#High Science Multiplier

1 messages · Page 12 of 1

steep spindle
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That sounds interesting, I'd love to see it when it's finished

long mauve
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Yeah it’s gonna be exciting for sure

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I’m thinking something huge like 16 wagon plate trains

steep spindle
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Also, if you ever want tips to get out of diamond lemme know. I'm Champ 3 normally

long mauve
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Sweet! I’ll let you know. I don’t think we can play together though that’s a big skill gap haha

steep spindle
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Always can in casual

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Bed time for me thou, got to see the inside of my eyelids

long mauve
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For sure

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Good night!

inland kelp
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Ooooh 16 wagon trains. Yess 🤤

vagrant anchor
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Wow, you are almost finishing already

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Has been a long time

inland kelp
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I just realized,

1000x probably also has 1000x white science rate...

slim kelp
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yeah. no shiet ;)

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forget about space sciences...

inland kelp
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yepppppppp

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this changes everything

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ok just gnna finish and then gtfo

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...............this is actually oddly demotivating

slim kelp
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you could "gigabase" 5000 spm including rockets

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but what's the point ?... just a game of numbers...

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with no biters it's boring

long mauve
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Im planning on doing a 10K spm megabase after im done

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I might also enable biters

inland kelp
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yh 10k is a fun goal. very doable

inland kelp
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theyre very predictable ai. i just wnna build

steep spindle
long mauve
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your insane

inland kelp
long mauve
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it already will take years to get those to level 30

inland kelp
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like, start with all tech on 1k

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oh wait lvl 30 inf got it got it sry

long mauve
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theres new research for productivity on recipes. level 30 is max

inland kelp
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oooh

slim kelp
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it's close to impossible to reach lvl 30 with normal x1...

long mauve
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yeah..

slim kelp
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ah, 2.0 stuff

steep spindle
slim kelp
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right so already lvl 8 is 256k science on x1

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forget about lvl 30, literally impossible

steep spindle
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Think outside the box

slim kelp
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... yeah /c command to set it to lvl 30 ;)

slim kelp
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remember, 2^30 is about 1 billion, and that's with multiplier 1, the default multiplier is 1000 for these techs, so it's 1 trillion science to get to lvl 30 on infinite sciences

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if x1000 science, that's 1 quadrillion

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a number so big that human mind already cannot comprehend it. Even 1 billion is too much to understand for most people

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(even more ridiculous that some people have billions of $ ...)

steep spindle
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It's gonna be unmodded too for all the achievements

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I'm fully aware it may take a long as time

slim kelp
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unless they change the formulas in 2.0 so it doesn't double every lvl

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no no, not long time, it takes longer than the universe

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aka, impossible

steep spindle
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I don't think it will

slim kelp
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but, read the line above "change the formulas"

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people have reached lvl 300 or more mining productivity because that particular one has another formula compared to the usual stuff

steep spindle
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Yeah and the lvl 30 mining prod alone is 67M

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I know it's gonna be a long haul base

slim kelp
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you have to do a bit of math first before even attempting it

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there are hard things, there are unreally hard things, and there are impossible things

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if it falls into the latter, you're just wasting time

steep spindle
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Everyone thinks different

inland kelp
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the combinators fit so snugly in there:) almost like it wants me to design it like this

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yes im redesigning my fluid trains bc they Suck at this scale without endgame tech 😭

spark idol
steep spindle
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No no no thinks

steep spindle
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But for real, like I think that would be fun to do

long mauve
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fun? yes. impossible? yes

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itll take multiple IRL years of constant playing

long mauve
mossy saddle
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time to upgrade computer!

steep spindle
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Gonna be rocket League tonight anyway

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I'm getting GC out the gate

spark idol
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Rocket league has such a high skill curve

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Once I saw people doing aerial stuff I gave up

steep spindle
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You would hate to play with me then lol

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Everyone thinks things are impossible so they don't try. You miss 100% of the things you don't do

long mauve
steep spindle
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Math against me or not, I'm attempting it 🙂

long mauve
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go for it, I cant stop you

steep spindle
long mauve
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1kx is a magnitude easier than the 2.0 challenge

steep spindle
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Or just beating the game

long mauve
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oh all infinite tech to level 30

steep spindle
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Yeah, that's what I'm going after

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Going to continue it after my Rocket League and achievements in Factorio are done

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@mossy saddle Wanted to do that with me too eyes

inland kelp
long mauve
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just theoreretical

inland kelp
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ah

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its a logical deduction though, max tech being a goal

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btw. weird question!
should i, like, avoid pinging you? as youre a moderator. Or do you have like different pings set up to know whether its bs or mod stuff?

long mauve
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you can ping me its fine. I dont have different pings set up but itll only take me a second to see if its serious or not

inland kelp
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aight thats cool

long mauve
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this is fine

candid shadow
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So, I'm not doing 1000x multiplier, but I am doing 10x multiplier with stronger biters and some funky flavor mods

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I've got:
Robot Army
More biter types
Longer and darker nights + biters attack more at night
Alien Biomes
10x science cost
Ruins

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Things are... interesting

steep spindle
steep spindle
candid shadow
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I'm almost at the end of red science

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almost

long mauve
candid shadow
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it's.... manageable

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we'll see lol

long mauve
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for now, wait till they evolve

candid shadow
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well there's already armored biters, frost ones, explosive ones, and poison ones

inland kelp
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👀 x10 with boosted bugs

Interesting

quiet sandal
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x100 with normal bugs is possible

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seems like it can be done

inland kelp
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Sure it can

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Would be, uh.... interesting though :p

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Just the start would suck, without turrets for a good while while trying to piece ur factory together without splitters

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We need youtubers doing multiplier runs with biters tbh. It'd be fun to watch

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Any1 got Dosh's contact? :p

mossy saddle
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I don't recommend doing that but you can do it if you want xD

slim kelp
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if evo is slowed down accordingly, anything is doable, even x1000

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with default values, nah, I don't see how, facing huge waves of large biters and spitters with just basic turrets and basic ammo no upgrades. No chance

steep spindle
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I can't wait to be launching rockets like a mad man

inland kelp
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i really want to quit this playthrough ngl. but i wnna finish the chalenge

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infinite sciences are gnna be impossible
and theres no reward or ribbon or w/e for completing x1000

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but i do want to have completed it for the ego boost lmao

steep spindle
inland kelp
inland kelp
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ok, blue science has been running for the last 13 hours at roughly 2k'ish
I finished three sciences.

let's do something else. like fix my mall, lmao

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this is crazy. i love it

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we should have a x1000 deserved mark on discord tbh

slim kelp
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talk to olivia :)

inland kelp
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letsdoittogether

slim kelp
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scary?.... wtf.

