Early game caravan balance and mega belt dragging #627
Replies: 7 comments 3 replies
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I think this Is a great idea, gives caravan a stronger use case / makes them much more useful. Getting fluids to ore patches might still be tricky, but if caravans moving barrels is viable/reasonable then caravans would be a fantastic solution there too that should cover all the "mega-belt issues" |
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i don't think moving ores up is a good idea due to circuits, moving caravans down or adding some way to capture them in the wild would lead to fewer issues |
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The problem with wild caravans is; how would you supply the brains. |
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true, maybe add fish to the list of foods? then you can automate it after getting circuits |
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That makes sense. I just had an idea: |
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Could we have a more 'limited' caravan for early game? I like the current caravan, but it could be an upgrade, at the point where it becomes available currently. I also like the idea of feeding the 'early caravans' native flora -- it could have limited reach with feeding (or watering) stations along the way? (Feeding station supplied by caravans). |
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decreasing the starting area in the py preset will help alleviate the issue without adding anything new, its radius was halved recently so it should already be much better |
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One of the most annoying features of early pY is the repetitive belt dragging to more and more ore patches.
The caravan is promised to fix this issue however its unlocked slightly too late after this phase is already completed.
This thread proposes to move lead ore, zinc ore, titanium ore past the point of the caravan unlock and possibly into py1.
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