#High Science Multiplier
1 messages · Page 12 of 1
Yeah it’s gonna be exciting for sure
I’m thinking something huge like 16 wagon plate trains
Also, if you ever want tips to get out of diamond lemme know. I'm Champ 3 normally
Sweet! I’ll let you know. I don’t think we can play together though that’s a big skill gap haha
Ooooh 16 wagon trains. Yess 🤤
I just realized,
1000x probably also has 1000x white science rate...
yepppppppp
this changes everything
ok just gnna finish and then gtfo
...............this is actually oddly demotivating
you could "gigabase" 5000 spm including rockets
but what's the point ?... just a game of numbers...
with no biters it's boring
yh 10k is a fun goal. very doable
biters freak me out. too much pressure 😦
theyre very predictable ai. i just wnna build
Yes, yes it does 😂👀. In 2.0 I'm planning a lvl 30 infinite tech base x1k style
your insane
what does that mean?
lvl 30?
...x1k style?
it already will take years to get those to level 30
theres new research for productivity on recipes. level 30 is max
oooh
it's close to impossible to reach lvl 30 with normal x1...
yeah..
ah, 2.0 stuff
I am hopeful with the quality changes that it will be a lot faster
right so already lvl 8 is 256k science on x1
forget about lvl 30, literally impossible
Think outside the box
... yeah /c command to set it to lvl 30 ;)

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
if x1000 science, that's 1 quadrillion
a number so big that human mind already cannot comprehend it. Even 1 billion is too much to understand for most people
(even more ridiculous that some people have billions of $ ...)
It's gonna be unmodded too for all the achievements
I'm fully aware it may take a long as time
unless they change the formulas in 2.0 so it doesn't double every lvl
no no, not long time, it takes longer than the universe
aka, impossible
I don't think it will
but, read the line above "change the formulas"
people have reached lvl 300 or more mining productivity because that particular one has another formula compared to the usual stuff
Yeah and the lvl 30 mining prod alone is 67M
I know it's gonna be a long haul base
you have to do a bit of math first before even attempting it
there are hard things, there are unreally hard things, and there are impossible things
if it falls into the latter, you're just wasting time
Everyone thinks different
the combinators fit so snugly in there:) almost like it wants me to design it like this
yes im redesigning my fluid trains bc they Suck at this scale without endgame tech 😭
20K!!
But for real, like I think that would be fun to do
maybe, if my computer holds up
time to upgrade computer!
True
Gonna be rocket League tonight anyway
I'm getting GC out the gate
Rocket league has such a high skill curve
Once I saw people doing aerial stuff I gave up
You would hate to play with me then lol
Everyone thinks things are impossible so they don't try. You miss 100% of the things you don't do
i responded in #other-games
Math against me or not, I'm attempting it 🙂
go for it, I cant stop you
I got stopped in attempting the x1k once before, but I said you know what, how fun is it? Then tried it and loved the pacing
1kx is a magnitude easier than the 2.0 challenge
2.0 challenge of all infinite tech to level 30?
Or just beating the game
oh all infinite tech to level 30
Yeah, that's what I'm going after
Going to continue it after my Rocket League and achievements in Factorio are done
@mossy saddle Wanted to do that with me too 
so how is lvl30 in 2.0 alrdy a challenge if 2.0 isnt out yet? 🤔
just theoreretical
ah
its a logical deduction though, max tech being a goal
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?
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
aight thats cool
yessirrr
this is fine
So, I'm not doing 1000x multiplier, but I am doing 10x multiplier with stronger biters and some funky flavor mods
I've got:
Robot Army
More biter types
Longer and darker nights + biters attack more at night
Alien Biomes
10x science cost
Ruins
Things are... interesting
Oh nooooo
Neat base
That seems like a game I would enjoy, lots of biters and chaos. is the 10x science cost difficult with that many bugs?