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I know we're nerds and we don't really know how to talk to women, but ... scary ?

inland kelp
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bro, bothering head mods for roles. never seen olivia talk or w/e. chill tf out

mossy saddle
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I've seen her talk a couple of times

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she didn't try n kill someone

real heart
real heart
inland kelp
# real heart You’re probably on when I’m asleep 😛 I’m not sure what the role would look lik...

Lol, nice

Basically it'd just be an artificial way to make these kinds of challenge runs "matter". Useless ego boost Really, there should be a steam achievement for doing it vanilla.

Imagine the sheer amount of saves being sent in on discord for validating yep..... the x1000 run is very unique though!

I was honestly just complaining about the uselessness of a self-imposed challenge. My response was a joke lmao

This does kinda make me want to have a silly role though... like a pineapple:D

modern citrus
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Not a pineapple. A millipede

spark idol
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🪱

steep spindle
inland kelp
steep spindle
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Could indeed

inland kelp
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That vanilla 1000x?

slim kelp
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modilla 1000x :P

inland kelp
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:p

steep spindle
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Still an x1k world lol

inland kelp
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Love it!

mossy saddle
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oh boy... the amount of screenshot I'll have if I ever finish this run...

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screenshot of the 10 full rockets just sending iron ore into space xD

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"first 1 million biter kills I'll see you back when I get 1b"

elder rover
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Like, crashing even if i recall.

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I remember trying it a few tiems and always ended up having to remove it for some reason.

steep spindle
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got it!

slim kelp
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oh, you got minions too, nice !

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now all that's left is making a lot more electronic_circuit

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CA3 is almost there, just needs a tiny more factory

steep spindle
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We were trucking away with achievements last night

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And fixing purple science lol

slim kelp
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you could just build green chips after finishing CA3... stop launching rockets and science, and just put chips in chests in 1000 different places

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surround every assembler with steel chests, and let them slowly fill as you build more and more

steep spindle
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The problem with the blues is not enough green, and green has not enough copper/, iron

quiet sandal
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solar panels are so weak but at the same time way overpowered

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60kw is basically nothing, but irl a 9 meter area gets around 12.4kw of sunlight

eager jacinth
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but IRL a day is 24 hours instead of 7 minutes, so take the energy values with a grain of salt

inland kelp
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solar bp go BRRRR

slim kelp
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"Residential solar panels range from 13 to 22.8% efficiency, with most panels hovering around the 20% mark."

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imagine if they would have 100% efficiency.... so roughly 5 times more

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12.4 * 5 = .... ... ...

steep spindle
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can't wait to wonder how this is getting accomplished in 2.0

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about to make this base a train megabase

steep spindle
quiet sandal
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so a 9 meter area solar panel with 20% efficiency would make 2.48kw

slim kelp
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Oh. Well then, nauvis sun is a lot brighter then ;)

candid shadow
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Southern chokepoint secured

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(for now)

candid shadow
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First medium biter ChibiOhno

long mauve
candid shadow
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We shall see

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I'm doing 10x but have other stuff going on

long mauve
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do you have any modded weapons or is it just for now gun turrets?

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yeah

candid shadow
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I'm about to have battle droids

long mauve
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those sound fun!

candid shadow
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I'm struggling to find good chokepoints out east

long mauve
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there arent any too close, best bet might just be to grab all that land and make the wall right after the copper / stone patches

candid shadow
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Just got military 2 done >.>

long mauve
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the factory is growing

steep spindle
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the 1M utility_science eyes

long mauve
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300K or so more till launch

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i need to still make the RCU and rofu however

candid shadow
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the pitch blackness does get unsettling after a while

candid shadow
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at last, bots that actually are useful

steep spindle
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never played Space Exploration, guess we bout to start

candid shadow
steep spindle
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True, if I cranked it to x1k tho eyes

mossy saddle
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good luck with the meteors 👀

slim kelp
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maybe you should play SE the standard way first, at x1, until you get the feel for it ...

modern citrus
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Finally got purple science somewhat up and running… only one of the two installations, so only 900 per minute. Need to figure out (even if I’m nowhere near ready to feed it) the yellow side before I can duplicate it for the other 900 purple per minute

long mauve
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Science Multiplier Runs

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High Science Multiplier

steep spindle
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Name change? eyes

modern citrus
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Cant exclude the tech cost x1 people can we?

spark idol
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That’s higher than wave defense

slim kelp
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tbh even the default "marathon" game is a different category than standard/default

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yes not as long as 100x or 1000x, but not as short as default either....

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pretty much anything starting from marathon all the way to x1000 could fit in this thread

candid shadow
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Well, I’m doing 10x but also have biters very buffed

eager jacinth
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0.1x research cost when

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(I know the game doesn't let you go below 1x)

quiet sandal
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I tried x1000 with biters

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not possible lol

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my x1000 run is currently on hold, I'll get back to it eventually

long mauve
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T-42 until liftoff!

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ugh I couldve been SO much faster. ive been making an extra 250 spm without enough labs!

spark idol
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Trying to get a look at the map here

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Are these 2-4 trains?

long mauve
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1-4

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turns out, my brick production was not up to par after making concrete so purple sciecne basically just stopped so now its back to about an hour

spark idol
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Probably do my own BZ x1k

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At some point

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I think just natural gas and helium

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Cause I like the way they work and how they interact

long mauve
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of course trianglepupper

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we have liftoff!

marble stream
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Who dares to rename x1000 to HighScienceMultiplier
I can't find it in my list now

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IMO this thread should be named x1000, as barely anyone plays less then that (mostly on big overhauls), and the origin point of this thread is vanilla x1000

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[voting] Please rename this thread back to x1000 or whatever it was

jovial oriole
inland kelp
mossy saddle
jovial oriole
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After all, it is just a race to flamethrowers

mossy saddle
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1000x is a big step up from 100x 👀

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instead of 360 science/min is decent for the start you'll need 3.6k to make a "fast" research

jovial oriole
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I am getting everything up to that

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Then I'll upgrade the amount of science yellow belt crafters I have

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Then I'll upgrade to assemblys 3

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And I am all set

slim kelp
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if evo is slowed down enough, x1k with biters can work, but if they evolve too fast, they'll just break through once getting to large biters (which is VERY quick on such a scale without reduction in evo)

jovial oriole
mossy saddle
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what science are you at atm?

jovial oriole
jovial oriole
mossy saddle
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my starting setup was 1.8k spm

jovial oriole
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I got like 8 iron patches 11 coal patches and 7 stone patches as well as 4 oil fields uncovered

