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You should reconsider the scale of your Foxhole Facility!

I've seen a lot of people feeling inefficient, and useless in regards to facilities, and generally overwhelmed by facilities, so here are some tips on making a facility as a single individual!
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Пікірлер: 89

  • @panpsalt6757
    @panpsalt6757 Жыл бұрын

    That is narrow-minded. Facilities are, in their core, a sacrifice to the Gsub Gods. The only way to appease Them, is to expand factory, and use so many gsubs that the maintenance tunnels can't deal with the demand. You then need to Q Gsubs in all local factories, and completely burnout your entire regiment.

  • @QuantumImperfections
    @QuantumImperfections10 ай бұрын

    9 months later -> This video is even more important with the reworked maintenance supply mechanics considering sub-region modifiers. It's War 107 now and I've been passing so many undefended mega-facilities that have been duplicated en masse. All of them have every building available and partisans come in and mess with everything and QRF can't respond to all of these incidents at once. A small *PURPOSEFUL* facility that produces for the public is a powerful tool. Now if only the rail systems were regional with train depots to load / unload at to mitigate rail spaghetti.

  • @bobsterj9962
    @bobsterj9962 Жыл бұрын

    Thankyou so much for this, the amount of time that people waste with these huge facilities which are rarely running at full rate because people are spending all their time maintaining the facility. Its just such a waste and its just detrimental to the war effort rather than actually contributing to it. Doing a lot of backline logistics personally I have found that whilst a lot of this stuff is being produced on mass it just wasn't being delivered to the front either. I do believe the largest reason for this is again because people didn't have time to deliver stuff because they were spending all their time maintaining their facilities.

  • @user-rm3qj9mb2b

    @user-rm3qj9mb2b

    Жыл бұрын

    Maintenance is the definition of insanity.

  • @ismaeel747

    @ismaeel747

    Жыл бұрын

    It's also detrimental in that a lot of these facilities suck up useful resources which could otherwise be useful to the front lines, both in their construction and their run costs. It's like a black hole that usually gives nothing back for most facilities on the map.

  • @cadimickfatty280
    @cadimickfatty280 Жыл бұрын

    Honestly it's just dope to me that you put that much effort into the war effort to "Contribute in some way" trying to keep the Frontline stocked and the logistical stocked and informed with this video thanks brother efficiency is clever laziness

  • @WildHawk41
    @WildHawk41 Жыл бұрын

    I absolutely agree! Peoples eyes get to big for what they can actually manage. Showing things like catwalks and big facilities honestly hurt the players experience alot by screwing up expectations. The only thing I would add is to try and build along the water. Flatbeding Diesel to the Seaport and Freightering it to a Facility makes the refueling process so much more bearable.

  • @RadarLeon
    @RadarLeon Жыл бұрын

    Honestly a communial facility that is made compact as physically possible is better, for instance i operate 3 metalworks, they are all recyclers located at an comp field, another clan north of me operates an oil field and a vehicle upgrade station, another clan focuses only on material factories together it works

  • @Boris-iz6wd
    @Boris-iz6wd Жыл бұрын

    As a solo Facility operator "I approve this message"

  • @taiyosanida
    @taiyosanida Жыл бұрын

    Great advice! I'm not a logi player but do see many large unmanned facilities on the backlines.

  • @MrQuantumInc
    @MrQuantumInc Жыл бұрын

    It helps a lot if you have a clear idea of what you are going to do with your facility. The "Foxhole Facility Planner" is a really useful website. The statement about diesel is misleading since while in most cases each container has twice as much diesel, the petroleum power plant produces more than twice the power, so it would still be fewer trips, just more than half. Really your power strategy depends on what resources are closest. If a refinery, the sort that turns salvage to diesel, is nearby then use diesel, if an oil well, use oil or petroleum, if a coal field, use coal or coke. The exact amount of power is also important but less important.

  • @Argie5th

    @Argie5th

    Жыл бұрын

    While the point on MW/L is absolutely correct (and recommended for active production), the main point is that you get twice as much "power on" time with diesel, allowing you to stress less about whether ur facility is still alive or not

  • @florisboon4175
    @florisboon4175 Жыл бұрын

    Awesome video! Keep making them, they are very helpful and hopefully you will grow your channel!

