OldFart wrote: ↑
Mon Aug 19, 2024 11:50 am
Please, comment, what I'm doing wrong
I'm not saying you do anything wrong, but i think it's always possible to improve, and highlighting the problematic area is already a first step ( i know this) and asking for help is the second ( allegdly)
I have a few questions to help me understand better the situation :
Do you use productivity modules ? ( level 3 everywhere ? not in miners ? no productivity modules ? ).
What is your average science per minutes when you start to feel those problems ? 60 ? 600 ? 6000 ?
Do you use the default settings for ressources / less biters /rich ressources / train world ?
What size of trains do you use ?
how many "belts per wagon" do you usually attempt ? ( unload only on 1 side and 1 red belt per wagons, or unload on both side and 2 blue belts on each side ? are quite different problems ).
I think those are all impacting the "tedioussness and repetitiveness" of outposting. If you go for only 60 science per minutes with productivity modules level 3 everywhere, rich ressources, no biters you will have easier time.
The size of train i found make it less annoying to expand when they are "small" 2 to 4 wagons, versus 8 or 16 , then using a "lower" number of belts per wagon, 1 red only 1 side for the unload, will "cap" the outpost reducing its yield but increasing the amount of time it can provide the lowered one. It may sound like nothing, but it really compound with the research too. I also tend to spread mining drill apart on a ore patch for the same reason. This makes it easier to ramp up the number of mining drill without feeling like needed to "replace" the depleted one.
For the balancing of train stations, there is a "known" way with combinators to balance out the chests, this is done by summing all their content , connecting them with say a red wire, and dividing that total amount by the negative of the number of chest ( -6 if you have 6 chests ). then send this result to all the inserters with the same color of wire, so they read as value the average with a negative sign. And with the other color of wire, each inserter should be connected to its own chest. This way if the result is "positive" it means the inserter guard a chest that contain more than the average, and thus its condition should be "active when something is positive". If the chest contain less than the average, it will yield a negative result, and make the inserter "wait" for the other inserters to unload the chest that have "above the average". You can use blueprint for this ,but understanding the way it works allow to reuse it for many purposes or to make custom trains station everytime. Helps a lot !
For the balancing of belts i think it helps too, because if the chest balances themselves, you only need to allow ore to flow from any belt/lane to every other belt/lane, you don't necessarily have to create something that balances out with splitters, only allow things to reach their destination from any entrance of the "fake-balancer".
This and using splitters priority too, instead of balancer, give the highest priority to the outtest lane and a bit less to the second one, third and the last one should have only splitters with priority toward the third one. The logic is a little different but it required much less room/splitters/materials per blueprint which may makes it faster/lighter to expand.
OldFart wrote: ↑
Mon Aug 19, 2024 11:50 am
Game flow is frequently interrupted by boring and repetitive task
That's the worst when you plan to do something and you run out of ressources or feeling like constantly interrupted, either for defense or outposting. I enjoy more biters when they are really hard,( not boring for me nor repetitive because every little tech change has immediate impact) or when there are none/ peaceful (no repetive defense building), for the repair, i generally try to rush blue science and construction bots and/or keep my firepower strong enough to kill biters without letting them damage my defenses when possible. I don't repair anymore past construction bot.
For outpost, i think it is part of the game to manage those timing, i have used mods for infinite ressources of various sorts, oil-like ore, ore coming from satelites, ore coming from the ground, ore from water filtration and so on. I think those are defining the type of game i am going to play, shaping the balance of it. They are the challenge to overcome, (when they deplete) or the objective to reach (sustainability).
There are mods like https://mods.factorio.com/mod/YARM too who are designed as "tools" to help managing outpost lifetime, i'm don't feel like needing those but i know it is a popular mod i see a lot on screenshot. I used it in the past, to avoid having my game flow interrupted, so i could anticipate when i would need to build new outpost and make sure i don't get ready for something else just seconds/minutes before it as that's frustrating.
Those are two different directions to change the potential negative feeling without changing the way of playing compared to the earlier points hopefully that's enough tools to ease with the complaints while waiting for the expansion