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Infinity best way to fuel a big reactor
Infinity best way to fuel a big reactor












infinity best way to fuel a big reactor

Trains could be made more useful in default world. Some kind of train loading tech as well I think would be good. My biggest ask: roboport range and bots charging range (ideally the same tech). But really, there is so much going on, and a buffer chest deals with everything over time. Sometimes I'll usea a bunch of spiders which target a leader if I want to carry a bunch of stuff. Inventory: The shift-craft hack is enough for me. Not sure why wube wanted to remove biters from the endgame, if that was their intention.

infinity best way to fuel a big reactor

I think also once artillery range gets up to a certain point, all biters are easily eliminated within the map. Really, unless they add amphibians, biters become a non issue at a certain point. I have a few landmines here and there for stragglers.

infinity best way to fuel a big reactor infinity best way to fuel a big reactor

WMD / Defense: I spend zero time on defense. better to integrate research for loaders with belt speeds into the game. if the game engine can animate picking up 45 items/s. when you feed it with an express belt it still would not be able to move more than 45 items/s. I am indifferent about the stack inserter research.

Infinity best way to fuel a big reactor mod#

When would you research the horribly costly research productivity - before or after you researched all cheaper technologies? ( a mod exists. But then the player has to make a choice whether to spend science on researching something that can be used in the game world or to spend some science on RP, to make the exponential increase of research costs less steep. + research productivity <- this one is actually a nice one imo. + also I support better fuel for higher train speeds. WMDs and the research there have horrific costs, but they get the job, to sterilize huge patches of land, done. The vanilla nuke rocket is a really very cumbersome weapon. 'Larger grid would help to make them faster. Also, the trons always have to walk to the destination and back. But the trons grid and inventory is very limited compared to the players. With the addition of the trons, building independent outposts does not require the characters presence anymore. + Grid size and inventory size of the trons. I usually have 8 to 10 roboports mk2 on it, which is enough, but I would also like to have 10 exos, not just 2, for fast running. because riding back and forth trains to get the stuff to build in a megabase with outposts is really annoying. I cheat by using an inventory widening mod. Large power pole wire range and substation wire range and coverage. Radar scanning/constant observation range (but allow limiting radar constant observation range, if observing too much has an impact on UPS). Since space and new resources are just as important as getting the most out of your current space and resources I argue that "infinite" damage is very much worth thinking about.Īlso, artillery range can be researched to infinity and this one is "really" infinitely usefull (tying in with the above, for easy clearing of large new areas).Īs for actual new infinity research, I´d go for two quality of life / reduction of factory clutter improvements: On biter-heavy maps, upgrading damage can heavily reduce the effort you need to put into defending your territory as well as the effort of clearing more territory. Military research may not be theoretically infinitely usefull, but in practice, reaching that point (killing behemots with anything with one shot) will not happen anytime soon. The point is to see what creative ideas other can come up with. Yeah i know, trains, spidertrons etc, but i see those just as hard disc, and players inventory is ram, its just more flexible to work with players inventory, others has their own limitation, and cost player's time.Īnd yes i know there are mods, but that's not the point. Late game, building bigger and bigger outpost often comes with annoying "inventory full" message. I'll start first, my idea is Toolbelt 2-∞Įvery level increase inventory slot by 2~5, cost increase linearly like mining prod. I was going to suggest a new research, but i think its more fun to open for all to come up with creative ideas. So really there is only one choice in super late game, mining prod.

  • Bot speed reduce bot count and save ups, but the diminish return is too harsh that it cannot compete against mining prod.
  • Slow down depletion rate -> Build outpost less often -> Save player timeĪnd it is widely agreed ups and player time are 2 most valuable resources in super late game. Increase mining speed -> Reduce miner count -> Save upsī.
  • Mining prod is so damn good, because it gives 2 benefit:Ī.
  • Military doesn't really have infinite research.
  • There are 3 infinite researches: Military, Mining prod, Bot speed. Come up with other infinite research that is equally good, so player needs to make a decision. Tldr: Mining productivity is extremely good.














    Infinity best way to fuel a big reactor