  • @zhu_zi4533
    @zhu_zi4533 Жыл бұрын

    More importantly, there is a serious sense of separation between the factory system and the traditional logistics system. The factory system can only manufacture new toys, but can't produce even one gun or one bullet, and can't provide even one vehicle for the front line. Instead, it can only modify tanks and some super weapons that were once directly produced. And the maintenance of the factory is also too troublesome, it can only store 1K GS, and the occupied area is too large

  • @facehurt7606

    @facehurt7606

    Жыл бұрын

    ye i agree with all but next time post in one comment ❤❤😂❤😂

  • @Szrama1123

    @Szrama1123

    Жыл бұрын

    Devs stated that they want to slowly move items from factories to the facilities between the updates. In the past many players were very confused when too many drastic changes happened at once so they plan to do it slower this time. But the idea is that the importance of facilities is going to increase over time.

  • @joetraincool

    @joetraincool

    Жыл бұрын

    tripod weapons will be manufacturable at facilities in update 51

  • @privatepoggers2633
    @privatepoggers2633 Жыл бұрын

    Thank you for making this video. It helped me change my mindset on facilities. I have now made a public tank facility whereby I modify tanks for free using that mind set of 'what I am going to do in this facility and how I will contribute to the war effort in my own little way'

  • @aquaexnar3093

    @aquaexnar3093

    Жыл бұрын

    this is the best possible outcome

  • @Mazilescu_Elian

    @Mazilescu_Elian

    8 ай бұрын

    Little by little , you won every war .

  • @Darfur64
    @Darfur64 Жыл бұрын

    This is great content. I wanted to start a channel based on nightmare facilities I find in game. Full on railroad simulator facilities. Tunnels everywhere, no good entrance or exits. There's some wild stuff people build.

  • @llillian4055
    @llillian4055 Жыл бұрын

    Great little video :)

  • @MrChug-fi5do
    @MrChug-fi5do7 ай бұрын

    Pretty layout!

  • @ChrisJohnson-vb9hr
    @ChrisJohnson-vb9hr Жыл бұрын

    As a solo logi player, I like to do a simple 4x6 facility and focus on making one thing, usually ammo.

  • @carterpatterson1988
    @carterpatterson19889 ай бұрын

    This is great for a solo too it seems, I'll be using this next war!

  • @drazhars6119
    @drazhars6119 Жыл бұрын

    Thank you for this video, a good explanation of how it works would it be possible to have your file for the facility planner 👍👍👍👍👍👍👍👍👍

  • @TonyPort
    @TonyPort Жыл бұрын

    Cool gameplay video🙂🙂. You play very well. Keep going, we need more videos🙏! The game is awesome, I want to play Foxhole so freaking much, but I worry, my old laptop will not handle it😅😅! Hey, maybe you hear something about Boosteroid? This is a cloud gaming service. And they have Foxhole in the game library. Do you know if Is it possible to play Foxhole in this service without problems? It would be cool if you make a video about that

  • @scuffedryangosling4264
    @scuffedryangosling4264 Жыл бұрын

    Please, for the sake of my frame rate, keep the facilities simple.

  • @jacksonstewart5339
    @jacksonstewart53395 ай бұрын

    any chance we could get the plans from foxhole planner?

  • @user-rm3qj9mb2b
    @user-rm3qj9mb2b Жыл бұрын

    This is nice for solos who want to contribute without being part of a massive clan to do it.

  • @Sidedlist
    @Sidedlist2 ай бұрын

    Wow… I’m starting to actually understand facilities

  • @johannilsenstjernquist4367
    @johannilsenstjernquist43679 ай бұрын

    1k l of petrol can generate 12mw for 40 hrs with 1 power plant. 2k l of diesel can generate 10mw for 40 hrs with 2 powerplants

  • @kersey3000
    @kersey3000 Жыл бұрын

    can you make a diagram or a guide on building this?

