#Late Game Series: Monuments & more

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pallid pulsar
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Disclaimer: This post will heavily contain SPOILERS and is about late game with all tech.

In this post i will share my finished compact builds for the late game. After the increase in freighter capacity i am reworking my science builds on a single island with freighter input resulting in science builds that can be deployed anywhere.

As for how i enjoy modulus, for me a build needs maximum possible efficiency in regards to waste, paint, space, stability and simplicity - and a lot of tunnels, because tunnels.
The only imperfection i allowed for this build are module production on the same island as the buildings which is an imperfection in regards to overclocking efficiency but that makes it simpler to copy and integrate into a setup. Ideally an overclocked island should only contain buildings.

  1. Overclock Materials
    This is not a perfect build but it produces enough modules to overclock 8 islands so i include it for comparison. It requires dye and coolant to be brought in and outputs the modules in the same Hub.

  2. Overclock Station.
    One Freighter drives around and delivers the Materials to all islands. Its a simple Hub with the station.

Science:
For science i assume one has all red tech done and wants to sustain module charge without making bank. That means to output 480 White, 120 Blue, 15 Gold Shards/min, accumulations already accounted for.
If you want to make bank, well copy pasta.
The build will not contain the data centers as they are not to get near an overclock station and they are trivial.

  1. White Processors
    For 480 White Shards we need 960 Processors. Due to overclocking we only need one large core factory to feed the 4 plants.

Blue and gold is due another rework from large scale output to a simplistic build and the 12x builds for them are in the works to compare them with the classic 8x.
Might take a while before i add more to it since my game is still broken by a bug but wanted to share what i got so far.

earnest temple
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My end game was a stressful mess of spaghetti and lots of confusion while I had to go hunt things down because I forgot where I put them / was making them. This is fantastic work!

pallid pulsar
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So i had some time off so cleaned up the blue stuff. You feed it with 8x blocks, Oil and blue Paint, Input totals also in the screenshot. As i said, it gets ridiculous how little you need with overclocking.
The Freighter input can be merged with the white freighter inputs, slots are the same on purpose and a full 240 is plenty for both.
This is pretty much the most compact spaghetti i could come up with considering that little input. Building this little output one doesn't really bother about machine performance so the throughput control relies on backstop... only the cranes are green.
Note that i do not use "discard blocked outputs" on stampers, that would only inflate throughput by producing waste.
This backstop strategy combined with overflow splitters ensures self balance of all lines and in fact a stable 240 processor output which one doesn't suspect when looking at the hickup of the module line.
It is rather paint efficient (not maximum due to blue Vx of all modules being slightly above third of total Vx)

Note that different to my overclock modules i do not feed the processors back into the hub. That is because that is freighter inefficient as i recommend to build all the science on an island next to a dock island and have the drones fly over there do deliver directly into the pad feeding the data center like in the second picture.
Islands are a bit messy right now due to construction. Will be finished and cleaned up soon after the yellow build.

//TODO: Will prepare some blueprint files for it all when i finished the yellow stuff

pallid pulsar
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Finishing up with the Gold Science. Not as compact as i would have liked but its decent, maybe i have another crack at it to make it more compact but this is 80% and small enough to use:
Inputs are on the left, we have almost perfect paint efficiency, only a small parts are repainted.
The Core factory outputs 30/min taking 1 crane each, processor takes 2 cranes each outputting 60.
This can be scaled up by more input (to a degree) since there is still crane slots available. I tried to not hit belt cap all the time but it helps some time with the backstop mechanic.

Also cant reenter the overclock station, also its trivial