for now, wait till they evolve
well there's already armored biters, frost ones, explosive ones, and poison ones
👀 x10 with boosted bugs
Interesting
Sure it can
Would be, uh.... interesting though :p
Just the start would suck, without turrets for a good while while trying to piece ur factory together without splitters
We need youtubers doing multiplier runs with biters tbh. It'd be fun to watch
Any1 got Dosh's contact? :p
I don't recommend doing that but you can do it if you want xD
if evo is slowed down accordingly, anything is doable, even x1000
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
I can't wait to be launching rockets like a mad man
i really want to quit this playthrough ngl. but i wnna finish the chalenge
infinite sciences are gnna be impossible
and theres no reward or ribbon or w/e for completing x1000
but i do want to have completed it for the ego boost lmao
Saying you beat it is nice! Do it
true
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
this is crazy. i love it
we should have a x1000 deserved mark on discord tbh
talk to olivia :)
scary?.... wtf.
I know we're nerds and we don't really know how to talk to women, but ... scary ?
bro, bothering head mods for roles. never seen olivia talk or w/e. chill tf out

You’re probably on when I’m asleep 😛
I’m not sure what the role would look like or how moderators would determine someone has legitimately done something (and we need to consider other achievements and if this is opening a can of worms) but there is no harm in asking, worst we can say is no. I’ve given out much sillier roles in the past.
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
Not a pineapple. A millipede
🪱
I have a 406hr save screenshot if this exists 
Any1 could post a screenshot 👀
That vanilla 1000x?
modilla 1000x :P
:p
Still an x1k world lol
Love it!
oh boy... the amount of screenshot I'll have if I ever finish this run...
screenshot of the 10 full rockets just sending iron ore into space xD
"first 1 million biter kills I'll see you back when I get 1b"
Ruins can have issues iirc.
Like, crashing even if i recall.
I remember trying it a few tiems and always ended up having to remove it for some reason.
got it!
oh, you got minions too, nice !
now all that's left is making a lot more 
CA3 is almost there, just needs a tiny more factory
Ca3 needs more copper and iron on the area I have, hopefully get that this morning
We were trucking away with achievements last night
And fixing purple science lol
you could just build green chips after finishing CA3... stop launching rockets and science, and just put chips in chests in 1000 different places
surround every assembler with steel chests, and let them slowly fill as you build more and more
The problem with the blues is not enough green, and green has not enough copper/, iron
solar panels are so weak but at the same time way overpowered
60kw is basically nothing, but irl a 9 meter area gets around 12.4kw of sunlight
but IRL a day is 24 hours instead of 7 minutes, so take the energy values with a grain of salt
solar bp go BRRRR
"Residential solar panels range from 13 to 22.8% efficiency, with most panels hovering around the 20% mark."
imagine if they would have 100% efficiency.... so roughly 5 times more
12.4 * 5 = .... ... ...
can't wait to wonder how this is getting accomplished in 2.0
about to make this base a train megabase
That would be 7.5M science
no, 12.4kw is the total sunlight that falls on a 9 meter area
so a 9 meter area solar panel with 20% efficiency would make 2.48kw
Oh. Well then, nauvis sun is a lot brighter then ;)
first medium biter is scary, do you think you will survive?
I'm about to have battle droids
those sound fun!
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
Just got military 2 done >.>
the factory is growing
the 1M

at last, bots that actually are useful
never played Space Exploration, guess we bout to start
I guess that's just normal #modded-chat at that point
True, if I cranked it to x1k tho 
good luck with the meteors 👀
lol good luck.
maybe you should play SE the standard way first, at x1, until you get the feel for it ...
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
Name change? 
Cant exclude the tech cost x1 people can we?
That’s higher than wave defense
tbh even the default "marathon" game is a different category than standard/default
yes not as long as 100x or 1000x, but not as short as default either....
pretty much anything starting from marathon all the way to x1000 could fit in this thread
Well, I’m doing 10x but also have biters very buffed
I tried x1000 with biters
not possible lol
my x1000 run is currently on hold, I'll get back to it eventually
T-42 until liftoff!
ugh I couldve been SO much faster. ive been making an extra 250 spm without enough labs!