  • @Carmidian
    @Carmidian8 ай бұрын

    I am new to the game why is your maintenance tunnel different from mine? You have a power cable that goes to it and it makes maintenance supplies Plus what do you do about the materials that you need to get from the oil fields. Like petrol, heavy oil, oil, stuff like that. My Forge needs petrol

  • @varvarith3090
    @varvarith3090 Жыл бұрын

    Bu-but muh oil dependance!

  • @AtomicWizard527
    @AtomicWizard527 Жыл бұрын

    Hi! im like a really new player, there are designated roles as a logi team?? or how does it work to play logi with more ppl? can I perform solely as a “trucker” sending materials to the front line? I know it depends on the context of your team and battalion but I just wanted to know what is more common between player

  • @Argie5th

    @Argie5th

    Жыл бұрын

    Hmmm, a good question. There is no such thing as a logi team, although there is a few logistics only clans you can join. All clans do logi in some capacity, and the moment you cooperate with other people for logistics, you can start carrying out specific tasks or have specific roles. As a single player, you can somewhat do this as well, although you will have to rely on other random people to carry out the part of the supply chain you don't, which usually limits you in what you can produce or transport to a frontline.

  • @diogofidalgo2202

    @diogofidalgo2202

    Жыл бұрын

    @@Argie5th i usually manufacture and transport everything to frontline seaports/storages as a solo. Then i store everything as public OR i deliver it myself to the frontline bases

  • @keelay5890
    @keelay5890 Жыл бұрын

    what shard is 13 on

  • @jeepkaewka8999
    @jeepkaewka899910 ай бұрын

    Can​ you​ give​ facility layout with​ facility​ planer​ pls?

  • @albertli2052
    @albertli2052 Жыл бұрын

    Everyone likes memeing tha big facility simps should just play factorio or some other industry game (Satisfactory, etc.) But I think there is a benefit for having 3 types of big facilities: 1. Public petrol production at oil well 2. Public heavy oil production at oil well 3. Public cmat, processed construction material, AM I, II, III, and IV production, and a coal refinery at oil well. The importance of these big facilities are also listed in order. Petrol being the most important since world resource mines are BUSTED with petrol. Not making at least 1 oil well on the Eastern and Western front a public petrol production plant is just selfish in my view. This is a team game where we help each other. By essentially nationalizing an oil well we can finally drive with petrol. We can fuel all those resource mines. We can even afford to keep stationary component harvesters running. With my design for a public petrol oil well can produce ~360 petrol/hour and only needs 1k garrison delivered every 6-8 hours (depending on how the build actually turns out). 1k garrison at a factory is 525 bmats and would take 22 or 13 minutes to make depending on if there are 2 factories. Think about it. 360 petrol an hour. It would seem like an absurd amount until you realize one materials factory needs 60 petrol an hour to produce 60 AM II. That means 1 private production facility needs 1/6 the output of an oil well operating optimally to run for just 1 hour. Now refueling your private facility every hour for AM II feels ridiculous. You would probably store that petrol in a liquid transfer stations. Let's say you build 1 liquid transfer, so it runs for at least 6 hours. That would need 400 petrol or a little over an hour of production at this theoretical oil well. If you play LOGI you've seen the jank oil wells that exist. Those are not making 360 petrol/hour. To power just 1 private facility, it is possible no one else will get petrol from an oil well for hours. How is that fair? This is a WAR. And I think the devs have made it pretty realistic in this aspect. Either come together as a team or perish. Look at the war rationing effort in the US in WWII. Wars are won by working together. Helping each other. Sharing resources to achieve VICTORY. It's not naive or foolish to want public petrol. It is the optimal move. Edit: I realized after writing the public petrol argument that I have yet to really expand on why petrol is amazing for LOGI. 20 petrol can fuel either a sulfur or component mine for ~8 hours and produce 27,000 of the respective resource. That's 3,200 resource/hour. No more slave labour down at the resource nodes LOGI! 20 petrol can fuel the salvage mine for ~2 hours and produce 27,000 salvage. That's 13,500 salvage/hour, or 1350 bmats/hour if done optimally. And since salvage mines spawn in threes it seems triple that haul baby! Salvage nodes still need slave labour unfortunately since tech tree mats won't mine themselves. Until we can get to the harvester. Stationary harvesters are incredibly inefficient (except the coal one). They take 60 petrol/hour making them quite the petrol guzzler. I suggest only using them on components since PCMs don't fall from the sky nor do refined materials either. The math for coal harvester is as follows: 37500 coal per fill up which lasts ~1 hour (50 minutes) 60 petrol/hour and 6 garrison supplies/hour (Unless you add more stuff.) What is the point of all this? To show how important petrol is for LOGI. Not having free and plentiful petrol available to all LOGI is a terrible idea. As more territory is taken those resource mines ain't gonna fuel themselves. The fact we LOGI don't need to spend hours slaving away at resource nodes means more time to run shipments to our comrades up front. More time to produce and move shit. More time to build facilities, tanks, halftracks, etc. We would even have time to reinforce bunkers if we wanted to. Or even spare a few LOGI up front. Those soldiers don't always have time to move equipment for easy access or take advantage of the factories at town bases. Hell we could even pick up a shovel and help build bunkers before we return to the backline. WE can do this! WE can build a better future for all LOGI! WE will not let our soldiers down!

