Brave New OARC Scenario


This mod is a scenario that overhauls multiplayer merging Brave New World and OARC for an awesome single player / multiplayer game. Play on teams or solo in your own base, while other players do the same. Chat with players, learn from their builds. You get to do your own design. You choose to play legacy character mode, or BNO Mode where you have no body, unable to craft anything yourself (lazy bastard) and must command bots to build everything. You start with resources and a little power.

Scenarios
3 days ago
1.1 - 2.0
2.52K
Environment Logistic network

i Tips on getting started efficiently

2 years ago
(updated 2 years ago)

Note - I play mostly with belts, so this may not be as efficient as heavily leaning on the bots. But you have only 4 of each chest, until you get to red circuits.
As of 4.1.9 the power and logistic coverage has changed. It makes power loss at the start easier to deal with, and you now get zero additional roboports, but you will need to consider defenses, and how to get ammo to them near the bridges.

Here is how I build my base:

Get Power right away, 4 electric drills on coal - load that line!
Use burner inserters at start on coal side of resources, these can be built with only iron.
Use in game blueprints
Drop power near coal - connect power using medium poles
Drop "Start smelting"
Now you start moving the electric drills, make sure enough coal is reaching smelting and power should have a line backed up.
move 2 to iron - connect the belts to the bottom smelting line.
Make sure your spare burner inserters are on the bottom line. Now make more burner inserters
move 1 electric drill to copper, add the burner inserters to top smelting line
If there is no stone in base, you'll need to move that 1 from copper to stone and make more stone furnaces.
Now manage the four assemblers to make:
1) burner inserters
2) stone furnaces
3) small poles
4) boilers and steam engines
5) green circuits -> then yellow inserters and more electric drills
6) improve your iron state
No drop the workshop 2 medium poles north of the solar panels
draw the iron line to the inside top belt of the workshop
draw the copper line to the inside bottom belt of the workshop
Keep making green circuits - you'll need a lot to make miners and inserters
Start research (Copper + gears) 1 assembler needs to continually make gears, 1 making copper coil.
If production stops it's likely due to an inserter holding something that is not part of the recipe that you just
setup in an assembler. Check it's hand, flip it, delete the dropped item, flip it back.
If the item drops on the ground - it will frustratingly get picked up again, so delete the item on the ground.
You are on your way. I use that long line to make a mall
4 belts north and south of the workshop -
from top:
Iron gears and green circuits - made on the east line of iron/copper
Iron
Copper
Items taken from assemblers via red inserters, that flow to the center RED chest

Here is how I play:
https://www.twitch.tv/videos/1769052255

Get creative - use the bots more efficiently possibly than I state above. but keep those four assemblers cranking until you have enough belts, assemblers, inserters to start production in a more automated way. I prefer a belt driven base, but you may desire bot driven base.

2 years ago
(updated 2 years ago)

An odd thing occurred during a play through - no plans to fix this, since it's just how the game works and we do want to keep the chunk removal - clean up of the map. This clean up greatly reduces lag. Someone who just strolls around the map exposing tons of biters will certainly cause lag, but the regrowth will cover them up again restoring some performance.

But this requires some understanding of how Regrowth could impact your base:
I cleared an area way out - lots of clear areas with a long line of laser turrets to wall off that area. The regrowth even triggered and blacked out an area inside my wall - but fairly close to my wall. Instantly those black areas started attacking my turrets. I walked my spidertrons there and sure enough, full biter bases had regrown. Well you really need to remember to put down radars on those walls. This will keep regrowth from claiming and restoring those chunks to it's state prior to your clearing it.

So why does this happen? There are two surfaces: nauvis and oarc. Oarc is the main surface that you work on that is overlaid on top of nauvis. All of the biters live in nauvis. What is super cool about this is that resetting a player, or a player leaving early removes the oarc layer, restoring what was underneath. Any biter bases that existed prior are immediately returned. Oarc removes and massages the area to reduce the difficulty when spawning in areas that would normally be huge nests. Regrowth returns an oarc area to the original nauvis, full of biters. Oarc code is quite amazing.

Normally this won't be recognized until late game when you move outside the pollution zone to build defenses. Regrowth does not reclaim any area covered with pollution. Oarc code slowly builds a table to define areas that have structures and owned by the player, the starting area and a large area around the start, anywhere covered by radar, chunks with the player in it, or vehicles in it (as of 4.1.9). So cover those areas with radars and regrowth will not repopulate your map with biters.

I timed the regrowth code and it takes less than 100ms (1/10 of a second) - all dependant upon the number of chunks and your processor. So why is there a 30 second warning? Well Oarcinae told me that if someone is in the middle of fighting and there is a pause, this could cause someone to die, so he wants to warn you, so you can get to a safe area for the slight pause.

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