Make your roads at least two squares wide.If you stop building houses because you’ve automated everything you’re actually crippling your economy. It’s houses that buy the goods you bring to the general store, food market, etc. Houses hold an interesting dual role in your town.An easy way to see a breakdown on how goods are made.Check each of these silos for stuff, if you find any bring it to the general store.
Incredibly helpful when dealing with a rats nest of conveyor belts, and saves countless ramps.
I don’t have a clear idea of how to improve the throughput of my mining facilities for similar reasons to farms.But it’s hard to see what ended up hurting me. I built more things to generate red coins and solved the issue. At some point in the mid game my red coins crashed. Compute blocks should refuse to connect if they’re done in a way that accomplishes nothing.I wonder if there’s some UI options around interlocking shapes that would help make things more intuitive.
I’ve got ~20 years of software development experience and I still end up at youtube tutorials half the time I try to do something new. I wish it was easier to understand compute blocks your first time through.Debugging problems in setting up compute blocks is hard.Watching production race along fully filling a conveyor belt, to screech to a halt when it exhausts ripe fruit is frustrating. Do I need more farm tiles? Do I need to fertilize? Understanding bottlenecks is challenging. I’ve never been able to build a great mental model on what’s happening at my farm.make jam and fruit juice) affects the output rate of anything.
Apart from the earliest part of the game my red coin count has always been strong enough to just let me change any part of the terrain into a flat plain to build on. It’s possible this is deliberate until some future revamp of terrain generation, but at the moment it’s crazy cheap.