  • @albertli2052

    @albertli2052

    Жыл бұрын

    Public petrol or how I stopped thinking communism is bad: I will be splitting up the math I did for these 3 big facilities into 3 replies to my original comment to help with organization. Freerk Holtes made a video called "Foxhole Facilities - Oil Refinery" that taught the concept of making a self-sustaining petrol producing oil well. I have expanded on this concept, so we can all drive with petrol (USSR anthem intensifies). Power 1 diesel power plant with the petrol upgrade produces 12 MW of power. 3 oil wells means 6 MW are needed. 6 refineries producing petrol means 6 MW are needed. PERFECTION. The keen observer would say what about the 100 cmats needed to make the diesel power plant upgrade? That's where temp facilities come in. Temp facilities (learning we can just let things decay) These are transitional facilities not built for the long term. With just the minimal design of 1 diesel power plant, 1 maintenance tunnel, 1 power pole, 1 materials factory, and 1 liquid storage container (omitting foundation needs), we can use the philosophy of this video to downsize facilities for one need -- cmats (in this case). To transfer salvage we can use the resource haulers, and then use R1 haulers to transfer the cmats. Once we overcome the rough transition period give this place a salute for its service and let it die. Or not. Your choice comrade. For the pipes and processed construction materials (PCM) we will follow the same concept except we will bring garrison supplies to the maintenance tunnel. That allows the diesel plant to power the metal works factory. Components will be shipped in with a resource hauler. Pipes and PCMs will be (YUCK) moved with a R1 hauler. The design will be the same as the cmat facility except it's a metalworks factory not a materials factory. Facility Structures What this petrol facility requires (from what I can tell, if you can improve -- DO IT) is 3 oil wells, 6 refineries, 3 liquid transfer stations, 1 maintenance tunnel, 1 diesel plant. Pipe valves and pipes will vary and 3 cranes will be used to transfer at the stations. (I think linking the power is possible with 4 power poles, but I'm not sure. Wiki says 25 m long power lines.) THE MATH 1 oil well produces about 1.9 L of oil/s on the 50 L setting. (For some reason the 75 L setting produces negligibly less than the 50 L setting. But when its output will perfectly satisfy 2 oil refineries on the heavy oil setting...) Oil refineries take 1 L of oil/s and produce 1 L of petrol/s. The math is a bit weird for this but if you use a fuel silo and then pipe valves set to 1 L/s then this should work. You could also try just splitting the output into two pipes, no valve or silo, into the 2 oil refineries. This part needs testing. Then merge the outputs of the refineries into one pipe to the transfer station. Except we will use the output of one refinery to power the diesel power plant. * It is possible to use a pipe valve to split the output of this refinery, so that only 0.7 L/s of petrol flow into the diesel plant and merge the rest to the transfer station. I'm not sure how the game handles this, but this is only for super optimization. For context the diesel plant requires 0.55 L of petrol/s. And that's how we theoretically make a public petrol oil well. This is only possible if we work together and have the community test and refine this idea. I don't think this is a pipe dream. I believe this is how the game was meant to be played. At the very least I think the concept of 1 output facilities I call temp facilities is a noteworthy concept. Edit: The reason I was stupid in my comment about using 1 petrol plant instead of 1 diesel plants is because 1 petrol = 135 diesel. By fueling a salvage resource mine with 20 petrol (1000 L) it will produce 27,000 salvage over ~2 hours. If you converted all of that salvage into diesel for some reason you would get 2,700 diesel. And there you have it. Apparently using petrol for power generation (except if the power plant is powered with an infinite oil well) is super stupid. Edit 2: I forgot to mention how you would kickstart this facility. Use diesel and slowly start the infinite loop.

