That is a damned impressive "base" - but it's more of a "Nation" than a base.
stessier wrote: ↑Sat Oct 17, 2020 12:57 pm
coopasonic wrote: ↑Sat Oct 17, 2020 12:51 pm
stessier wrote: ↑Sat Oct 17, 2020 12:49 pm
Also, last night I realized that the miners have a light on them that is Green when mining, Yellow when stopped but still capable of mining (like if it's on a patch but the belt in front of it is full of ore), and Red when it's patch is mined out. Makes removing miners so much easier!!
I am trying not to laugh at the amount of time you have in the game without seeing that. It's impressive in a way.
I think it was added with 1.0, no? Still a lot of time, but not 900 hours.
I believe you're correct. Prior to 1.0 I'm 99% sure I had to visually check each to see if it was still processing out ore. The animation was the trigger to know when to replace them. If the animation was still playing, it was still producing. If the animation had stopped, check to see if it has materials to push out. Now it's a light, which is FAR better.
My much, much smaller base is going well. I've almost got my science production back to full swing. My first goal is to try and make 1 of each science item per second, or faster. I found, but am trying to avoid excessively using, a factory calculator when I went looking for a good Green:Red:Blue microchip ratio for production.
My new base layout earned me two new achievements: 1,000 blue chips per hour and 10,000 red chips per hour. Both have their own production lines aimed at making 1 per second. It's all rudimentary guesswork for the most part, except microchips, which I calculated. I'm trying to get
everything to produce at least 1 unit per second, across the board. That quickly runs into issues with things that need like 10 blue chips for one unit, and I'm only making 1 blue chip per second - but it's a start at creating a massive process that I can keep feeding more space and more resources into.
The last thing I'm going to tackle, and am groaning over, is the lightweight materials factory. 20 copper plates for 1 unit is a huge "expense" and is why I just opened a second 6m copper mine and restructured my smelting process to accommodate more ore. These materials are produced slowly, 21s per unit I think. That means to me 21 factories being fed 420 copper plates per second. I'm currently thinking of simply routing every single last copper plate that makes it way through my other assembly lines to this setup. It gets fed last, after everything else gets a chance to grab one.
I focus on 1 per second but don't really know how much I need of anything until my factories start lurching to life and run continually - and my buffers start dropping. At the end of each line that warrants it, I have a passive provide chest.
Logistics? 1,100 bots strong right now and suffering no bottlenecks except production. I seem to have enough drones that they fly back and dock with the ports regularly between trips. I do have a dedicated factory for making them, which stops after it stores 100. I add them in chunks of 100. As I see locations with floods of drones or drones waiting to charge, I lay down a few Roboports to increase access. The researching of drone capacity makes a real staggering difference in how many fly across the skies at any given time.
I'm up to 1,600 solar panels+ as well. I still haven't laid down any nuclear energy production, but the time may be coming.
The very last thing I did last night was reboot research production with a stamp-able 4 science labs fed by 1 requester chest asking for 50 of every science pack. I think I stamped down 10 of these, for 40 labs that can look for 500 of each material. When I jump-started it, I did have roughly 2,000 of most materials in my buffer chests (passive providers at the end of each line, not real buffers).
I don't have Yellow science being made yet because of the Lightweight materials needs - the other items I need are in abundance, though. Now do I have white, but that's because I haven't researched it yet. Every other science item can theoretically be produced at a rate of 1 per second, though. Theoretically because I sincerely doubt the production line below them can handle that kind of throughput on a sustained basis. It's working as a burst only because of the massive overflow of goods I have stored from construction.
I had sworn to myself that I was going to set up independent factories for each major good I needed, but I didn't get that far. I still have one massive hub making everything, but it's far more productive than anything I've ever made. Each line of goods is split across (left to right, or right to left) the map without snaking around and about. I've run out of expansion space in many areas already... so my modular "independent base" theme may need to be reassessed.
stessier wrote: ↑Thu Oct 15, 2020 8:48 am
Paingod wrote: ↑Thu Oct 15, 2020 7:02 am
I've got close to 300k in oil just sitting in storage tanks, so that angle is a lower priority. I'm planning, though, on making a liquids and gas processing facility - like my smelters. It'll pump out barrels of every useful fluid, and those barrels can be carried by logistics bots to precisely where I need them without dealing with pipes everywhere.
Let me know how this goes. I've never barreled anything and wonder if it is worth trying to set up.
This has gone pretty well. I don't have shortages, that's for certain. What I discovered (rather painfully) was that I needed to double the number of barrels I needed at each line. If one factory was set up to have a buffer that held 50 barrels, I needed to add 100 barrels to the logistics flow... because there was inevitably a stall somewhere that led to 50 barrels being stored with goods in them, and no empties available to fill the demand for empties at that facility - but other factories were producing empties, and
those were being sent to the stalled factories, until eventually I had no empty barrels left for the lines that were still running. Looking at my total barrel need for production and simply doubling it solved the issue. I'm hesitant to add in a factory that simply produces empty barrels into the line automatically as this is one area where I don't want a factory to get stuffed so full of empties that have nowhere else to go that the factory can't keep producing. I think barrels work best as an "on demand" good that you add to the line when you set it up, as needed.
stessier wrote: ↑Fri Oct 16, 2020 8:38 amMy building armor set has 6 exoskeleton legs which makes me faster than everything except trains.
I think, based on my timing of speed between points by counting seconds, that running with 6 exo-legs is
about twice as fast as a tank and
about as fast as a car, both using plain solid fuel. With the speed boost from rocket fuel or uranium, the car may come out ahead.
I sure as hell feel weirdly naked, though, when I go sprinting out across my open safe zone to attend to an issue. I feel much safer in the confines of my tank, especially when I'm heading to go repair a wall that was just hit.
A little amusement I made for myself was running a rail line out across the water for a substantial portion of its trip. The alternative was crossing three other lines. It was kind of fun to work out the minimum number of landfill tiles needed to support a 90º turn in two parallel tracks. It also looks kind of neat to just have rail lines running straight across a sea.