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But only one copper lol

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I need like 5 more copper patches for stable prod

quiet sandal
jovial oriole
slim kelp
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turrets have low damage without upgrades and big spitters will destroy them with acid while turrets are busy shooting at the blue biters

jovial oriole
slim kelp
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and with that much pollution, LOTS of them will come

jovial oriole
mossy saddle
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I'm not sure how much a normal world differinciates between SEK2

jovial oriole
slim kelp
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you have no choice in x1000, there is no way to mitigate pollution before oil

mossy saddle
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but it's already hard enough repairing the damages of the meteors and the solar beams

jovial oriole
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You can't always produce at 100% rate

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Sometimes you need to slow production and just deal with the expansions

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Up 20 biters, small, medium and large

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That isn't too bad if you do it right

mossy saddle
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turrets are alot further then you might think 👀

jovial oriole
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At the outer edges of your expansion chunk candidates you'll just need to lower a lot of them down to red chunks and have a few green, where you can surround it by gun turrets and hope if they'll expand towards your cloud, they'll run across the turrets

jovial oriole
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I got mine after 2, due to constant biter annoyances by pollution, forcing me to slow prod down a lot

mossy saddle
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I'm not sure how far turrets are in default world x1000

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if it's 2hours for you you got to do it x10 so 20hours if you had the same setup xd

quiet sandal
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I had to cut down a lot of forests to make room for my factory

jovial oriole
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I'll make sure to have a good forest map for my 1000x

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And I surely will deal with nests a lot earlier with a lot of fish and my pick!

jovial oriole
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I'll have to

mossy saddle
quiet sandal
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I still have all that wood stockpiled in chests, I’ll need to connect it to a line on my power plants

steep spindle
mossy saddle
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reminds me I'll start playing again ggs ^^

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first will have to change the science trains tho

jovial oriole
steep spindle
mossy saddle
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you'll keep me motivated right! 👅

steep spindle
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Do it!!

inland kelp
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Might flip a coin tonight to ditch the x1k run and instead make an OG megabase. I alrdy know enough to know I can easily finish it

slim kelp
jovial oriole
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(After I finished 100x ofcourse)

inland kelp
jovial oriole
languid stump
long mauve
long mauve
mossy saddle
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doubling my labs rn, maybe even trippling

steep spindle
elder rover
safe coral
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about to start a scaling cost game if anyone is interested, early tech is mostly the same but silo is about 2000x

elder rover
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x1000 biters enabled is the only valid way to play

safe coral
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server should be visible in server list, pw is scale2000

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search for 2000x

steep spindle
slender wind
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@safe coral Newest beta or newest stable?

safe coral
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uh, 1.1.104

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dunno

slender wind
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Looks like I'm out of date 😄 I've been on 1.1.94 for months

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1.1.104 is the current stable version

safe coral
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its basically vanilla as well, just using a mod to achieve the scaling (omniscience) plus disco labs because why not

slender wind
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Honestly Disco Science should be vanilla ;P

mossy saddle
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I don't really recommend disco science with x1000 you'll notice very soon why 👀

mossy saddle
mossy saddle
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oh only 2 labs? xD

long mauve
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its progress

mossy saddle
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lemme take a quick peek in the server 😛

long mauve
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the early techs are cheap

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go ahead!

slim kelp
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I think I'll do x100 with biters on, and not just on, but 600% of them (sea of red). However, significantly slowed down evolution. Big factory, big murder

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x1000 with biters, nah, too much grinding military techs

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the real x1000 will have to wait until I design my city blocks

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because with city blocks even 10k spm is probably doable on my computer

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might even upgrade by the time that happens :D

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a 7800X3D and DDR5 is not that expensive anymore tbh

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and the good part is ... I'm not buying it for games, I use this computer a lot for work, and that type of work really benefits from faster CPU/memory (video editing)

safe coral
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mil2 is only 189 packs

slim kelp
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that sounds nice, difficulty goes up, but slowly

safe coral
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silo is 2000x cost at the end and infinites are normal cost because I only just figured out how the mod works

slim kelp
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link mod ?

safe coral
slim kelp
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interesting. Bookmarked, will give it a try

long mauve
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we have science!

safe coral
mossy saddle
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oooh SE now ggs?

steep spindle
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Attempting it yeah

long mauve
safe coral
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obligatory "most of that is because we cant just get stack inserter bonus"

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the cost to get there is >100k

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production was at 3/s

slender wind
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@long mauve game's back up

long mauve
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whats the name?

slender wind
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Should still be the same

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I think

long mauve
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anyone else here can join if you want to by the way! I dont see it

slender wind
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Uhhhh hold on

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I may have broken something

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Okay NOW it should be there

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It's "1x -> 2000x Cost"

long mauve
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there it is

slender wind
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It's gonna make my YouTube all sloooowwww lol

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Oh well.

safe coral
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at some point id be able to set up a dedicated but thatd be in like a few weeks

slender wind
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@safe coral @long mauve Jsyk - game's up; I don't have anything happening today so I'll have it up all day. Same password as before.

I'm not progressing with anything really, just gonna get a bunch of buildings made so y'all don't have to craft them when you get online. And maybe spend some time rigging up defensive walls

mossy saddle
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but we like hand crafting!

slender wind
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Handcrafting is fun

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Also I forgot to say - this is a public server, insofar as that anyone is welcome. It's passworded to avoid total random people from being problems, but the password is "scale2000"

mossy saddle
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finding people that do such things is once in a blue moon I think

slim kelp
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so is there some high science mp game up ?

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I might join after the other rocket launches or goes boom

slender wind
slender wind
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The name is "1x -> 2000x Cost" or something like that, I forget exactly what I listed

slim kelp
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okay, I'll let you know after the launch

slender wind
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👍

mossy saddle
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The name sounds familiar

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someone suggested it to me after I said I wanna try pyanodon x1000

spark idol
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You don’t wanna try py x1k

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Assemblers will not be spared

mossy saddle
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that's why they suggested a mod like that one so it's better

slender wind
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Part of me wants to try Angel's & Bob's with a 1000x multiplier on it. I doubt I'll ever do it, but yeah lol

mossy saddle
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xD I did the starting part of it without multiplier and I was so dumb that I couldn't figure out how to get steel for an hour...

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I found out tho luckely but AB sounds fun to have as x1K but the beginning part you'll have loads of stone

slender wind
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That just means I can PAVE THE WORLD

mossy saddle
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AB is I think easier in the sense of you don't need much to get some iron ore imo

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and the plates etc..

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the buildings are just a bit bigger

slim kelp
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sooo, back to factorio then :)

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is that game still up ?

