Vic
Savant
Procrastinating on learning about trains by laying out a blue belt of iron ore back to my smelters. Please don't look at the balancing on this.
Oh you sweet sweet summer child.One blue belt wasn't enough.
It's not a problem per se. It just tickles my autism. However, there is a practical reason to this. Using logistic chests to control production results in only the closest chests relative to the roboport assigned for transport being emptied, with chests further away staying at full capacity and the assemblers not producing. This leads to skewed production data and it's hard to see what your actual max production is. I'm not using belts so I don't have a visual indicator of throughput. Seeing, for example, copper cable assemblers being active only half of the time gives me a good estimate of how much of my maximum production potential I'm tapping.Why is overproduction even a problem? If you don't need stuff belts or logistics chests will naturally clog up anyway.
It can be a problem. Calculate out how much resources you have taken up when there's a 4 wagon train full of yellow science along with the loading and unloading chests for the train on both sides.Why is overproduction even a problem? If you don't need stuff belts or logistics chests will naturally clog up anyway.
Glad to hear it! Maybe I can avoid trains altogether if I go this route. I really can't be bothered. I have train PTSD from playing OpenTTD.Prod modules + beacons with speed modules is a huge upgrade and almost feels like cheating, if you do it you probably have way more resources than you need since everything becomes so much more efficient with prod.
Somehow I don't believe this?If you do the numbers it's actually not that much more power per item, around 2x I believe
Don't start at the smelters, that's one of the worst ratios of production module to value of item produced. The best place to put modules on are:In the process of beaconizing my factory, starting at the smelters. I'm able to reduce the space requirements by half and get an extra 20% plates. Great thing is the production modules stack throughout the production chain. By adding them to my copper cable assemblers, which take 4 modules for an extra 40% cable, this comes down to a total of +68% extra product if my math is correct. And the bonus only keeps increasing the further up the production chain it goes. That's pretty hefty.
Also, kind of funny how close the Biters are to my smelters but I'm too lazy to clear them out. Might keep them around as pets and torture them with my pollution. The challenge in Deathworld was over as soon as a passed a certain tech threshold. The Biters don't even bother me anymore.
Somehow I don't believe this?If you do the numbers it's actually not that much more power per item, around 2x I believe
A machine with 4 prod modules will have 40% prod bonus and 320% power consumption. Adding speed modules in beacons to that will only make it drain even more power, and even just with prods you are looking at a cost of 4.2/1.4 = 3, ie it drains 3 times as much power per item, while also being a lot slower.
Imo the power cost doesn't matter though, once you get nuclear reactors with kovarex processing it's easy to make infinity power. The real cost to modules is the initial material cost, as they are very expensive. Once you get over that hump though there's no reason not to put them everywhere.