  • @albertli2052

    @albertli2052

    Жыл бұрын

    TheFactoryMustExpandTheFactoryMustExpandTheFactoryMustExpandTheFactoryMustExpandTheFactoryMustExpandTheFactoryMustExpandTheFactoryMustExpandTheFactoryMustExpandTheFactoryMustExpandTheFactoryMustExpandTheFactoryMustExpandTheFactoryMustExpandTheFactoryMustExpandTheFactoryMustExpandTheFactoryMustExpandTheFactoryMustExpandTheFactoryMustExpandTheFactoryMustExpandTheFactoryMustExpandTheFactoryMustExpandTheFactoryMustExpandTheFactoryMustExpandTheFactoryMustExpandTheFactoryMustExpand I will be addressing the public production facility of the aforementioned common higher tier mats. Yes I understand AM III and IV mats are late game, but I included them because this design has the power generation and producing AM IV needs quite a bit of heavy oil. Also making 180 PCM/hour using the blast furnace upgrade is LOGI heaven. Since this facility concept is so much bigger actual play testing is needed. I will only be describing the structures I think are needed and the math behind why I chose those structures. Facility Structures 3 oil power stations 4 refineries- 2 for petrol, 2 for heavy oil 1 maintenance tunnel maximum of 4 facility cranes 2 material factories 1 metalworks factory 1 coal refinery 1 liquid transfer station small gauge tracks and train with at least 1 flatbed and 1 container Resource transfer stations Material transfer stations The Math Power 30 MW are produced by the power stations. 15 MW are used for facility maintenance: 6 MW for oil wells, 5 MW for the refineries, 2 MW for the maintenance tunnel, 2 MW for the cranes. THIS IS KEY. The reason why I reserve 15 MW for production is so that these 3 operations can run in the background until AM are needed: the blast furnace of the metal works to produce PCM, the coke furnace of the coal refinery to produce coke and sulfur, and finally the metal press of the materials factory to make cmats. This will produce: 180 PCM per hour needing 3300 components 4950 coke and 450 sulfur per hour needing 6000 coal And a net 236 cmats per hour needing 2160 salvage I highly suggest using 3 stationary harvesters for the components. Although it takes 60 petrol per full harvest (takes 50 minutes to run out of fuel), you get 4500 components and the excess can go towards whatever. The reason behind this is because component mines produce ~3,200 components/hour. That's not enough and would better serve the war effort being turned into rmats instead. This is another reason to have the public petrol production oil well. Since 1 oil well will produce 1.9 L of oil/s and power stations need 0.416 L of oil/s we can split the output into 3 pipes and limit flow with pipe valves at 0.5 L/s. 2 materials factories are suggested because AM II needs 0.83 L of petrol/s and metal press cmats need 1 L of petrol/s which the two petrol refineries can provide. The two petrol refineries will feed the 2 materials factories. Only 1 metalworks factory is suggested because steel construction materials require more sulfur than the coke furnace can produce and chew through PCMs like nobody's business. It would be better to have the metalworks factory with the engineering station upgrade somewhere else fueled by single purpose metalworks factories that only produce PCM. Also the free heavy oil refinery will fuel the liquid transfer station with ~67 heavy oil/hour which can be used for whatever. The other heavy oil refinery will fuel the metalworks factory. It takes 0.55 L of heavy oil/s to produce AM IV, and an heavy oil refinery outputs at 0.5625 L of heavy oil/s. This is just my idea of what a public facility for cmats, PMC, and AM I to IV could look like. It's definitely not the best, and I don't view it as some pinnacle of logistics. I just want to start the idea of what could be. The maintenance tunnel is probably gonna need help with the supplies, but I have set aside 16 cmats/hour for it to make 160 supplies/hour. Most likely only 1 maintenance tunnel is needed. I calculated the reach of the tunnel, and it covers a 55 m by 55 m square with the tunnel at the center. I know it has a radius of 40 m, but I have yet to see circle facilities. The kickstart How would one kickstart this utopian nightmare though? Simple. Use the crude oil from the wells and put it into the power station. BOOOM Edit: I forgot to mention this. You will notice I say nothing about the light vehicle assembly station for the minecarts. Well just make them somewhere else. The video I'm piggy backing off of literally espouses the philosophy of downsizing, and I agree for this one. You could make a dedicated facility with two assembly stations since they consume 2 MW each. The maintenance tunnel just needs to have 1k supply top up which as I pointed out is not that difficult. No need for a liquid transfer station. A liquid storage will do just fine. And of course the duct tape that holds it all together -- the diesel power plant. And voila you get to make vehicles while not inside the middle of a monstrosity. (It is implied but BMS cranes are used to transfer the pallets, resource containers, etc.)