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anyone in it ? any vc ?

slender wind
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@slim kelp yes the game's still up, it'll be up for most/all of today

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I'm the only one on rn, not in voice but just sorta chillin'

slim kelp
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okay, can I come take a look if it's something in my alley ?

slender wind
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Sure

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It's open to basically anyone

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Other than the tech cost changing, it's a vanilla game

slim kelp
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so few mods lol, no squeak through :P

slender wind
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Correct

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No YARM either, sadge

slim kelp
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no indicator mods as well, no calculator mods... tough to see if stuff is working properly

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also asks for a pass :)

slender wind
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scale2000

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& it's a test of how skilled we are at the game 😄

marble stream
slender wind
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lol

mossy saddle
slender wind
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😄

slim kelp
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I don't think evo was slowed down...

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on the other hand, there aren't THAT many biters around... yet

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however hitting behemoths with barely having grenades and basic turrets with little to no upgrades might sting a big

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I sincerely hope at least expansion is turned off for this game...

safe coral
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huh, omnilib is required now, weird

steep spindle
slim kelp
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well this was ... a bit different :P

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I still thing we're all going to die painfully

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but okay, it was a nice try !

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evo 60% and haven't even started making advanced_circuit ...

long mauve
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what have you guys got done today?

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I brought oil over yesterday its easy to make red circuits for atleast efficiency_module

slim kelp
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ask ming for screenshot

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efficiency_module ? ha ! That's for noobs ;))

long mauve
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thats right, we need efficiency_module_3 :P

slim kelp
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right now the only use for oil is cliff explosives

long mauve
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Oh right I forgot wasnt the research 10K or something for prod1

slim kelp
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indeed

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the numbers go up exponentially like vanilla military space science

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some million points just to get bots

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it's ridiculous

long mauve
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yeah its gonna be fun if we can survive until flamethrowers

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those are only 6K red/green/mil afaik

slim kelp
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20k

long mauve
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oh

slim kelp
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I think

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but anyway, looking forward to seeing the entire factory get eaten by behemoths :)

long mauve
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its gonna be fun 🙃

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I think once we get flamers we can beat them back fairly easily

slim kelp
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mmmmaybe

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anyway there's a solar field which is fully powering the thing during the day

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so at least coal isn't running out

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some rail network is done

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military science also crunching slowly but surely

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some nests are dead with the help of defenders

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but it's already hard to kill big worms

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takes several seconds of 10 defenders firing into them non-stop to kill one

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meanwhile... acid everywhere

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a wall has started to the west

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not sure if in a very inspiring position, but it's there

long mauve
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I know that area, right past the oil? I think thats a good enough spot for the wall

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you guys got defenders, nice. I think those wikll be helpful for a while until evolution is too crazy

slim kelp
#

yeah they should somewhat work until 80%

#

after that it's just too many blues and insufficient firepower

slender wind
#

@long mauve That basically covers everything; the walls themselves are up in the west/northwest, but they need guns & supply trains. Offsite iron is done, just waiting to be turned on (waiting on walls being finished)

Current target is rockets & flamethrowers, then basically whatever else we can get for Red/Green/Mil science

long mauve
#

supply trains, I can make sushi belts work ChibiSmug

slender wind
#

Normally the defensive supply is robot-driven, but that's... well, it's over 900k just for the logistic robots themselves, and that doesn't give requesters

#

So we're looking at north of 2 million to unlock requester chests

long mauve
#

yeah requester chests are way too expensive to get..

safe coral
#

which I still think is a good idea since it doesnt need blues and can be researched now

steep spindle
#

Wish I could play

#

Busy golfing

slim kelp
#

tbh considering how many resources are needed anyway for science, a bit more for half a belt of ammo running the entire length of the wall is not going to make much of a dent

#

it's dumb on x1 when you can just finish the game with what you spend on ammo... but here... not so dumb

safe coral
#

yeah im totally fine with the red ammo idea

#

we got bullet damage 3 to give it an extra boost vs big biters

slim kelp
#

definitely going to be needed, otherwise they just break through

#

I am more concerned about offense than defense, defense is rather easy

safe coral
#

rockets 🤷‍♂️

#

I think with current tech nests die in 3

#

super easy with the smart targeting it does

#

its funny because in 1x rockets also basically dont have a place

#

by the time youd need that kind of firepower you have laser turrets and power armour

mossy saddle
#

hows it going?

safe coral
#

pretty sure its currently not up

mossy saddle
#

oh i meant how far did you get today ^^

safe coral
#

I set up the iron to the left using nearby coal, its waiting to be plugged in

#

walls are built but not gunned hence mine is off

#

and train network is being built

slim kelp
#

also big_biter s....

safe coral
#

that too

slim kelp
#

big_worm these are becoming an issue already

#

tons of damage and die hard

mossy saddle
#

they're always annoying x-x

slim kelp
#

not when you have lazors on power armor mk2... but I guess that's completely out of the question in this game

safe coral
#

it is, for several reasons

#

the mk2 itself, laser modules, good batteries, especially fusion

#

I think fusion is like 2mil

#

even mk1 is 457k, PLDs are 727k, good batteries are 654k, and fusion is 1.3mil

#

mk2 is also 1.9mil

#

modular armour is potentially viable though at 15k with solar 19k and basic shields 25k

#

considering shields have their own energy buffer it would prevent some deaths

#

no exos though, those are 462k

#

if I was setting this up now what id do is make my own mod for this kind of scaling because id like to be able to separate out main and side techs (is or is not required for silo)

#

and have lower mults for side techs

#

as well as have simple mults but tiered by how many packs a tech needs (such as 1x for red only but 200x for needing 3 packs)

slim kelp
#

tbh this game would be totally playable if the normal increase would be used, not the exponential one

#

it's still a lot more expensive than vanilla (even marathon), but not to this ridiculous degree

safe coral
#

yeah the problem with how this mod works is that a cheap tech behind a bunch of other techs is now expensive

jovial oriole
#

It helped me a lot as well early on

#

Until bots

safe coral
#

but in exchange normally expensive techs are cheaper

jovial oriole
#

Personal robots are so op on attack

safe coral
#

...do I tell him?

jovial oriole
#

I just seen your other message

safe coral
#

bots are >1mil

jovial oriole
#

You aren't playing normal x research cost

#

I thought so

slim kelp
#

tbh I don't think I'll be rejoining it

#

checked that tech tree pretty thoroughly and it's unfun.

