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I haven't played this in almost a year. I've dropped by to see if there were some major updates, been reading the last few pages and noticed something. No one mentions logistics robots?! Late game I used to remove every belt except iron/copper/coal etc and replace everything else with hundreds of logistic robots, it seemed to work pretty great as long as transportation distances were kept within reason. Am I missing something?
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# ¿ Sep 30, 2015 17:36 |
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# ¿ Apr 29, 2024 03:44 |
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Triarii posted:I've got a factory that's making (and using) about 3k circuits per minute, supplied entirely by bots. Belts are used only to bring iron/copper/steel from mining outposts. Not the most gigantic factory by far, but the bots haven't even started struggling yet. If your bots are having a hard time keeping up, can't you always just build more bots? This is more or less my experience as well, with proper factory design to keep high consumption areas as close as possible I managed a huge factory with fewer than a 1000 logistics bots and there were always plenty free. The only things on belts were iron/copper, their respective plates, copper wire and steel. It took 100% roboport coverage which was an enormous project in itself but well worth it I think. And it was pretty awesome getting anything I wanted delivered to me wherever I was in a matter of seconds, I even created chains of roboport outposts deep into enemy territory to help with ammo on long raiding trips. Extending the factory was a simple matter of laying the blue print and programming the requester chests.
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# ¿ Oct 3, 2015 08:41 |
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Fleve posted:Thanks, I'll give that a try. I just placed requester chests all along my walls and outposts with repair kits / ammo / walls / pylons to allow quick automatic repair of any damage suffered in an attack.
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# ¿ Oct 6, 2015 12:11 |
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Fleve posted:That'd work, I'd have to connect my outposts to the bot network I guess. Currently each outpost is a network on its own, connecting them all would be a lot of bot buildings, but if I just draw 'connecting lines' with roboports....that might be workable. I solved it by having base/outpost networks connected by independent "corridor networks" and then using inserters at the ends to move the products between chests in different networks.
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# ¿ Oct 6, 2015 13:14 |
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Bhodi posted:Don't care about trains, have never cared about trains. Same here, the time it takes to set everything up properly I can set up 5X the belts I need to carry my poo poo. Did it once to try it out but it's really not worth the trouble except as a train station simulator mini-game in itself.
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# ¿ Dec 4, 2015 23:30 |
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# ¿ Apr 29, 2024 03:44 |
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Loopoo posted:I wouldn't recommend getting mods at the very beginning. I played a few vanilla games and then got mods that I felt would suit me well. I've messed around with trains a good while ago. Is there a reason from a productivity perspective why multiple belts wouldn't be more efficient and easier to manage?
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# ¿ Aug 26, 2016 04:25 |