OK, at this point this is an off-topic thread, so I apologize mods, but I wanted to thank you, Shnkeeky for that Katherine of Sky recommendation. I've been watching this for hours and I've learn a TON of stuff. And the right kind of stuff. Not so much specifics as theory. Great presentation on her end. Very informative.
It's perfect, because my issue isn't in specific designs. I intend to make all my own blueprints (doesn't mean I can't borrow ideas, btw, that just means I need to be able to construct it myself based on how and why it works). But the problem I was running into was that I had no idea of the scope of these worlds, or really what to do with the resources I had.
I thought I was taking up too much screen space just building my red and green science factories! How hilariously quaint of me, for real! I kept restarting to nail that part and it turns out that is something that you throw together in the beginning and bulldoze later. The full scope of this game is just starting to hit me. This is ganna be a fun weekend.
I'm glad you got a lot out of her videos. But yea, the sheer scope and scale of Factorio is much more expansive than, say, Minecraft typically is.
Anyway, specific question, what's the difference between these nanobots and the vanilla robots? I was on the precipice of making the vanilla bots on one playthrough as you still only need red and green at that point. I just never got around to processing the plastic. I was under the impression that those bots would build based on the blueprints, but it looks like that's what the nanobots do, too? Or did I just misunderstand what the construction bots are? I know the vanilla bots do more stuff, but I'm trying to figure out if the vanilla bots do that building as well. If not, then I'm going to have to add those nanobots in immediately.
Nanobots, as in the mod-added item she used to quickly create her 'mall', are single-use items with a relatively short duration, can only be used to build with, and have innate speed and stack upgrades since vanilla bot upgrades don't work with them.
Vanilla robots are a whole 'nother level of interesting, but also require investment. Yes, technically, you can build basic robots without blue, but they are going to be painfully slow, and you won't be able to get a lot of usage out of them until after you have Blue research fully automated. In particular, you need logistic networks before they become truly useful, which is a blue research, and you're going to want at least one or two speed and stack upgrades as well, which are also blue research.
Vanilla robots are a pretty big deal, however they have a very low throughput because of the time it takes to get around. For shorter tasks, it's better to use blue or even red belts, for longer tasks they take forever to get around. But they still are able to run a logistic chain from Point A to Point B without having to run belting between them, so long as you can fit in a logistic chest into the design. At this point, I don't think I need to explain how huge that can be. However, they can do more than that, they can automatically repair/replace, making them key in dynamic and worry-free biter defenses. By providing them with repair kits, they can repair walls and turrets that were damage in a biter attack, and provided with walls and turrets, can replace ones that were completely destroyed, so long as you have your blueprint in place.
The tradeoff is that vanilla robots are pretty pricey, require electric engines (which means getting a lubrication plant up and running and automation of engines, since you can't manually craft them), and they will also need batteries, which means getting your entire petrochemical industry up and running. So there's definitely some tech-walls before vanilla robots become even possible, and even more tech-wall before they become truly useful. But once you hit that point, they become SO good. Also, you probably want some form of modular armor with a personal roboport to make building much easier, and that is also going to be blue research at a minimum.