#

maybe I'll enter to drop all the junk which I have on me, but that's about it

#

I'd rather play an x100 with biters and controlled evolution, at least I know I can match them despite the high costs

slender wind
#

Whoever's hosting can just use the /open command on you and loot your pockets, if that's easier than trying to time it to be online when the game's up

slim kelp
#

oh ok

steep spindle
#

I thought about trying a progressive multiplier

#

Wanna finish this SE base tho

slim kelp
#

not against it, but the exponential setting is just too rough

slim kelp
steep spindle
#

Just hit blues and can't remember the hrs played

slim kelp
#

SE is 200-1000 hrs depending on how experienced you are with it

#

since this is your first (but do know the game a bit), it's probably going to be 400-500hrs

#

very complex mod, I lost patience mid-way, not sure if I'll ever finish one

steep spindle
#

I wanted to mainly get into it because I like the fact that you could launch rockets before yellow and purple science

slim kelp
#

yeah but then there's 10 more sciences after rocket....

steep spindle
#

True, but it's something to do before 2.0's blind x1k out the gate, unmodded

slim kelp
#

play another game. I'm now in a No Man's Sky mood again :D

#

monday... who knows.

#

weekends I work, so no games then

languid stump
slim kelp
#

oh jeeez

#

I stopped counting at some point (then gave up, this mod is too much)

languid stump
#

It’s been a nice challenge for me

#

I did the 1000x run as a break from it xD

steep spindle
safe coral
#

@slender wind did you have the save last?

slender wind
#

@safe coral yeah I've got the most recent save

#

Just got home from work, can host if y'all are wanting to play

safe coral
#

yeah ill be joining in like half an hour

slender wind
#

Gives me just enough time to scrounge for some food & get out of my uniform then!

#

Game should be up, server is something like "1x -> 2000x Cost" and password is "scale2000"

long mauve
#

is it online? @slender wind @safe coral

slender wind
#

Yeah @long mauve

safe coral
#

yeah

long mauve
#

Ill hop on then!

slender wind
#

Woo

safe coral
#

@slender wind I took a save when I left and im assuming its been down since so im resuming that

safe coral
#

and I just got 200k iron/h achievement

slender wind
#

@safe coral yeah, it's been down all night

#

If you've got it up I might pop in for an hour or so before work

safe coral
#

ill switch it to hosted one sec

#

its up

#

literally just got the coal fuel train up and copper is about to kick in when it goes there

#

next up is actually setting up the signals on stations to disable them

#

ive set things up so coal is 1-4 but coal fuel is 1-1

#

the latter I assume will switch to solid fuel or ends up removed when we get electric furnaces

slender wind
#

Yeah that makes sense

#

I'm technically still in bed but I'll be on in a minute or two

safe coral
#

so just to note progress as ive also stopped for now: evolution is about to hit 0.7 (thankfully behemoths only appear at 0.9), iron and copper trains are operational (two of each), coal fuel train is too (also two), and theres one red ammo supply chain

#

also starter base iron is effectively gone

#

behemoth biters are going to be a significant issue if we dont get laser turrets before then due to their resistance to physical

#

51k RGBM science for the tech itself, 40k RGB for laser, almost done 20k for chem sci, and 11k for battery

#

that said 0.7 through to 0.9 isnt going to change much

slim kelp
#

it's why a use the very crowded miner system, there's no point in delaying the inevitable with spread out miners

slim kelp
#

planned new start, x100, 600/600 biters but evo is slowed down significantly. This one will definitely need walls :P

#

no expansion, but pollution spread set to 3%, so it will probably reach them sooner than normal

slim kelp
#

1hr ss... not exactly the fastest start, but logi is researched so I can now build stuff

safe coral
#

going to start hosting it again, I think its time to either set up a train mall with the bp ming pasted or to set up train science

safe coral
#

lots to do so I think ill actually wait for others to be around

slender wind
#

@safe coral I'm home now 🙂

#

Can get online whenever, but can also find ways to occupy my time if your attention is needed elsewhere

slim kelp
#

two hours in, I am a tad worried about pollution spread over the water to the right

#

the "sea of red" starts at the edge of that lake, if pollution goes there, the fun starts

slender wind
#

Sure hope you've got walls... you're gonna need 'em

jovial oriole
#

1 gear assembler per 10 red science

safe coral
#

ill start it up

#

was starting on the mall you pasted but I dont have all the ingredients

slender wind
#

No prob

slim kelp
#

oh boy, there they are...

mossy saddle
#

oooh

#

looks like the first time I saw my biters LOL

#

watch out suddenly they'll all be there..

slim kelp
#

3hrs ss ... expansion disabled, but yea, solid "wall" of read all directions

#

not even sure where should I wall... left is pretty clear, there's that bottleneck between lakes... but north... ugh >.<

#

anyway, wont' spend time walling until the cloud reaches the radars

slim kelp
#

eh, eh, works...

#

just about running out of red stuff to research

#

puny 450 spm... but for x100 is more than enough... time to start wallin'

#

oh boy, I forgot how many are on 600%.... many !

jovial oriole
#

Well, with these world settings, 100x will be easy for ya

slim kelp
#

100x only, yes, but biters 600/600...

#

there's going to be a lot of victims at THE WALL once the fun starts

#

hopefully it holds until I get to bots

#

because I'll definitely not rebuild this manually...

#

I think I'll defend the south closer to home because this wall building is taking WAY too long

#

just below those visible resources, and that's it

inland kelp
#

100x with 600/600 biters is pretty brutal, even with expansion disabled
That's going to be fun 😛

slim kelp
#

uh oh, starter iron is already insufficient... there are more fields but.. damn, not even trains researched yet

#

perimeter secured... for now...

slender wind
#

@safe coral disregard, I'm dumb and I don't know how math/time works apparently

safe coral
#

well good thing I was in bed beause now idk what you said

slender wind
#

Twas a message saying I could pull the game up to transfer the save (I did a little SP work) if you were online in the next hour and a half...

Before realizing I had almost three hours before I had to do anything

slim kelp
#

It has begun

safe coral
#

can do, ill probably not end up playing solo though but just in case

slender wind
#

That's fair. Honestly I might jump in and play for a bit this morning anyway, I can ping you when I'm wrapping up if you're gonna be around?

