![]() ![]() Oh, and Floor 0 is resource intake floor. Floor 1: Smelters, Floor 2: Constructors, Floor 3: Assemblers, Floor 4, Manufacturers, Floor 5: Space Elevator and Project Assembly part making. ![]() I have also a "floor under the floor", meaning all my belts are run in tunnels under a 1m foundation, to minimize spaghetti on the walking floor. The basic idea is 9x9 foundation rooms for all production, with a 3 foundation wide hallway surrounding all production rooms - so a section of 3 rooms would be 39 foundations long, as the hallways completely surround the rooms. But my current plan is megafactory with separated lines. So build twice as many has half the amount you need. You need to produce enough that you don't get bored while waiting to produce the right number to unlock new technology but not so many you go insane building the infrastructure to manufacture them. On the down side your factory ends up scattered over a very wide area since you have to build near suitable resource nodes and there are only so many places where there are the right resources next to each other, if CSS add too many new high-tech items I may need to rebuild from scratch you also end up repeating yourself over and over again for the low tier products as just about every subfactory requires them and you often have to travel a looong way when setting up a new sub-factory which is a real pain in the behind.Īlso, is there a sort of target for production speed? On the plus side this means that you only move very small numbers of items between factories you don't have to rebuild factories when you unlock new technology (you're already getting everything you need from the factory anyway) and distributed factories are more multi-player (and CPU) friendly. ) except for oil products where the efficiencies of scale are just too good. Each sub-factory produces its products from scratch (i.e.Each sub-factory produces only enough for what I need, often this is just a single assembler or manufacturer.basic-iron is: iron plates, iron rods, screws). I build sub-factories for each "block" of the tech tree (e.g.Personally my current factory is built to minimize logistics (moving stuff around). I would ask myself "What aspect of the game gives me the most difficulty?" and try to come up with a factory design that minimizes that. The important thing is to have a plan, if you don't have a plan the end result is always confusing spaghetti (unless your plan is confusing spaghetti, then plans are optional). Each factory design has its advantages and disadvantages. You can go for a giant mega-factory and spaghetti logistics, mega-factory with a BUS, distributed factory moving only raw materials, distributed factory moving only finished products, modular-stackable factories, organic free-range factories where each component is hand-crafted by the finest engineers. There is no right way to build a factory. ![]()
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