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Повідомити про проблему з перекладом
Did you see the stacked silo design being used by ReaperX1, or DerNieper, on the forums, etc (or come up with it independantly)? I'm just curious about etymology of ideas.
I did a tear down, removing the non-crafting parts, to see how well this functions, and found a few things to note:
(1) Filter blocks missing from tech - for raw chunks (Titanite to Rodite).
(2) There's no point storing raw Rodite, Ignite, Celestite or Erudite, if you can't refine them for crafting, because no recipies use them raw.
(4) There were superfluous resources being ordered and looping past the Component Factories and Fabricators. This bug can be avoided by ensuring the Fabricators are (re)added to the tech last.
(5) Vertically stacking Component Factories (CF) is cool. But the main crafting loop could be a lot faster and more efficient. Have you tried hanging all the CF either side of a single central (vertical) loop?
(6) Similarly, you could cut several seconds off the resource fetch times by joining the silo arrays to the crafting loop at mid-height, half way along each.
(7) Cool having a setup to auto-brick the overflow resources. (Shame snapshots can't store Fabricator settings, eh?)
(9) Resource input is a bit of a bottle-neck, if mass fabricating. But then I'm trying to push the Compressed Fabrication System idea, with Scrapper arrays in place of big Silos. See section 11 of my guide (if you haven't already): http://steamproxy.net/sharedfiles/filedetails/?id=1191458767
Sorry for flopping out this unsolicited critique. Hope you're enjoying the game.
Oh, (10) Those megaton cannons are going to over-shoot any (heavy) enemies that get in close, to enemy's preferred attack range.