1-4
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
Probably do my own BZ x1k
At some point
I think just natural gas and helium
Cause I like the way they work and how they interact
Who dares to rename x1000 to HighScienceMultiplier
I can't find it in my list now
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
[voting] Please rename this thread back to x1000 or whatever it was
I an rn doing 100x default, so I like the change
I understand the sentiment, but I welcome this change.
It opens up the challenge to a larger crowd, and could introduce more variety
yeah had to make them passive
You sure? If my 100x in desert worked, why not 1000x in big forest world?
After all, it is just a race to flamethrowers
1000x is a big step up from 100x 👀
instead of 360 science/min is decent for the start you'll need 3.6k to make a "fast" research
I have rn 675 science a min and that is my starting setup
I am getting everything up to that
Then I'll upgrade the amount of science yellow belt crafters I have
Then I'll upgrade to assemblys 3
And I am all set
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)
10x step up is a 10x step up
what science are you at atm?
I know
You need to tactically kill nests on 1000x compared to 100x I bet
my starting setup was 1.8k spm
Still blue, because I need 70 belts of copper for my yellow full belt, but I can't for the life of me find anymore copper rn
I got like 8 iron patches 11 coal patches and 7 stone patches as well as 4 oil fields uncovered
But only one copper lol
I need like 5 more copper patches for stable prod
Well if you buff the forests maybe, but consider that just for red and green science I had to cut down over 5,000 trees…
Couldn't go faster due to pollution on desert world
turrets have low damage without upgrades and big spitters will destroy them with acid while turrets are busy shooting at the blue biters
Well, just cut down a forest thousands of tiles away, easy fix xD
and with that much pollution, LOTS of them will come
If you go pollution route of course
I'm not sure how much a normal world differinciates between SEK2
Reason you have to play fully tactical
you have no choice in x1000, there is no way to mitigate pollution before oil
but it's already hard enough repairing the damages of the meteors and the solar beams
You can't always produce at 100% rate
Sometimes you need to slow production and just deal with the expansions
Up 20 biters, small, medium and large
That isn't too bad if you do it right
turrets are alot further then you might think 👀
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
Roughly 6 hours right?
I got mine after 2, due to constant biter annoyances by pollution, forcing me to slow prod down a lot
I'm not sure how far turrets are in default world x1000
if it's 2hours for you you got to do it x10 so 20hours if you had the same setup xd
I had to cut down a lot of forests to make room for my factory
Same setup and map*
I'll make sure to have a good forest map for my 1000x
And I surely will deal with nests a lot earlier with a lot of fish and my pick!
I'll built around the tress
I'll have to
👀
I still have all that wood stockpiled in chests, I’ll need to connect it to a line on my power plants
Nice!, congrats 🎉
reminds me I'll start playing again ggs ^^
first will have to change the science trains tho
What multi o.O?
🙂
you'll keep me motivated right! 👅
Do it!!
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
1k
If you give up, I'll take your spot
(After I finished 100x ofcourse)
Lmao
Its not giving up, its being bored :p
You can have the save, I don't care
Nah, I'll go from start to finish myself
Congrats!!!! 🎉
The reason I changed it is because there are others who are doing a science multiplier and why would we not include them? It’s the same challenge, just on a different scale
1000
finally got it up and running again ^^
doubling my labs rn, maybe even trippling
GOGOGOG
x1000 is the only option, what are you on about 
about to start a scaling cost game if anyone is interested, early tech is mostly the same but silo is about 2000x
x1000 biters enabled is the only valid way to play

@safe coral Newest beta or newest stable?
Looks like I'm out of date 😄 I've been on 1.1.94 for months
1.1.104 is the current stable version
its basically vanilla as well, just using a mod to achieve the scaling (omniscience) plus disco labs because why not
Honestly Disco Science should be vanilla ;P
I don't really recommend disco science with x1000 you'll notice very soon why 👀
going to sleep now final numbers all roughly 3kspm stable got some things to fix though x-x
it looks cool on our 2 labs :P
oh only 2 labs? xD
its progress
lemme take a quick peek in the server 😛
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
x1000 with biters, nah, too much grinding military techs
the real x1000 will have to wait until I design my city blocks
because with city blocks even 10k spm is probably doable on my computer
might even upgrade by the time that happens :D
a 7800X3D and DDR5 is not that expensive anymore tbh
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)
thats why I found a mod that lets me scale things based on how far in it is
mil2 is only 189 packs
that sounds nice, difficulty goes up, but slowly
silo is 2000x cost at the end and infinites are normal cost because I only just figured out how the mod works
link mod ?
interesting. Bookmarked, will give it a try
we have science!
