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[UPDATED march 26 01:30 CET with latest version of blueprint book]

https://www.dropbox.com/s/hetwodyyo8s72v0/Blueprint%20book%20NEWEST%20VERSION.txt?dl=1

After some suggestions and playtesting, the early stages work very well and won't change much anymore, so it's pretty safe to give it a go now!

The first major change still to be done is seperating the rocket silo/RCU from the initial yellow/purple science somewhere around stage 7, so if you get that far, just ignore the rocket silo stuff for a while and build stuff in the order that you want/need (full bot network? Power armor? Nuclear power? Spidertron?)

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[UPDATED march 24 22:40 CET with better savefile and latest version of blueprint book]

Hi everyone :)

TLDR: PLAYTEST my 60 SPM quintessential "Starter" Base blueprint book! (beta version/work in progress!)

This starter base in 10 stages will be the first step towards the 10k SPM Megabase!

Blueprint book / good map seed / skip-burner-phase-savefiles included!

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I've been working on the first step of the 10k SPM megabase project, which is getting a 60 SPM "starter" base (including space science for the inifinite techs) and the means to further progress to the second step.

Instead of just glancing over the early phase, I plan to make a blueprint set for the "quintessential 60SPM base", an idea which has been in the back of my mind for a couple years already.

It will consist of about 10 stages, starting from 30 SPM red/green science with stone furnaces and the grey assembly machine 1, all the way up to 63 SPM for all 7 science packs including space science. (aim for 63 because it suits assembler speeds and to "reliably" produce 60+ SPM. Likewise my future 10k SPM base is planned to produce 10.080 SPM)

What sets my base apart will be 2 things:

1: each new blueprint stage is placeable on top of the last one, without requiring deconstruction and hopefully/probably without requiring any manual upgrading inbetween or other shenenigans

2: The base will be extremely finetuned to not overproduce anything, so you should always have the correct amount of stuff on hand to further expand the base and claim the land you need, while additionally producing science at full speed at all times. All of this is done by carefully calibrating the number of assemblers and the type/quantity of inserters to use, in order to properly limit the amount of recources a machine can process: the neccesary resources for the science packs, with appropriate surplusses in roughly the right distribution to expand the base. 2 examples:

(LONG EXAMPLE: we're talking at the level that for example, in stage 1, the "yellow inserter assembler" is limited NOT by the assemblers speed (1,0/s), but by the yellow "output inserter", at 0,833 inserters/second (0,500 for 30 green science per minute, with 1/3 inserter per second overflow (overflow for base building "20 per minute" or "4 stacks per 10 minutes"). In stage 2 however, the assembly machine is upgraded to the blue AM2, and now green science requires 0,750 inserters/second, leaving us with just 0,083 inserters/second overflow. This is not enough, but adding a 2nd yellow "outserter" would lead to an overflow of almost 1 inserter/second, which is too much and hogs too many resources. However, we add the yellow outserter anyway, because we have already made sure the assembler is now INPUT limited, by using the red long handed inserter (speed: 1,25 items/second). That means the overflow is now the red inserters 1,25/s minus green science's 0,75/s claim is 0,5/s overflow for base building.)

(Shorter example: the green chip assembler is initially limited by grey assembler speed (1,0/s) at AM1, then red-inserter-limited when upgraded to AM2 (1,25/s), then even later limited by blue assembler speed (1,5/s) after researching inserter stack size bonus 2 at the right time)

So we calculate the required resources for keeping science going, and then we make sure we have the correct amount of overproduction of certain items to keep swiftly expanding the base, WITHOUT overproducing anything.

For example, here's the Stage 1 resource distribution:

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(I'd just share my excel if it wasn't a complete unreadable mess, so here's the text version instead lol)

STAGE 1:

Per 10 minutes:

Iron plate: 48 stone furnaces (2x2x12), 30+ miners

Total/10 min: 9000 (to elsewhere: 7100, surplus: 1900

Copper plate: 24 stone furnaces (2x12), 15+ miners

Total/10 min: 4500 (to copper wire: 1800, surplus: 2700)

Iron gear: 4x AM1 with 1 blue inserter input

Total/10 min: 2400 (to inserters/belts/science: 1400, surplus: 1000)

(With AM1: assembler-speed-limited (2 iron/s/AM), with AM2: inserter-speed-limited (2,5 iron/s/AM))

Green chip: 2 AM1 (AM-speed-limited, fed by 4 AM1 copper wire)

Total/10 min: 1200 (to inserters: 500, surplus: 700)

Yellow belt: 1 AM1 with 1 blue inserter output (AM1-speed-limited @ 2,0 belts/s)

Total/10 min: 1200 (to science: 300, surplus: 900)

Yellow inserter: 1 AM with 1 yellow inserter output (inserter speed limited @ 0,833/s)