#

I'll leave around 8am EST and I'll be home around 2pm probably

slim kelp
#

but there is military science, and just 3 researches away from flamers

#

I do have one major issue tho... there is no other stone visible on the map right now. Ouch.

safe coral
slender wind
#

👍

#

Game's hosted if you feel like joining

#

Will ping when I'm closer to shutting down before work so we can transfer the save

slim kelp
quiet sandal
#

Biters in 600/600 are brutal

#

The short wall in the south will likely get overrun

slim kelp
#

ok, what now ? I haven't done this before

slim kelp
safe coral
#

I dont think the evo is that big of a deal :P

#

we're plodding along and setting up stations for mass production of everything meanwhile no blue science packs or flamethrowers and evo is about 0.7

jovial oriole
#

If possible, add walls around the pipes 2 tiles away, so the flamethrowers can't dmg them

quiet sandal
#

Also add an underground pipe at the front

#

Then it’s as simple as copy and pasting, slowly moving closer

slim kelp
#

yeah if you look at the main channel I did advance a bit into them, but I"m not really good at this... first time I play with 600/600

#

it will get worse as it's getting very close to 20% evo

safe coral
#

I feel like red ammo is underestimated, especially with a few damage techs

slim kelp
#

yeah forgot to take it with me... will do so this round

safe coral
#

I meant in turrets

slim kelp
#

I really have to push that south choke point

safe coral
#

like defensively

slim kelp
#

complicated logistics... maybe I'll setup red ammo for the choke points, right now the middle wall is too long for it

slim kelp
quiet sandal
#

I did it with manual building too

#

Copy and pasting still makes it easier to build imo

slim kelp
#

true

#

I abandoned that position, it's not helping in any way, will just dig in and wait for tech

#

just like UA :P

#

that should reduce the pollution significantly

#

well, after efficiency_module of course

#

I might be forced to go with solar, because this is all the coal I have >.<

#

and starter one is half dead already

modern citrus
#

I see two decent looking oil fields, maybe devote one to solid fuel for power and the other towards science/factory stuffs?

slim kelp
#

lol found the missing 2nd stone patch... it's underwater >.< oh well, 1 mil is not to shabby, it will provide at least a few more military techs

quiet sandal
#

lol I had the opposite problem in my ultra deathworld run

#

Almost no oil and was dangerously low on coal until I expanded to an island that had something like 9.4m

#

Not only solved my power problems but also let me setup coal liquefaction to solve my oil problems

#

I think when I expanded to that island my coal patch was around 27,000 left

slim kelp
#

oh boy. Ammo consumption will start increasing

slim kelp
#

you almost lost the game, basically

mossy saddle
#

he loves the risks xD

quiet sandal
#

Well it was either that or closer to 2.7K

#

I forget which one

#

For a while I had been pulling excess coal from my smelters to keep power production fed

#

I was very lucky that island was there because once I had cleared it I didn’t need to defend it at all, and just needed a single two way train line for it

#

The next coal patch was buried under a sea of 50,000 nests that I’d have to clear out to get to it

#

I’m playing another ultra deathworld on that seed so this time I think I’ll clear it out much sooner

slim kelp
#

this will fix pretty much all the problems

#

followed by solar

slim kelp
#

power graph, 1hr... already visible drop

#

pollution in forrested areas is already shrinking, it was beyond that wall

#

efficiency_module OP.

mossy saddle
#

Damn nice job

slim kelp
#

power use droped from a peak of 100+ MW to just 65 MW now, and I'm not yet done filling stuff with ef1

mossy saddle
#

Should I use the green modules too then?

#

I'm at 1GW of power almost

slim kelp
#

you can cut that to almost in half... if you're still on coal, then definitely !

#

being such a long game with these huge researches, modules pay for themselves many times over

#

I could increase spm to wait less, but meh, resources are rather limited, it's a trainworld base config, so 33% spread... fields are far away...

#

going for blue science now and bots

#

and while that researches, switch all power to solar

languid stump
#

Going well for ya wave

#

Noice

#

Amazing how much easier the game can be with a decent economic build order :p

slim kelp
#

still unsure how to break through the wall of red

#

high level military is far, far away

languid stump
#

I think poison + defender capsule + yellow rocket + combat shotgun will be your first effective combination

slim kelp
#

combat shotgun lol

#

that's like half a million points away if not more

languid stump
#

Mhm it’s 150 * 1000 blue science to unlock that and poison

#

But idk how you deal with worms without poison

#

Maybe a lot of rockets can do it idk

slim kelp
#

probabil rockets yes, make a fort to keep them away, then start sniping

#

when enough worms are down, move the fort closer... and keep going

languid stump
#

What evolution?

slim kelp
#

25% now

languid stump
#

Oh that’s not as bad as I would have expected

slim kelp
#

(it's slowed down to some 1/10 of normal)

languid stump
#

Nice

slim kelp
#

yeah I didn't want to make the game impossible like the one fireball is playing

#

they have 70% already and still on red/green/mil tech

languid stump
#

Ooof

slim kelp
#

by the time they get tanks (if even !), they'll be facing behemoths and abandon the game

safe coral
#

this works as youd expect right?

#

like its equivalent to 1,1,1 3s x500

#

im making a tech scaling mod since the costs get too high too quickly and its hard to tune with the one I was using

languid stump
#

Defensively speaking yea

#

But offensively it gets very hard into worms larger than medium

#

As they out range the flame turret

slim kelp
#

you have to test how the labs are consuming those

#

will it wait until there are 10+ inside before starting the run ?

#

also 3s is very short, much shorter than any normal tech, shouldn't it be 300s ?

safe coral
#

ive made it also multiply time

#

wanted to do it that way so you can actually see what the multiplier is

#

vs just multiplying the count

slim kelp
#

yeah sounds good

safe coral
#

its also on the portal now

#

for now im going to continue the save ive got with ming and fire

slim kelp
#

might also reduce inserter movement since now it would be useful to have stack inserters into the labs

#

with 20 machine limit instead of 2

#

btw is it configurable ? as in, you specify exactly what's the multiplier ?

#

or just that choice of 1 in 5

safe coral
#

I made it as configurable as I could

#

without it being complicated

slim kelp
#

yes looking at it now, already bookmarked

#

will give it a try later

safe coral
#

this is where you change it to 1,10,100,1000,10000 isnt it? :P

slim kelp
#

I'm not THAT crazy

#

but it is missing a 250 between 100 and 1000

safe coral
#

for the defaults?

slim kelp
#

yeah, the jump from whatever is multiplied by 100 to 1000 seems very harsh

safe coral
#

because ironically the only tech that matches that 1000 is silo for vanilla tech

#

all its prereqs are 4

slim kelp
#

ah

safe coral
#

so it basically goes from 100 to 5000 due to the added mult as well

slim kelp
#

fuck.

safe coral
#

its only 5mil

slim kelp
#

"only"

safe coral
#

you can also just drop the 5 to a 1

#

or drop 1000 to 100, make the 5 a 10, and add other techs in the path to the important list so it feels like an achievement for them all :P

#

very simple mod to make though, 73 lines in data-final-fixes plus the other required stuff

mossy saddle
safe coral
#

just shove numbers into it

#

default is 5000x on the silo which I guess is high

slender wind
#

@safe coral I'm home from work for the day, did you wind up playing any in SP?

safe coral
#

about an hour

#

secured bottom-right

slender wind
#

Cool beans

safe coral
#

starting up now

slender wind
#

👍

safe coral
#

also that science thing is only red

slender wind
#

Hm. Weird

slender wind
#

Science is a thing again!

