Towing complexes possible? (TC)
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Towing complexes possible? (TC)
Is it possible to tow an entire complex with the tractor beam in TC? Or can structures only be towed when not connected?
Only in vanilla. However the accepted method for dealing with large complexes is to build them in a place which you will rarely be looking so that the CPU doesn't have to render it. Either staying out of the Barren Shores sector, or dragging the roids far to the south so that the distance fog will hide them. The computer then doesn't have to render them and you don't have to worry about the CPU melting.
I personally just stay out of the sectors that I have large complexes in. Of course, being an idiot, I built one in Legend's Home.
Now, there are a couple of Scirpts and Modding options. One is Super Tractor Beam, which I believe is capable of towing a complex, and the other is station packer. Which should let you repack and redeploy a badly placed station.
I personally just stay out of the sectors that I have large complexes in. Of course, being an idiot, I built one in Legend's Home.
Now, there are a couple of Scirpts and Modding options. One is Super Tractor Beam, which I believe is capable of towing a complex, and the other is station packer. Which should let you repack and redeploy a badly placed station.
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- T.S.Zatoichi
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There's not really a way to 'beat' TC, but good for you for trying. Personally I've never felt any need to play without mods.
If you are going without though, I applaud your tenacity. So if you've towed the mines up and are still getting FPS issues, remember that you can build within 20km of a complex hub and that means you can keep building up wards to move the main bulk of the complex out of sight. Build it in a long vertical column from the top down to the mines to keep the bulk of the factories out of visual range.
If you are going without though, I applaud your tenacity. So if you've towed the mines up and are still getting FPS issues, remember that you can build within 20km of a complex hub and that means you can keep building up wards to move the main bulk of the complex out of sight. Build it in a long vertical column from the top down to the mines to keep the bulk of the factories out of visual range.
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I placed complex in Seizewell, one silicon mine couldnt been added to hub, then, while i was placing more factories even after reloading endlessly i couldnt make one crystal mine to be connected to the hub, ultimatedly i just linked that crystal fab with lone silicon mine.
Since you said that mines can be towed, so does it mean that i can blow up my second hub and tow those mine and fab into first hub's reach?
Now that i think about it, i have 2 complexes in Antigone Memorial.... hmmmm...
Since you said that mines can be towed, so does it mean that i can blow up my second hub and tow those mine and fab into first hub's reach?
Now that i think about it, i have 2 complexes in Antigone Memorial.... hmmmm...
Maybe you can just place a new hub for the 2 stations - and place it within reach of the main hub.
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- T.S.Zatoichi
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Yes. If you use the 'self destruct' on the complexes hub, it'll disconnect all the tubes and then you can move everything to a better location. Make sure to save before doing anything though, just in-case.machoney wrote:Since you said that mines can be towed, so does it mean that i can blow up my second hub and tow those mine and fab into first hub's reach?
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Those are tiny compaired to what others have been building. Most of mine are in the 80+ range. Was planning on making my chip plant for hub in the 500+ range. Also there are times when you may want to keep them seprate too. Just in case the main plex cannot supply enough e-cells to stay a closed loop.machoney wrote:Yes, it worked, i merged second mini hub into first, and then i crashed into asteroid without saving O.o
anyway its time to merge my 2 big hubs in Antigone memorial, one has 31 factories, the other 20
Edit:Also with the bonus pack. You can turn off factories so they dont consume reasources so you can use them as added storage space for wares or needed reasorses.
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