I just noticed your builds are starting to get more and more compact, esp last episode when I noticed (maybe missed it a few times prior (!)) you deployed a kind of factory design upgrade. That being said, have you noticed you've been "belt weaving" power poles and inserters now? You've embraced the sushi belt in SPACE Space space, so what's left to lose? 😂 ua-cam.com/video/JGlla4vGxkY/v-deo.html 🙀 Lastly, I _thought_ you didn't like using beacons, but you do use them sometimes (e.g., oil pumps) but not with your minimalls like the power armor build in this video. What is your decision matrix for placing beacons and not placing beacons, if any? I saw you beacon all the red chips and near the end the blue chips, but Idk if I completely understand your thinking process.
Hey Jeffrey! Yes, I have been trying to get more compact with my designs... plus I've learned so much.. As for the beacons, generally I will beacon things that need all the throughput it can get. I only really beacon the oil because why not? need the excess pull out of the ground. The circuits, similarly... trying to max out the builds. It's usually productivity modules in the buildings and speed modules in the beacons, but not always. For the lower throughput, there's no real reason to beacon it. The armor build for example, it ran for like 5 minutes then it's done it's job. I probably could have hand crafted it all but I don't like that, I'd rather have a blueprint I can just let do the work. Anyways, beacons aren't as good as they were before because the benefits drop for every beacon you add effect to a building, but it still is positive. for example, 3 beacons affecting one building will not do 3 times the beacons effect anymore. That said, I beaconed the crap out of that one copper ore patch because I just want it out of the way.
@@TheJarGames k, thank you for your explanation into your thinking about stuff. There's this fff-409-beacon-numbers that says somewhere around 8 beacons it becomes counterproductive to add more, but until then it's all peachy. My issue was for whom the bell tolls for a beacon... but it makes more sense to me now. Simple rule then: if it is a continuous production line or feeds a production line, beacon. If you can fit more than 8 (I never could) stop at 8.
You silly goose! not remembering everything all the time.
lmao - I try 🥵
first jar!
I just noticed your builds are starting to get more and more compact, esp last episode when I noticed (maybe missed it a few times prior (!)) you deployed a kind of factory design upgrade. That being said, have you noticed you've been "belt weaving" power poles and inserters now? You've embraced the sushi belt in SPACE Space space, so what's left to lose? 😂 ua-cam.com/video/JGlla4vGxkY/v-deo.html 🙀
Lastly, I _thought_ you didn't like using beacons, but you do use them sometimes (e.g., oil pumps) but not with your minimalls like the power armor build in this video. What is your decision matrix for placing beacons and not placing beacons, if any? I saw you beacon all the red chips and near the end the blue chips, but Idk if I completely understand your thinking process.
Hey Jeffrey!
Yes, I have been trying to get more compact with my designs... plus I've learned so much..
As for the beacons, generally I will beacon things that need all the throughput it can get.
I only really beacon the oil because why not? need the excess pull out of the ground.
The circuits, similarly... trying to max out the builds. It's usually productivity modules in the buildings and speed modules in the beacons, but not always.
For the lower throughput, there's no real reason to beacon it. The armor build for example, it ran for like 5 minutes then it's done it's job. I probably could have hand crafted it all but I don't like that, I'd rather have a blueprint I can just let do the work.
Anyways, beacons aren't as good as they were before because the benefits drop for every beacon you add effect to a building, but it still is positive.
for example, 3 beacons affecting one building will not do 3 times the beacons effect anymore.
That said, I beaconed the crap out of that one copper ore patch because I just want it out of the way.
@@TheJarGames k, thank you for your explanation into your thinking about stuff. There's this fff-409-beacon-numbers that says somewhere around 8 beacons it becomes counterproductive to add more, but until then it's all peachy. My issue was for whom the bell tolls for a beacon... but it makes more sense to me now.
Simple rule then: if it is a continuous production line or feeds a production line, beacon. If you can fit more than 8 (I never could) stop at 8.