this post was submitted on 18 Mar 2024
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Factorio

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Dreaming of transport belts

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Last updated: 2023/06/05

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So after struggling through 57 hours of Bobs&Angels for the first time, I've finally got everything I need to get blue science up and running. Base has been mostly idle for the last 15 hours while I slowly spaghetti'd my way up this point. I've been aiming for only 30 SPM so far cause I knew it'd be slow going since it's my first time playing the mod and that turned out to be very true. Must've spent a good 5 hours minimum between recipe book and factory planner so far!

Next on the list once blue science is going is to start transitioning to a city block train base. My mall is nice and stocked up and once I have bots the process of phasing out the starter base will begin. Got some homemade block BPs that are 150x150 tiles big and with 1-2 or smaller trains my blocks can support up to 12 stations if I need it. I have space extension installed so I'm eventually going to need high SPM at the endgame which should be a fun challenge to build for.

Really not looking forward to making modules, those things look like a giant pain in the ass to make but I'll have to get em going sooner rather than later. Any suggestions or tips for getting modules up?

Having a ton of fun with the mod pack in general though, I've played K2 5 times, K2SE twice (burning out around 200 hours in on both tries) and this modpack is turning out to be awesome. My favorite parts of K2SE were the more complicated recipes you started running into once you got to space and started setting up mining outposts, but the complexity of Bobs&Angels has a much steeper learning curve to it. So far it's my favorite part of the mod, it's extremely satisfying to make progress in this mod IMO.

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