  • @albertli2052

    @albertli2052

    Жыл бұрын

    Heavy Oil (and beyond in the late game) I'm not going to go too into this. It's basically a carbon copy of the public petrol production oil well except with the oil refineries all making heavy oil. I played around with the numbers, so that enriched oil is also produced here. But learning from Argie it's best NOT to force something that just isn't working easily. The power needed to make enriched oil without wasting any heavy oil is stupidly high. The only difference here is that the power station will have a personal heavy oil refinery. No squeezing out extra drops of heavy oil on this one. That means 5 heavy oil producers which translates to 337.5 heavy oil cans/hour. Power wise of the 16 MW produced 15 MW will be used. (6 MW for well. 9 MW for refinery.) The garrison supplies needed are unknown because the actual environment is unknown, but the single minded purpose of this public facility should mean it would need a top up at most once every 6 hours. A tiny bonus from this is that 150 sulfur is produced each hour. Which I guess is something. I have no clue about the steel construction materials. Probably shipped in on a flatbed with a pallet from that mysterious metalworks factory somewhere. Some bonus content Something interesting happens when you place coal refineries with advanced coal liquefiers near a body of water. They make their own power with the heavy oil produced. 2 of these coal refineries will produce enough heavy oil to power 1 sulfuric reactor power station producing 16 MW. That means you can have 4 of these producing coke nonstop (garrison supplies not included). And the heavy oil from the 2 other coal refineries is generated at a rate good enough for the 9 MW steel construction material path of a metalworks factory. 20,800 coke can be produced per hour needing 24,000 coal. What's the point of all this coke? Well it can be used to fuel coke power stations. Power wise 5000 coke shipped on a flatbed provides more energy and longer than 100 diesel on a flatbed. This could provide interesting power generation for frontlines near bodies of water or making water dependent facilities. I don't know much else about this topic. I'm not creative enough to think one up. There is also the question of how to make that super tank armor AM V. My best thought is to use the materials factory at the public materials facility to make the AM II that needs petrol, and have a dedicated mini facility that produces only AM I. This mini facility can have 2 materials factories. The extra one produces cmats which the maintenance tunnel will take. There will be more maintenance needed since you would need to switch between the garrison supplies and materials factory, but I think it's doable. Also with an on-site garrison supplier you can throw in a 0.5 MW crane if you want. Liquid transfer station should be used here. The liquid storage container is used for the temp facilities because it's early on and resources are more scarce. You would actually need to run by every 30 minutes and press the refuel button for the facility to keep running. But this could just be incorporated into part of your supply run. Simply hop out press the refuel button and continue on with your supply run. I call upon both collies and wardens to strive for a more unified front among us LOGI. We need to learn to trust our fellow LOGI and work together. As asinine as it sounds teamwork probably is the easiest way to boost the chance of victory. I am currently a filthy colonial, but I wish nonetheless that wardens will also use these ideas to help make LOGI easier. As seen during the strike for us LOGI there is no colonial or warden -- there is only LOGI.