Total/10 min: 500 (to science: 300, surplus: 200)

Stone brick: 4 miners directly into furnaces outputting into chests

Total: several 1000 bricks for steel furnaces upgrade later + surplus for stone paths for walking speed boost

Of course, it gets more complicated with every stage. Once the final version of the build order/stage blueprints is done, I'll tidy up the excel, make it readable, and share it here too :)

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Below is a rough approximation of the stage plan:

Stage 0 (unfinished, save provided to start off at step 1): get the means to get rid of small nearby biter nests, research all red techs (535 red science packs), and build stage 1

Stage 1: 30 SPM red/green science starter base

Stage 2: 45 SPM red/green (upgrade to AM2 / Steel furnaces / steel chests)

Stage 3: Military buildup (red ammo/grenades) and preparing for an early oil buffer tank (most nearby oil sources are too crappy to sustain anything, so a head start in collecting (and early advanced oil switch) helps a LOT)

Stage 3a: Kill EVERYTHING IN SIGHT that isn't protected by medium worms (completely prevents attacks in most cases)

Stage 4: Blue science and Military science

Stage 5: Immediate advanced oil processing and flexible module 1 area

Stage 6: efficiency moduled new iron mine (2 red / 4 yellow belts worth of iron)

Stage 7: early yellow/purple science

Stage 8: full external resources

Stage 9: rocket silo and space science

Stage 10: base upgrades (cheap modules, some beacons, AM3) to achieve true 63 SPM base

I want the design to be universal for default settings maps, but I may (have to) make 2 different versions depending on forest and biter distribution (stage 3a may happen too late for desert maps, let's see)

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PLAYTESTING:

Here's the link to the current beta-version of the blueprint book:

https://www.dropbox.com/s/hetwodyyo8s72v0/Blueprint%20book%20NEWEST%20VERSION.txt?dl=1

The blueprint book also contains a lot of outdated/older/developer blueprints for those interested in browsing through development. The playtesting blueprints are on the first 3 lines, you can safely ignore the rest. It's playable until at least advanced oil processing, and with the new update, now probably till the end of the game already. Read through their descriptions a bit before starting, it will clear up a lot of possible questions (I hope).

Here's the link to a matching savefile on default settings, no cliffs, and biters on peaceful (the foucs is on testing the bases capacity to keep up with maximum build speed, aka no biter interruption. For the final version, the plan is to take out biters before they take out you, so to simulate that, one could take out nearby biters just as the pollution cloud reaches them (place early radars and/or explore a bit to keep cloud visible)

Game start save: https://www.dropbox.com/s/k8ix14jseuvb2nv/10k%20SPM%20step%201%20-%2060%20SPM%20concept%20test%20default%20peaceful%20ForestMap000.zip?dl=1

Or skip the burner phase and jump straight to building stage 1:

Pre-combat (1h30ish): https://www.dropbox.com/s/93ht2wwcgo6dpzj/10k%20SPM%20step%201%20-%2060%20SPM%20concept%20test%20default%20peaceful%20ForestMap009%20-%20skip%20early%20phase%20PRE-COMBAT.zip?dl=1

Post-combat (2h00ish): https://www.dropbox.com/s/y0gg8299cylq31w/10k%20SPM%20step%201%20-%2060%20SPM%20concept%20test%20default%20peaceful%20ForestMap010%20-%20skip%20early%20game%20POST-COMBAT.zip?dl=1

Here's the map seed in case you want to change settings:

2973496260

or

2973496261

for a desert version of the same map!

(Change the last digit of any map seed from even to odd (pairs: 0/1, 2/3, 4/5, 6/7, 8/9) in order to play EXACTLY the same map but with much more pollution absorbing forests (and less rocks). Ha, I bet you didn't know THAT trick :p (every more-forest-oriented even-numbered map seed has an odd-numbered duplicate which is more desert-oriented!))

Note, you can play on any map, but due to the blueprint design being fixed, it's best to have the starter patches clustered in the top left corner of a large piece of land!

If you played it, let me know how it went! (and all the stuff which was unclear)

Enjoy :)

Michael

PS: note, the 10k SPM project is not the next series (but likely the one after that). The first video of the next series is in the making, and will be posted upcoming friday at the latest (31th), or perhaps even THIS weekend already if editing progresses swiftly today&tomorrow. The "100% evolution start" side-series will continue after the first video of the new "main project" is up, followed by rampant  or warptorio once it's finished.

Comments

Anonymous

Lights?

Anonymous

Hey Michael, thanks for taking the time to share the blueprint. I used a random map with clustered resources, as suggested. I played with default biters and went out and enlightened some natives before actually building stage 1. The base worked really well. I just connected yellow and purple science. The only issue I see is that concrete is not connected to water. Otherwise, everything else worked great!