About
A very long mod to complete. I can compare it in volume to the bobangel mod. The passage involves playing with a rampant but it isn't required. Sea of arsenal has also been added for destroying biters.
Stages:
|
Description |
Logistics |
Production |
Modules |
Energy |
Defense |
Stage 1 |
Start of the game, first production. Entering Chemical Science |
Using steam transport drones (cars) or bus |
Steel furnaces and foundries | Electric assembling machines |
|
Steam engines and than gas burners |
Dart / bullet turrets |
Stage 2 |
Logistics is changing dramatically with the use of trains. Entering Rocket Science |
Using LTN |
Electic furnance and foundries | Nuclear assembling machines |
Tier 3 modules |
Nuclear reactors |
Dart / bullet turrets + laser + flamethrowers |
Stage 3 |
Flight to orbit and new ores. Entering Tier 3 Space Science |
Using LTN / rockets / drones / Space elevator |
More profitable melting via pyroflux | Advanced furnance | Advanced assembling machines | Advanced Chemical Plants |
Tier 6 modules |
Fusion reactors and solar panels on orbit |
Comprehensive defense with different types of damage |
Start
- As for resources: it is also recommended to set the initial resources to at least 150%, and preferably 200% because with 100% there will be an acute shortage of ores from Nauvis.
- As for territory: I recommend turning off the water to a minimum and turning off the rocks so as not to waste time on these things.
- As for enemies: turn off evolution since it will depend only on the number of sciences studied, I prefer to make the starting zone from 100% to 200% so as not to look too far for resources, the size and frequency of enemy bases can be left at 100% because with a rampant, biters and so pretty strong. But if you are crazy, you can try to go to 600% of enemy bases.
Some default mods setting will already be changed.
I recommend to use my QOL modpack and Cybersyn modpack
My blueprints and saves
Changes
- new brass pipes (64 undergroud distance and 150 volume)
- new clear air recipe for biogarden from only water but less effectivity
- compatibility update for Rampant Arsenal
- added pipes to 248k assembling machines for allow recipes with fluid
- removed 248k modules and KIX2 tech and white/black holes
- added modules to bz_foundry assembling
- moved tech for append count of beacons of 248k mod to early game because recipes too much
- added conversion of dirty water from k2 mode to 248k and vice versa
- rebalance equipment
- rebalance trains, wagons, cars
|
Cargo Vanilla |
Cargo Space |
Cargo Maglev 1 |
Cargo Maglev 2 |
Fluid Vanilla |
Fluid Space |
Fluid Maglev 1 |
Fluid Maglev 2 |
stacks / volume |
40 |
50 |
60 |
70 |
25k |
50k |
75k |
100k |
Max speed |
2 |
2.5 |
3 |
4 |
2 |
2.5 |
3 |
4 |
|
Vanilla Locomotive |
Diesel Locomotive |
Kr Nuclear Locomotive |
Rampant Nuclear Locomotive |
Space Locomotive |
Maglev 1 Locomotive |
Maglev 2 Locomotive |
Max speed with fuel (km/h) |
216 |
419 |
432 |
432 |
540 |
648 |
864 |
Base power (MW) |
1 |
2 |
2.25 |
2.25 |
2.5 |
|
|
Max acceleration from equip (%) |
75 |
100 |
150 |
150 |
200 |
|
|
Grid size |
6x6 |
9x6 |
12x6 |
12x6 |
15x6 |
15x9 |
15x12 |
Max speed |
1 |
1.25 |
2 |
2 |
2.5 |
3 |
4 |
Reversing power modifier |
0.5 |
0.6 |
0.7 |
0.7 |
0.8 |
0.9 |
1 |
|
Car |
Advanced Car |
Nuclear car |
Tank |
Advanced tank |
Nuclear Tank |
Kr Advanced Tank |
Grid size |
6x6 |
9x9 |
12x12 |
12x12 |
15x15 |
18x18 |
18x18 |
Consumption (MW) |
0.5 |
2.5 |
5 |
1 |
5 |
15 |
15 |
Own restack settings
Changed Tab Groups