  • @jeffington1224
    @jeffington1224 Жыл бұрын

    I am but a solo player rn because I don’t have any friends who have foxhole but this is good to know

  • @grundergesellscahftmkii6196

    @grundergesellscahftmkii6196

    Жыл бұрын

    still a solo player? 😊

  • @jeffington1224

    @jeffington1224

    Жыл бұрын

    @@grundergesellscahftmkii6196 1 friend to play with and 1 friend who is getting the game on like Saturday plus 2 other people in a community I’m in who have the game

  • @QuantumImperfections
    @QuantumImperfections Жыл бұрын

    I know the M. Tunnels need to be powered to create GSUPPS, but I also thought Maintenance Tunnels had to be powered for the GSUPPs inside of them to be consumed by the facilities around them?

  • @Argie5th

    @Argie5th

    Жыл бұрын

    In devbranch they certainly worked unpowered, however, i have been able to avoid testing it in actual war.

  • @aries96sixx35
    @aries96sixx359 ай бұрын

    how do you drive your vehicles out of the small station assembly?

  • @user-ve8vx3tx7p

    @user-ve8vx3tx7p

    9 ай бұрын

    he likely uses the crane to to move them

  • @civosborne
    @civosborne Жыл бұрын

    If you don't have a family you can go to the front line. Sounds like my time in the infantry. Now gear up we're going to the woods for 30 days.

  • @aquaexnar3093

    @aquaexnar3093

    Жыл бұрын

    it should be the other way around. leave the new solo players behind lines to logi and learn the game, and have the experienced players take up front lines with ready depots and teams to supply them, without a pesky queue

  • @civosborne

    @civosborne

    Жыл бұрын

    @@aquaexnar3093 ..... You now have day on day off staff duty until further notice.

  • @aquaexnar3093

    @aquaexnar3093

    Жыл бұрын

    @@civosborne nooOOOOO :why:

  • @albertli2052
    @albertli2052 Жыл бұрын

    You have provided an excellent insight into how facilities should be viewed as, but you are wrong about using petrol vs. diesel. You are correct in stating that if you run 2 petrol power plants it would not last as long as 2 diesel power plants. HOWEVER that is only if you for some reason want 24 MW of power at all times. If we take a page from your book and run the plants at minimum for background manufacturing of processed construction materials and construction materials. Petrol is better. By having only 1 petrol power plant on the 800 petrol fuel storage will also last 20 hours but provides 12 MW instead of 10 MW. This also means that 8000 salvage can be used to make other things than diesel. Such as supporting frontline with bmats. I felt it was weird that devs would somehow make 2 diesel plants more efficient than 1 petrol plant. Turns out you overlooked the math. Edit: 2 things. 1. I'm stupid. I will elaborate in a separate comment. 2. You are right that this set up for a private facility allows one to take time off from the curse that is logi.

  • @Argie5th

    @Argie5th

    Жыл бұрын

    Ah, you have missed my point entirely! the point was that 2 fuel containers would keep you running for 40 hours on one power plant, allowing you a day off if wished for. We used 2 diesel plants for simplicity, not efficiency!

  • @ThunderstormRTB
    @ThunderstormRTB Жыл бұрын

    The best scale for a facility is 0 parts, this way you will have enough time to play other games and have fun.

  • @Argie5th

    @Argie5th

    Жыл бұрын

    I am in need of salt for my Xmas dinner, can i mine some of yours? XD

  • @BIGESTblade
    @BIGESTblade Жыл бұрын

    What made me quit the last time is freaking clanners looting my facility when I wasn't around. I really wish squadlock didn't require 3 people.

  • @Argie5th

    @Argie5th

    Жыл бұрын

    That does really suck, often you can message some of the more prominent clans for help, we don't want that kind of behavior either, and sometimes we can do something about it, or help you out.

  • @BIGESTblade

    @BIGESTblade

    Жыл бұрын

    @@Argie5th "More prominent clans"? So that they bring even more people to take what they want and I have even less chance to defend myself? I think not.

