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Factorio portable fusion reactor
Factorio portable fusion reactor










  1. #Factorio portable fusion reactor Patch
  2. #Factorio portable fusion reactor full
  3. #Factorio portable fusion reactor portable

And at next game I get some upgrades before I begin to use them. I have tendency to build too big constructions when I get bots and be frustrated when they are not able to fulfill my expectations. You are right about usefulness for light works. Off course I can write only experiences based on my personal style and attitude and I understand that what is useless for me may be very useful for someone else. Maybe that "useless" was too generalized statement. Basic outpost maintenance and light building /teardowns are what it's really good at. For combat you just need to pair it with bots and it's amazing, having only one roboport is limiting but not to the point of it being useless. Hmm, after using modular armor I've felt It does help a lot. Even single fusion reactor is very weak if you build larger things and your batteries are soon empty and bots stop to recharge. Personal roboports use so much energy that buff is negligible. I would like to get automated construction before yellow science. Back before when I buffed solar panels 3x they were fine, so given that is vanilla now, it should still be fine. The modular armor isn't nearly as crappy as it used to be, because it doesn't use blue circuits. Like, they went from ~1/6th of a reactor to roughly 1/2th of a reactor. Uhm, they kinda upgraded the solar panels significantly.

#Factorio portable fusion reactor portable

Also I found I had enough juice to use a Portable Laser and Exoskeleton (in Power Armor) even with just solar without the power ever getting low (in 0.16 I would use Exoskeleton on PSPs, but not Portable Laser), I also continued to use PSPs in PA2 for a while since they were providing enough juice to run my toys, I always use battery heavy setups, with between 4 and 8 MK II batteries, and once those batteries are charged rather long excursions are possible, and the batteries do charge up while I'm building up the factory. 0.17 hasn't changed much for me, except now the battery charge never falls below green and I haven't had to resort to hoovering up bots even once. Overall my experience is that Personal Roboports and PSPs are very useful on worlds where biters are providing a constraint on expansion. This general setup would also be useful for repairing and rebuilding outposts which is more fiddly work than heavy work, 10 bots can quickly replace whatever the biters destroyed and do any needed repairs much more quickly than can be done by hand. The combat endurance increase from having 2 energy shields over just heavy armor is really huge, it's not god-mode but you can take way more punishment. It's also very useful in conjunction with the Flamethrower for burning down nests, admittedly the basic batteries don't last long in that case, but on Deathworld if you go genocidal vs the biters early in the game you don't accomplish much other than blowing out the evolution factor so I'd just burn down the odd nest that really has to go, and the batteries would last long enough for several nests. This proved more than adequate for repairing the Tank (you only need 1 Roboport, and robots don't use any charge for short excursions so I'd actually get infinite endurance in terms of energy). I'd also use combat setups, typically 1x roboport, 2x Energy Shield, 2x Battery, everything else PSP.

#Factorio portable fusion reactor full

And then after my excursion it'd be back to base for the next hour tinkering on things, during which time the portable roboports would charge to full again, the flow of the game between doing stuff in factories and doing stuff in the wilderness meant the slow charge just didn't matter. Very occasionally I'd have to resort to hoovering up construction bots. A lot of the work of the construction bots is deconstruction of obstacles.

#Factorio portable fusion reactor Patch

Then I would go out building railways and outposts and stuff, and the roboport charge would normally last long enough to accomplish my goals, like building a railway to a new ore patch or adding a few 10s of MW of solar power. The portable roboports have large built in batteries which can take 10-20 minutes to charge but most the time I'm in my factory relying on the grid roboports so the portable roboports would fully charge up. I mostly play on Deathworld or Marathon Deathworld on otherwise default settings so it's hard to build too big too quickly. The cost is close to nothing and the benefit is way bigger than close to nothing. You seem committed to the idea that modular armor with personal roboports are useless, I assume it's a play style thing because I found them incredibly useful even when PSPs were 10kW. From building point of view solar panels and modular armor are completely useless and I think most complainers think building and not defense. I have told that those portable solar panels can be used in some defense setup, even with 5*5 grid of modular armor, but I have never personally found any need for such function.












Factorio portable fusion reactor