I tweaked the settings to be 1.25x for cumulative cost and 1.25x for constant in chain techs
Nice
oooh SE now ggs?
Attempting it yeah
🍝
obligatory "most of that is because we cant just get stack inserter bonus"
the cost to get there is >100k
production was at 3/s
@long mauve game's back up
whats the name?
anyone else here can join if you want to by the way! I dont see it
Uhhhh hold on
I may have broken something
Okay NOW it should be there
It's "1x -> 2000x Cost"
there it is
at some point id be able to set up a dedicated but thatd be in like a few weeks
@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
but we like hand crafting!
Handcrafting is fun
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"
finding people that do such things is once in a blue moon I think
so is there some high science mp game up ?
I might join after the other rocket launches or goes boom
That's probably true... but old habits die hard
Yes, but it's locally hosted not a true server. It's using a mod instead of the multiplier, so the tech cost scales differently. Early techs are cheaper, late techs are millions+
The name is "1x -> 2000x Cost" or something like that, I forget exactly what I listed
okay, I'll let you know after the launch
👍
The name sounds familiar
someone suggested it to me after I said I wanna try pyanodon x1000
that's why they suggested a mod like that one so it's better
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
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...
I found out tho luckely but AB sounds fun to have as x1K but the beginning part you'll have loads of stone
That just means I can PAVE THE WORLD
AB is I think easier in the sense of you don't need much to get some iron ore imo
and the plates etc..
the buildings are just a bit bigger
@slim kelp yes the game's still up, it'll be up for most/all of today
I'm the only one on rn, not in voice but just sorta chillin'
okay, can I come take a look if it's something in my alley ?
Sure
It's open to basically anyone
Other than the tech cost changing, it's a vanilla game
so few mods lol, no squeak through :P
no indicator mods as well, no calculator mods... tough to see if stuff is working properly
also asks for a pass :)
Not 123?
Every server I've played on had password 123
lol
oh I suck at factorio
😄
I don't think evo was slowed down...
on the other hand, there aren't THAT many biters around... yet
however hitting behemoths with barely having grenades and basic turrets with little to no upgrades might sting a big
I sincerely hope at least expansion is turned off for this game...
huh, omnilib is required now, weird
No you don't!
well this was ... a bit different :P
I still thing we're all going to die painfully
but okay, it was a nice try !
evo 60% and haven't even started making
...
what have you guys got done today?
I brought oil over yesterday its easy to make red circuits for atleast 
thats right, we need
:P
right now the only use for oil is cliff explosives
Oh right I forgot wasnt the research 10K or something for prod1
indeed
the numbers go up exponentially like vanilla military space science
some million points just to get bots
it's ridiculous
yeah its gonna be fun if we can survive until flamethrowers
those are only 6K red/green/mil afaik
20k
oh
I think
but anyway, looking forward to seeing the entire factory get eaten by behemoths :)
mmmmaybe
anyway there's a solar field which is fully powering the thing during the day
so at least coal isn't running out
some rail network is done
military science also crunching slowly but surely
some nests are dead with the help of defenders
but it's already hard to kill big worms
takes several seconds of 10 defenders firing into them non-stop to kill one
meanwhile... acid everywhere
a wall has started to the west
not sure if in a very inspiring position, but it's there
I know that area, right past the oil? I think thats a good enough spot for the wall
you guys got defenders, nice. I think those wikll be helpful for a while until evolution is too crazy
yeah they should somewhat work until 80%
after that it's just too many blues and insufficient firepower
@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
supply trains, I can make sushi belts work 
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
yeah requester chests are way too expensive to get..
that was rocketry
which I still think is a good idea since it doesnt need blues and can be researched now
ah.
