(Edit: I just realized that using a joint red/green line will make it more difficult to add some buffering, so maybe I should make the setup 1 tile wider and output the separate belts to be joined after the buffering. It would also be nice to not have the UG belt, but I don't see a way of using this setup without crossing the iron line under the copper line or assemblers. ![]() It overproduces belts (since they are 2/0.5s instead of 1) so you could buffer them to pick them up easily (but I think I should build a small centralized "store" anyway to prevent too much time wasted running around to pick things up) Aesthetically I dislike the cable plants for not being in the grid, but it needs the full circuit production to make enough inserters. Of course, you can setup a small red science line first and then add the rest later. This is the REd Alert Robotic Clubs area for. License:Freeware (Free) File Size: Runs on: Windows. ![]() File Name:Red Alert Rules Editor (Chinese Version) Author: Guo Hui. This tool is used to modify rules.ini in Red Alert 2 game.It supports All Mods of this game. It requires a (yellow) belt of iron and half a belt of copper. Red Alert Rules Editor (Chinese Version) v.1.0. minimize underground belt, complicated lane shifters etc. Most important criteria is that it should be easy to build, ie. To prepare for a speedrun I wanted to make a red+science setup, aiming at 90 science packs per minute (=12 green, 10 red assemblers).
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