#

Flamethrowers are done researching, so I'll be working on the walls a bit... and I'm putting a few other sciences (looking at you, eff modules) in the queue to get that taken care of as well

#

Also stack inserters b/c the loaders are too slow

safe coral
#

could always knock out the global boost

#

its, what, 100k RG?

#

couple hours of research :P

#

ill hop on for an hour or so if its up

#

wait nvm I dont have time

#

ill hop on tomorrow :P

slender wind
#

Inserter stack size is locked behind stack inserters anyway

#

But I'll probably queue that in at some point tonight

safe coral
#

its more that its an RB tech

#

and I think a lot of blueprints are going to assume that you have at least that stacking on basic inserters

#

but it would also mean 4 on stack inserters as well which would help trains even more

slender wind
#

Nah, ICB2 gives +1 to regular inserters, that's only red/green

#

But it's 88k plus the 37k for ICB1

safe coral
#

thats only about 2.5 hours of research at current production :P

#

oh dont forget about rockets, the nearby nests need clearing out and idk what else we can use for it

slender wind
#

Only problem is military science isn't built

#

I finished flamethrowers with what we had sitting around, but we don't have enough to unlock rockets yet

slender wind
#

@safe coral good news, I think gun turrets and red ammo is still effective enough to take out the bases we know about

safe coral
#

yes but its very dangerous now

#

evo is approaching .8

slender wind
#

Bad news, I don't think it can be done as a single person unless we're prepared to commit a LOT of resources

#

Evo is over .8

safe coral
#

.9 is the big problem

#

thats behemoths

slender wind
#

Barely, we're only at .8066

#

But yeah

safe coral
#

12 flat physical resistance

slender wind
#

I was able to to turret creep with red ammo and kill a spawner, and only lost one turret in the process

safe coral
#

red ammo is not killing them at that point

#

how far are lasers again?

slender wind
#

The issue is the medium worms that outrange me, I can't place the turret and fill it fast enough to kill the worms

#

Lasers are around 100k away, the issue will be the 50k blue science

#

But also, current total so far this game is around 120k red/green science

safe coral
#

I think we get behemoths before lasers

slender wind
#

Unless we can pivot to lasers now and absolutely rush it, I think that's probably correct

#

Might be wise to take a page out of Wave's book though and grab eff1's first

#

If we can drop the pollution rate we won't need to contend with more than expansion attempts for a while

safe coral
#

thats also a considerable cost

slender wind
#

It's also around 100k, but it's only red/green

#

The other other option is cheese strats

#

Sacrificial turrets, flood the area - no ammo, just the turret - and then manually kill the spawners

#

It'd probably mean death runs but does that really matter?

languid stump
#

Rockets can range medium worms

#

Poison can kill them in 2 tosses

slender wind
#

The issue is the cost haha

languid stump
#

Both cheaper than lasers :D.

slender wind
#

On this map? I wouldn't be so sure...

#

Well, rockets are

#

Poison I don't know if it is, actually

languid stump
#

Poison is cheaper than rockets if you can hit like 3 worms

#

So… almost surely

slender wind
#

Oh you mean the items themselves

languid stump
#

Oh the tech too

slender wind
#

That part isn't an issue for us... it's the cost of sciences

languid stump
#

It’s military 3 which is a prerequisite of lasers

#

150 blue science is the base cost… * whatever mult you have

slender wind
#

Is mil3 a prereq for lasers? I was thinking it wasn't for some reason

#

& idk the values, but basically the more techs are in the chain, the more expensive it gets

#

Robots are ~1m, advanced logistics is almost 2.5 mil

languid stump
#

Oh it isn’t look at that

#

But it is 2.5x cheaper tech cost than laser unlock

#

And a default laser with no upgrades kinda sucks too

slender wind
#

Yeah it's some sort of compounding thing, I just don't know the exact specifics

#

But like... it's rough. It's great, but it's rough.

languid stump
#

I can imagine yea

#

Sounds like you guys are kinda up shits creek :D.

slender wind
#

Always

#

And I wouldn't have it any other way

languid stump
#

Heh

#

But yea I would def suggest poison bc you can run in and throw a few and it’s guaranteed worm kills

slender wind
#

If we can, I'm sure we will... we got flamethrowers today but with pollution already being an issue, I'm reluctant to set up flamethrowers before we find a way to knock down the nearest bugs

languid stump
#

If it’s just medium worms you should be able to do it with flamethrowers creep :D.

#

They will out range medium worms

#

Just barely

slender wind
#

Yeah, but the other issue is that we don't have oil actually at the walls yet

#

Though that's resolved easily enough... idk, I'm sure we can handle it

languid stump
#

Good luck with imminent pipe hell haha

#

🍀

slender wind
#

😄

candid shadow
#

not lookin too hot but we're survivin

spark idol
#

Is this the new thing

#

Biters on games

slim kelp
#

seems like it, yes... 11 hours in, still no chemical science (but close to it), 25k kills and climbing

mossy saddle
#

kills go very fast

slim kelp
#

They will only increase

#

Adding blue science at 500 spm will probably mean doubling the pollution

mossy saddle
#

pollution is fun ^^

slim kelp
#

I'll probably need to add mines at the walls

#

The attack waves are huuuuge at 600% 😬

mossy saddle
#

xD yeah I've had that issue too that's why I put them on peacefull

slim kelp
#

Between the turrets. If they break through at leas they'll explode on the mines instead of eating all my turrets

#

Well the goal of this run is "kill lots of biters" so no peace here!

safe coral
safe coral
#

we might have time to research laser turrets before evo hits .9

#

but rockets are 20k with no blue pack requirement on top

languid stump
#

I find unupgraded lasers to be pretty lackluster too

safe coral
#

its more the cost

#

which equates to an evo increase

#

when I left evo was at .78 so we dont exactly have much headroom

#

I personally think rockets are mandatory to clear out nearby nests so that the only behemoths that need dealing with are expansion attempts

#

damage to walls will be unavoidable

#

...it already was

languid stump
#

Heh, all I know is, you guys are in for some pain xD

safe coral
#

.9 is going to suck

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im prepared for this save to outright fail

languid stump
#

It does seem like the biters have the upper hand at the moment

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Maybe with enough grit you can turn it around :D.

safe coral
#

but I think its defendable, emergency mines if we really have to

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but yeah 20k for rockets, maybe throw in the extra 2.3k for weapon speed to get that +50%

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then hope that behemoths arent too bad

inland kelp
#

100x with biters sounds interesting......