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
yeah im totally fine with the red ammo idea
we got bullet damage 3 to give it an extra boost vs big biters
definitely going to be needed, otherwise they just break through
I am more concerned about offense than defense, defense is rather easy
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
hows it going?
pretty sure its currently not up
oh i meant how far did you get today ^^
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
also
s....
that too
they're always annoying x-x
not when you have lazors on power armor mk2... but I guess that's completely out of the question in this game
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)
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
Definitely go for it
yeah the problem with how this mod works is that a cheap tech behind a bunch of other techs is now expensive
but in exchange normally expensive techs are cheaper
Personal robots are so op on attack
...do I tell him?
I just seen your other message
bots are >1mil
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
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
oh ok
not against it, but the exponential setting is just too rough
good luck lol.... 400hrs min
Just hit blues and can't remember the hrs played
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
I wanted to mainly get into it because I like the fact that you could launch rockets before yellow and purple science
yeah but then there's 10 more sciences after rocket....
True, but it's something to do before 2.0's blind x1k out the gate, unmodded
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
23 sciences after rocket :D.
I'm getting to blues, and kinda contemplating reworking to a main bus till I get silos going
#modded-chat join us!!! :D.
@slender wind did you have the save last?
@safe coral yeah I've got the most recent save
Just got home from work, can host if y'all are wanting to play
yeah ill be joining in like half an hour
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"
is it online? @slender wind @safe coral
Yeah @long mauve
yeah
Ill hop on then!
Woo
@slender wind I took a save when I left and im assuming its been down since so im resuming that
and I just got 200k iron/h achievement
@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
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
Yeah that makes sense
I'm technically still in bed but I'll be on in a minute or two
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
the sooner you get rid of it the sooner you can use that space to place a station where it was and continue operating the mall and science normally :)
it's why a use the very crowded miner system, there's no point in delaying the inevitable with spread out miners
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
1hr ss... not exactly the fastest start, but logi is researched so I can now build stuff
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
lots to do so I think ill actually wait for others to be around
@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
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
Sure hope you've got walls... you're gonna need 'em
I hope those are proper ratios
1 gear assembler per 10 red science
ill start it up
was starting on the mall you pasted but I dont have all the ingredients
No prob
oh boy, there they are...
oooh
looks like the first time I saw my biters LOL
watch out suddenly they'll all be there..
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
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 !
100x? I thought I read 1000x before, guess I'm mistaken haha
Well, with these world settings, 100x will be easy for ya
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
100x with 600/600 biters is pretty brutal, even with expansion disabled
That's going to be fun 😛
uh oh, starter iron is already insufficient... there are more fields but.. damn, not even trains researched yet
perimeter secured... for now...
@safe coral disregard, I'm dumb and I don't know how math/time works apparently
well good thing I was in bed beause now idk what you said
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
It has begun
can do, ill probably not end up playing solo though but just in case
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
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.
ill be around for like the next 10 hours :P
👍
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
soon.
It’s not gonna
Biters in 600/600 are brutal
The short wall in the south will likely get overrun
ok, what now ? I haven't done this before
evo is slowed down... so for now it's ... fine
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
What you have todo is simple, build pipes closer to the bases, add a hella lot of flamethrowers and repeat while not dying, also walls help in deconstruction mode a lot
If possible, add walls around the pipes 2 tiles away, so the flamethrowers can't dmg them
Don’t need the teeth, give the walls spacing between the defenses
Also add an underground pipe at the front
Then it’s as simple as copy and pasting, slowly moving closer
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
I feel like red ammo is underestimated, especially with a few damage techs
yeah forgot to take it with me... will do so this round
I meant in turrets
I really have to push that south choke point
like defensively
complicated logistics... maybe I'll setup red ammo for the choke points, right now the middle wall is too long for it
and manual building >.< far away from bots
I did it with manual building too
Copy and pasting still makes it easier to build imo
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
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
I see two decent looking oil fields, maybe devote one to solid fuel for power and the other towards science/factory stuffs?
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
good idea !
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
oh boy. Ammo consumption will start increasing
wow, horrible :P
you almost lost the game, basically
he loves the risks xD
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
power graph, 1hr... already visible drop
pollution in forrested areas is already shrinking, it was beyond that wall
OP.
Damn nice job
power use droped from a peak of 100+ MW to just 65 MW now, and I'm not yet done filling stuff with ef1
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
Going well for ya wave
Noice
Amazing how much easier the game can be with a decent economic build order :p
still unsure how to break through the wall of red
high level military is far, far away
I think poison + defender capsule + yellow rocket + combat shotgun will be your first effective combination
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
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
What evolution?
25% now
Oh that’s not as bad as I would have expected
(it's slowed down to some 1/10 of normal)
Nice
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
Ooof
by the time they get tanks (if even !), they'll be facing behemoths and abandon the game
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
Defensively speaking yea
But offensively it gets very hard into worms larger than medium
As they out range the flame turret
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 ?
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
yeah sounds good
its also on the portal now
for now im going to continue the save ive got with ming and fire
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
this is where you change it to 1,10,100,1000,10000 isnt it? :P
for the defaults?
yeah, the jump from whatever is multiplied by 100 to 1000 seems very harsh
because ironically the only tech that matches that 1000 is silo for vanilla tech
all its prereqs are 4
ah
so it basically goes from 100 to 5000 due to the added mult as well
fuck.
its only 5mil
"only"
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
you can get over 1k with that mod?
@safe coral I'm home from work for the day, did you wind up playing any in SP?
Cool beans
starting up now
👍
also that science thing is only red
Hm. Weird
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
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
Inserter stack size is locked behind stack inserters anyway
But I'll probably queue that in at some point tonight
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
Nah, ICB2 gives +1 to regular inserters, that's only red/green
But it's 88k plus the 37k for ICB1
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
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
@safe coral good news, I think gun turrets and red ammo is still effective enough to take out the bases we know about
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
12 flat physical resistance
I was able to to turret creep with red ammo and kill a spawner, and only lost one turret in the process
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
I think we get behemoths before lasers
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
thats also a considerable cost
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?
The issue is the cost haha
Both cheaper than lasers :D.
On this map? I wouldn't be so sure...
Well, rockets are
Poison I don't know if it is, actually
Oh you mean the items themselves
Oh the tech too
That part isn't an issue for us... it's the cost of sciences
It’s military 3 which is a prerequisite of lasers
150 blue science is the base cost… * whatever mult you have
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
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
Oh more than 2.5x then
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.
Heh
But yea I would def suggest poison bc you can run in and throw a few and it’s guaranteed worm kills
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
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
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
😄
not lookin too hot but we're survivin
seems like it, yes... 11 hours in, still no chemical science (but close to it), 25k kills and climbing
kills go very fast
They will only increase
Adding blue science at 500 spm will probably mean doubling the pollution
pollution is fun ^^
xD yeah I've had that issue too that's why I put them on peacefull
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!
sum of all prior techs x1.25 plus its own default cost
just for clarity for what our things cost: mil3 is 26k, laser turret is 51k and has an additional 50k prerequisite of lasers
we might have time to research laser turrets before evo hits .9
but rockets are 20k with no blue pack requirement on top
I find unupgraded lasers to be pretty lackluster too
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
Heh, all I know is, you guys are in for some pain xD
It does seem like the biters have the upper hand at the moment
Maybe with enough grit you can turn it around :D.
but I think its defendable, emergency mines if we really have to
but yeah 20k for rockets, maybe throw in the extra 2.3k for weapon speed to get that +50%
then hope that behemoths arent too bad
100x with biters sounds interesting......
@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?
on the save I have pollution was 80%
killing nests will make a jump but I think itll be ok
I dont think its avoidable either way
not killing nests will mean constant behemoth attacks
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)
im getting food shortly but after that sure
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
unless evo hits like .88 I dont think thats needed
rockets are going to be useful regardless for killing the odd behemoth as needed
That's fair
even if its like 15 rockets per
Less worried about evo for that, more about triggering more attacks
Means more attacks on the wall, does it not?
