ideas for next game: - all oil to barrels - distribution of oil by splitters - smart detection if more barrels need to be produced - enabling cracking by circuit - detect amount in storage, enable smart inserters to boilers (cracking chemical plants with their own power circuit) - only get basic transport belts, transport stuff by train - eventually red belts, not blue (eats oil) - ignore solar energy - use mainly coal - later requester chest for chopped wood, inject wood to boilers - storage for hot water for power outages - only gun turrets - get all upgrades for gun turrets instead -> good damage but costs resources (see if ok) -> build stockpile of AP ammo, AP ammo top priority - if stockpile low, use ALL resources on ammo - to get some time to get new source for ore - use train/belt/bots system for gun turrets instead - train brings ammo/repair packs/walls to cluster, roboport distributes it -> fun - at the start try to get a big perimeter with belt distributing AP ammo -> save oil on batteries, for shit & chips - a lot of walls so gun turrets suffice - layered factory - make add-ons when expanding - always keep base "closed" ... + gates - get machine gun + combat shotgun + grenades (does not need oil) - purple chips for everything possible - blue chips for oil wells - separate production lines for all things - for easy expanding/adjusting - so no need for blue chips other than oil - just a few laboratories - get upgrades, no need to advance quick - save copper/iron for other things - focus on bullets, walls, trains, after that logistic bots, blue lab pack, stuff / lab pack production balanced by smart chests - not sure about offensive powah? ? make a couple of SIEGE-only laser turrets + personal roboport to fix them up ? ? TANK looks weak & consumes oil-requiring ammo ? ? capsules look fuking expensive and one-use-only ? - use lights to make it look nice