slender wind
#

@safe coral I don't know how the evolution mechanic works exactly, but the majority of our evo factor is in pollution rn. If we kill a bunch of nests, what impact will that have?

safe coral
#

on the save I have pollution was 80%

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killing nests will make a jump but I think itll be ok

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I dont think its avoidable either way

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not killing nests will mean constant behemoth attacks

slender wind
#

Also I'm home for now, can host whenever. I need to leave again in like an hour, but I should only be gone for 30 min, 45 on the outside. Gotta get a TB test done at work real quick (work is an 8 minute walk away)

safe coral
#

im getting food shortly but after that sure

slender wind
#

I agree it's unavoidable. Moreso I was still rolling around the idea of turning off science and just throwing ourselves at the bases repeatedly with sacrificial turrets to take out the spawners. Worms don't really matter, at least for now

safe coral
#

unless evo hits like .88 I dont think thats needed

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rockets are going to be useful regardless for killing the odd behemoth as needed

slender wind
#

That's fair

safe coral
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even if its like 15 rockets per

slender wind
#

Also, flamethrowers produce pollution yes?

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Like the flame does

safe coral
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think so?

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ok rephrase, they def do but im not 100% sure it counts for evo

slender wind
#

Less worried about evo for that, more about triggering more attacks

safe coral
#

theyd aggro on that local pollution though

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so thats not an issue

slender wind
#

Means more attacks on the wall, does it not?

safe coral
#

right, yes

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I was thinking of offensive use

slender wind
#

Ah, I was talking defensive

safe coral
#

wiki doesnt actually state

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time for a test

slender wind
#

The walls are getting pummeled right now, I know knocking out the nearby bases will solve some of that, but we really need to get ConBots soon... or at least as soon as we can... I can modify my normal setup for supplying the walls to work without requester chests, but ConBots are the only way to auto repair walls

safe coral
#

hm

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fire does not increase evo

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or its so minor that time evo overwhelms it

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I think having to repair walls is going to be part of playing this save until nests are cleared out

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doubled up turret lines isnt enough to stop them in time

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maybe a modified layout to cram more turrets in would do it but eeh

slender wind
#

True, weaving the belts w/ undergrounds to put turrets in the middle would help a bit

safe coral
#

not what I was thinking of actually

slender wind
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At least it's more firepower, slightly faster deaths... could also spruce up the walls with some teeth to break the ai a little bit

safe coral
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but that would use less space

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so its better

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yeah teeth would help

slender wind
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We had gotten to a point where an attack was able to take out a power pole, so that's a thing to be aware of

safe coral
#

thats new

slender wind
#

It might be worth it to add the flamethrowers even if the pollution triggers more attacks, simply to limit how much repair we need to do - and how much ammo we throw at the bugs

safe coral
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oh definitely considering it doesnt actually increase evo

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at least the handheld didnt

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id be surprised if turret is different

slender wind
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I would assume it works the same

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That can be the project for today/tonight then I guess

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The game is up, but paused - Hex, you're an admin so you should be able to unpause whenever!
I'm gonna fill out a bit of paperwork and have a snack, but then I'll unpause & play if you're not already on

safe coral
#

aight

safe coral
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@slender wind ive just paused, im not sure this design is enough, just watched a single attack almost kill a turret; the left nest needs to go ASAP

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big biters are distracting the front line of turrets so they dont deal with spitters

slender wind
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@safe coral just got home

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Gimme a minute to thaw & get out of uniform, then I'm ready

safe coral
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mmk, big nest is big problem :P

slender wind
#

ready

candid shadow
safe coral
#

we're at almost .82 evo and still struggling

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about to suicide dive the big nest to remove specifically biter spawners

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look at this bs

jovial oriole
jovial oriole
jovial oriole
inland kelp
inland kelp
jovial oriole
#

I needed to defend against big biters with red ammo lol

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For like 6 hours

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That was hell

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And needed to take out a nest with red ammo + nades for me oil

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When it was over 60% evo

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Just funny

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Now it is basically a waiting game of, shooting a few nests, wait till flamers killed all angry biters, repeat

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Already hyped for my 1000x in 10 years

inland kelp
#

the red ammo choice surprises me, it causes more production making it

safe coral
#

resistances

jovial oriole
#

I rn need 70 copper lanes and I think it was 60 iron lanes for just yellow science at 6.5 science a sec in a normal world equivalent xD

inland kelp
#

hmm

safe coral
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once youre at big biters you cant afford to use the worse ammo

jovial oriole
#

3 yellow, one red

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That is as easy as it gets

jovial oriole
inland kelp
jovial oriole
#

Otherwise I'd need like 20 red ammo per big biter I believe?

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And with expansions having up to 20 biters, even a single one, getting focussed by 16 turrets ain't enough to kill all asap without taking dmg through spitters

jovial oriole
safe coral
#

calling it quits on that save

candid shadow
inland kelp
safe coral
candid shadow
#

I mean, I’m surviving at least

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Like, I’m going to have to fight for a new iron patch soon but I’m so close to being sustainable

safe coral
#

also what QoL mods do you want?

slender wind
candid shadow
#

I like spiderbots

safe coral
#

the urge to just throw stacking beltboxes and loaders on

slender wind
#

I mean I'm down for basically any mods

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Wanna do a Bob's/Angel's run? lmao (i'm like 15% serious)

safe coral
#

inflated science BA 🤔

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or is it already mental?

slender wind
#

I think inflated BA would be fun, but we'd have to keep the scaling fairly low

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Either that or play without biters

safe coral
#

im not ready for full-on BA yet as ive not done either

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ooooor

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random recipes mod

slender wind
#

IMO they're better together than seperate. But maybe better to have your intro not be a multiplier run

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Random Recipes would be fun. Chaotic, but fun

safe coral
#

vanilla but random recipes, proper scaling multiplier and not quickly insane

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plus some QoL and gameplay improvement mods

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trains with stackers and loaders sounds fun

slender wind
#

Helmod for sure, plz. Also Milestones

safe coral
#

janky quality 🤔

slender wind
#

10/10 would play janky quality

safe coral
#

may as well

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factorissimo?

slender wind
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Sure

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If we're doing random recipes, FNEI as well. Also, should we maybe take the planning to DM to avoid blowing up the thread?

safe coral
#

ok

blissful abyss
#

RB > FNEI imho, but that's just me

slender wind
#

Either is fine by me

blissful abyss
#

both work fine together too

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also FP and Helmod 😛

slender wind
#

True true

blissful abyss
#

VehicleSnap, TaskList, Module Inserter Simplified, PipeVisualizer, BeltVisualizer, Factory Search, Cursor Enhancements, Bullet Trains,.......

jovial oriole