of your smelting and parts of the circuit setup that produces solder.
The entire SW corner of the map is going byebye and will be replaced by sorting + smelting:
I know how to process gases for plastic and have a standard stable build, but it has some problems:
- it is huge
- with the initial tech you only get a small drip of plastic. That huge setup can't keep up with 2 advanced chemical plants going 100% on plastic.
- you end up with a lot of side stuff you can't process with your tech.
The side stuff creates weird loop. You initially can't process it, so yous tore it. You unlock tech, but by this time you have a huge backlog. You build a huge setup to eat your backlog. It goes trough it and you tear up you big processing setup and make a small balanced one that eats up what you produce. You end up with another backlog. Repeat.
Ultimately I end up with so much synthesis gas by the time I can actually use it:
viewtopic.php?f=185&t=19652&p=242658#p242658
So I was thinking that maybe on my newest save I can avoid this problem. Oh well...
The building stuff up so you can tear it up is a actually a weird game flow introduced by Bob a bit and perfected by Angel. I don't necessarily dislike it but you got to admit it is a bit weird.
I attached my latest started base as an example. Arguably, the vanilla Factorio game starts once you unlock green tech. For Bob's, it is more about those basic electronic boards. This goes double for Angel's: you need filter inserters. The game doesn't start before filter inserters because of sorting. So you end up with a big functional base, like in the attachment, only to produce BEBs. After you will tear up most of your smelting and parts of the circuit setup that produces solder.
The entire SW corner of the map is going byebye and will be replaced by sorting + smelting: