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Complexity Corner - The Mall #524
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Complexity Corner - The Mall #524
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Would it benefit from a little history part? iirc, the idea have been popularised by KoS vids, and later on by Nilaus (that is naming this concept differently for whatever reasons). May be nice to find some early examples, maybe from the start of factorio MP games in 0.12?
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An early example to show how old the concept is would be cool, yes.
As discussed on discord earlier, I don't know if anyone invented the concept but it seemed to get quite popular after KoS and Nilaus featured it.
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Comment by JD Plays:
First term 'mall' popularised by KOS, but also falls under other names, I use the term Workshop, Nilaus uses a Hub, others use Complexity Corner, as they are complicated to build, but simplify your factorio experience
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Another benefit you could talk about is having all this stuff ready when you unlock robots. I.e. The mall then becomes the production center for robot construction materials by just converting the outputs to passive provider chests.
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the remark is still valid for this section: it could benefit the evocation of bots boxes for mi/late game bot-assisted construction
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KoS was also a big provider of mall BP, and still (widely?) used based on what I can see on different MP games
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(visual example from KoS)
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Does it seem you are from now on only discussing dedicated malls?
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Good idea to add: for integrated malls, the recipe to include simply depends on what is available to you in each area
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a general construction mall and on another place, a dedicated module production plant?
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(visual idea)
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maybe you can include some hints from modded games, such as Space Exploration malls, or even AngelBob ones that can be insane to assemble? to highlight even more that on games with an increasing amount of intermediates and machines to use, it requires even more brain fu*****g to get something? ;)
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So you mean belt malls get extra difficult with several byproducts and intermediates being added to the game? Yeah a visual about that would be nice!
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you introduce here the bot picking up from chests. it would really deserve it being introduced before too, in the general ideas of the mall
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TODO: check if the 5 items on reversed belt on inserter is correct
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also valid with storage chests with bots later on, when you convert: so that when you deconstruct your yellow belts, they can be inserted back for red belts production and no crafting new ones waiting for this backlog to be upgraded :)
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I like the yellow belt example to explain the ideas here but i did not understand which sentence you replied to here.
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"Speaking of specialized storage, for a bot-based mall you can also use logistic storage (yellow) chests to collect outputs and set their filters to the machine's output items."
my comment is to complete this idea, to add "recycling" behavior in addition to the indented crafting behavior
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TODO: also look into upgradeable 'mall' designs by JD Plays
https://www.youtube.com/watch?v=wvxZTLcjmPA
It explains how a upgradeable one works, with recylcing using 'poor mans requester' chests
It is also a very very advanced 'mall' it has included upgrade planners to upgrade the chests to provide more functionality as the player tech increases, and also uses the poor mans requesters with filters set for some recycling before unlocking buffer chests for full recycling