Ah, I was talking defensive
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
hm
fire does not increase evo
or its so minor that time evo overwhelms it
I think having to repair walls is going to be part of playing this save until nests are cleared out
doubled up turret lines isnt enough to stop them in time
maybe a modified layout to cram more turrets in would do it but eeh
True, weaving the belts w/ undergrounds to put turrets in the middle would help a bit
not what I was thinking of actually
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
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
thats new
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
oh definitely considering it doesnt actually increase evo
at least the handheld didnt
id be surprised if turret is different
I would assume it works the same
That can be the project for today/tonight then I guess
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
aight
@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
big biters are distracting the front line of turrets so they dont deal with spitters
@safe coral just got home
Gimme a minute to thaw & get out of uniform, then I'm ready
mmk, big nest is big problem :P
ready
I'm doing 10x with biters and halfway to deathworld and it's... cutting it close lol
we're at almost .82 evo and still struggling
about to suicide dive the big nest to remove specifically biter spawners
look at this bs
Easy fix with flamethrower spam
Lol, I specifically go for spitters
It was for the first 14 hours, after that I got flamethrowers and it just became my regular 600 600 deathworld midgame experience
👀 the pollution cloud is just killer with multiplier i can imagine on deathworldish
Yeh, I can see that happening. The start is usually the difficult part when its about biters
Yup
I needed to defend against big biters with red ammo lol
For like 6 hours
That was hell
And needed to take out a nest with red ammo + nades for me oil
When it was over 60% evo
Just funny
Now it is basically a waiting game of, shooting a few nests, wait till flamers killed all angry biters, repeat
Already hyped for my 1000x in 10 years
the red ammo choice surprises me, it causes more production making it
resistances
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
hmm
once youre at big biters you cant afford to use the worse ammo
I just had 4 assemblers crafting ammo, while my other 300 where doing science
3 yellow, one red
That is as easy as it gets
The dmg upgrades also were hugely important for survival
hmm i can see this turning around like that at that scale yes
Otherwise I'd need like 20 red ammo per big biter I believe?
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
I am not hyped for purple science, I believe as soon as I have everything needed for yellow, I'll just transport the resources per train and just priority yellow, so that purple also gets some trains, whenever yellow can't produce anymore, whilst I'll liberate more patches
calling it quits on that save
I’ve barely unlocked trains and already have big biters knocking
👀 yeh that's kinda scary
@slender wind https://mods.factorio.com/mod/Hexi_Scaling_Science_Cost
I mean, I’m surviving at least
Like, I’m going to have to fight for a new iron patch soon but I’m so close to being sustainable
also what QoL mods do you want?
https://mods.factorio.com/mod/blueprint-shotgun this isn't one I want for this run, I just love the idea and it was on the first page
I like spiderbots
the urge to just throw stacking beltboxes and loaders on
I mean I'm down for basically any mods
Wanna do a Bob's/Angel's run? lmao (i'm like 15% serious)
I think inflated BA would be fun, but we'd have to keep the scaling fairly low
Either that or play without biters
IMO they're better together than seperate. But maybe better to have your intro not be a multiplier run
Random Recipes would be fun. Chaotic, but fun
vanilla but random recipes, proper scaling multiplier and not quickly insane
plus some QoL and gameplay improvement mods
trains with stackers and loaders sounds fun
Helmod for sure, plz. Also Milestones
janky quality 🤔
10/10 would play janky quality
Sure
If we're doing random recipes, FNEI as well. Also, should we maybe take the planning to DM to avoid blowing up the thread?
ok
RB > FNEI imho, but that's just me
Either is fine by me
True true
VehicleSnap, TaskList, Module Inserter Simplified, PipeVisualizer, BeltVisualizer, Factory Search, Cursor Enhancements, Bullet Trains,.......
Does Vehiclesnap snap it to whole degrees?


these are becoming an issue already