  • @Argie5th

    @Argie5th

    Жыл бұрын

    @@BIGESTblade I don't think i can change your view on clans in a comment tread on KZread, but i hope you will eventually open up to the idea that not all people are terrible people. And clans are, at the end of the day, people.

  • @BIGESTblade

    @BIGESTblade

    Жыл бұрын

    @@Argie5th I doubt that. In five years that I've been playing I only ever got more issues with them.

  • @Argie5th

    @Argie5th

    Жыл бұрын

    @@BIGESTblade And in the 5 years I've been playing, I've only seen larger clans complain that there are idiots out there ruining clans as a whole reputation, because they take a lot of shit for things they don't do, while just wanting to do their best for their members and those why rely on them for the fun they have in the game. Yes i have seen clans who steal, alt, cheat, hell, 3rd used to be known as "the russian clan that steals all the time" but that changed. I'm sorry to hear that you have yet to see the good side of things, but allow me to extend a hand to you, and say, if anything happens, feel free to contact me, and i'll see what i can do.

  • @jowey_2077
    @jowey_2077 Жыл бұрын

    what do you mean your clan's facility, what is a clan? if your in a clan, you can have your own supplies that no other player cant uses or what

  • @Argie5th

    @Argie5th

    Жыл бұрын

    A clan is a community of members working together to gain resources and carry out operations. Some materials are able to be stored by the clan, but not all.

  • @jowey_2077

    @jowey_2077

    Жыл бұрын

    @@Argie5th alr, thx

  • @chabmangaming9007
    @chabmangaming9007 Жыл бұрын

    or you can go and get yourself an oil well and make petrol automatically

  • @zhu_zi4533
    @zhu_zi4533 Жыл бұрын

    I think the price of the paint factory is ridiculously high, I suspect that it was originally intended to be used as a vehicle factory, so that players can make tanks on the front line for 3 times the cost

  • @zhu_zi4533
    @zhu_zi4533 Жыл бұрын

    The factory system is a complete negative asset if it weren't for the fact that new toys and special vehicles have to go through the factory to make it

  • @anon_148
    @anon_148 Жыл бұрын

    I don't see the point of playing as a logistics player in this game. You are esentially getting a second job with no pay, you don't get to fight other people or shoot at things, what kind of person enjoys this kind of thing?

  • @mohluck2635

    @mohluck2635

    Жыл бұрын

    People enjoy this aspect of the game that’s why they do it. Surprisingly not everyone wants to do frontline combat

  • @zhu_zi4533

    @zhu_zi4533

    Жыл бұрын

    @@mohluck2635 But not everyone wants to spend all their time on logistics and queues

  • @anon_148

    @anon_148

    Жыл бұрын

    @@mohluck2635 Absolutely bottom-tier thing to do, from what little I've seen/played of it factorio logistics is just walmart Factorio. Honestly don't see the appeal.

  • @zer0dol214

    @zer0dol214

    Жыл бұрын

    If people will suddenly stop playing logi in Foxhole what will a regular soldier do? FIght eachother with starting pistol and die everytime until everything runs out of shirts? Logistics is essential part of both irl and games war and any combat will be impossible without it. Devs just wanted to show us more aspects of warfare and by that they gave us opportunity to choose whatever role we want and that's why there's people who enjoy doing this stuff. Almost the same reason people spend their time in Factorio, they just want to. You don't want to play as logi? Okay. You have the right not to. Nobody forces you. Nobody forces you to play any particular role. Even as a regular soldier you can choose to fight on the frontline in the trenches or dive into guerilla tactics ¯\_(ツ)_/¯

  • @cembora4849

    @cembora4849

    Жыл бұрын

    I am the one who do all. Sometimes It is not fun to die every 1 minute or see the place burned down after hours of fight for it. You have to change your mindset, you are helping front lines to win your war.

  • @gman2840
    @gman2840 Жыл бұрын

    Man your accent is confusing as, are you an Aussie with an Irish background?

  • @Argie5th

    @Argie5th

    Жыл бұрын

    Neither XD and i switch uncontrollably at random as well! I hate it!