crambaza wrote: Fri Aug 02, 2019 2:45 pm
Ready to implement in 0.17.61
I am unsure to notice the differences between what you propose and 17.59. Which seems overall a good choice. That was working really well for me. but maybe this new 17.60 will work the same for me and better for others !
So far i am trying to build a starter base for 2 science per second ( 10 red science assembly really ), including all the scaled blue science, before the first robots, on a 128 tile horizontal ribbon without ennemy, despite the not smart approach, i think i can make it under 15 hours for the rocket it's not done at all but i allow myself to reload the save a few time trying different stuff.
Placing the refinery on the oil patch and ship only the petroleum seems a non-solution to me( i read about it and considered it in my game), it was my first train, so i could make it any size i want, you don't really pay attention at first, the crafty part is setting up the rail and loco, once it's done it's a matter of a few seconds to make it a simple or double or multiple tanker/train. ( and what's the chance all your oil patch are near water ? planning in advance for AOP).
Other aspect is i don't want to bring tons of material far away, i built 10 refs (using some spacing for AOP ), with space to build 10 more, ( not smart but hey why would i math things when i know i can overkill as long as I get 2 science per second ) this amount of frenetic click click, i'd rather do it near where i have pipes, pumps, and those things available.
Usually i set 1 refinery coupled with 4 chemplants to have a constant source of solid fuel for train very fast. This is simplified, but it "feels" too inefficient for me to use the receipe at larger scale for my 40 50MW of coal-powered steam engine.
It took me 3hours to get there, not even setting military science. I would advise going for 1 science per second ,really, for less tedious, and just a bootstrap blue science rather than the 24 asembly you need for 2 science per second, i had finished allmost all my green and red science research at this point (playing with research queue 15 labs, and buffer chest for science, switching between "slow" and "fast" tech) , only 4 plastic factory are needed to run the science, it really feels WAY too much to have 10 refineries at this point.
Belting the sulfur is a bit weird, one of the rule of thumb i had was direct insertion for those since you need a lot for acid, but for science it feels very little, the 3 circuits of the receipe, even if it gives 2 pack, are THE thing that clearly is too much if you try manually build for 2 science per second.
Not so for the the 18 assembly for the red circuit themselves or the 24 for science ( and you need 20 for engine ), but for the additionnal furnaces required to make the green circuits and all that iron. With default settings for ressources it is now time for me to get additionnal ressources, not because the initials one are depleted ( 220K/377K iron or so) but because i can't place enough miner to get the throughput so expanding the rail network( which i might get sidetracked doing).
Overall , i underestimated what blue science is now, it's still quite some work that it makes going for 2 science per second tedious at hand( still a drop in complexity since no oil puzzle at this stage), but it doesn't really feel "chemical", i think i did the whole setup with less than 300 pipes, it feels more like adding furnaces array, that's roughly 33% of the footprint of my base at this point and i'm about to double that to get enough material on belt for all machines. BOP => AOP will probably be my first science reseached in this peaceful ribbon. Can't tell yet for the late-game.