![]() ![]() You make a very minor slip up at 5:30 saying belt instead of pipe.Ĭomplaints about the size can be fixed by adding a second build, if you're not in a position for beacons. You explain your build exceptionally and I approve of the build itself (and that it only takes 5k stored light oil to turn on cracking to petgas), even mentioning details such as the ability to decon and recon and that you'll need two offshore pumps for water. Similar for things like robots carrying containers - currently I prevent the player from adding logistic requests for containers, but there's nothing stopping bots picking them up from active provider chests, for example.Your videos continue to generally agree with my design philosophy more than any others I've seen. Hopefully the non-stackable and non-containerizable nature of the nodules makes my intent clear :) I'm certainly considering being more preventative, like spilling items or deleting them if they get where I don't think they should be allowed, but it isn't a high priority, and would have some performance impact. I don't think I can (or should) dictate how the game should be played to an extreme level - if you are playing it then hopefully it is because you want to try the challenges and not 'cheese' past them. You also don't have to ever use containers in the game. Yes, you don't even have to process on-site. That's a tradeoff that I'm happy to leave to the player :) So you'll have to spend much more time setting up more platforms. Solar panels - sure, but you won't get maximum usage out of the platform, due to both power and space problems. I think it's a neat mechanic, just spitballing things.Ībout offshore pumps - that is a good point which I hadn't realised, but I agree that I don't really think it matters since steam power would take up so much more space on the platform, and you'd still have to transport coal which is less dense. Please, don't misunderstand my ramblings as criticism. It's also really annoying if you have the "honk" mod, which adds (among others) foghorns to ships. Yeah, it's likely quite expensive to run, fuel-wise, but it's doable. And with that setup you can power the dredger just with solar panels and batteries, full power. Deliver to mainland 100 per ship and process accordingly. Add some rocket fuel as, well, fuel, and it's chugging along without issue. You do need a continuous convoy of cargo ships but it's doable. With two fast inserters you can easily keep up with dredger output. Tricky, I like that.Īlthough, I just checked, you don't need on site processing and it's not that difficult. So, make a compact setup with acid and chuck output into containers then onto cargo ships. I guess the point of batteries must be that you actually need to process the output directly on platform because it's such a bother to move about. And if it does, some modded panels will do. Still, the changelog says you need batteries, so I'm saying you don't.įrankly, just chuck some solar panels on there. Haven't managed to play it for real yet, just doing some testing in sandbox and I found that you can very much cover the dredging platforms with bricks/concrete and you can very much place offshore pumps on that (and power poles/undies), so you don't need the battery infrastructure.Īlthough I don't know how that would break things as by the time you get the dredger, you have batteries and they're more energy dense to transport with containers than boiler fuels anyway. ![]()
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