#Progression?
1 messages · Page 1 of 1 (latest)
Couldn't really figure this out from the mod portal, but how does the progression on this planet affect game-wide production?
Theres tons of new unlocks
For example
This is really good because the hydro plant has +50% base quality
So it encourages legendary science packs in the labs
We also have this neat infinite tech
Yeah!!!
That's kinda sick
Ik the base game supports it but doesn't use it for design reasons but that's really cool
Few visual issues with the tips
Quality science pack logistics have been kinda wack when I’ve tried them, but I like the idea of a base quality machine a lot
No problems if they are all legendary 
What else is hydro plant compatible? (on phone, tried to look at source but github is flaky on mobile)
Recipe wise
funky
Indeed
High quality for water?!
Nope, fluids do not get affected by the +50% base productivity
But its still useful due to the extra module slots. Can fit more prods
Does dome quality do anything
HP might count as something if denizens are angy
True
Mechanically I’m not sure it makes sense to go to the trouble of shipping basic science packs of any quality out of a distant planet vs just making an ungodly amount back on nauvis, with how much prod you get from calcite’d smelting
Thats a good point
Might make sense to add this mod https://mods.factorio.com/mod/biolabs-in-space
Milsci on Vulcanus I could see since it’s a little fussier than red/green and you’re shipping out Metallurgic on the regular anyway
Presuming the lava worked there
I’m contemplating other stuff that would be fun to have lots of in high quality, but not also be busted if you had it all in high quality
Then theres me making production, red, yellow and green science and shipping it over.
Along with military science
idk its just nice making use of stations
also Vulcanus is easy to build on
yeah in my most developed save I do ship util from fulgora and have been meaning to set up prod from vulc
red/green sci just feel like they’re less of a fuss than purple/yellow
ok time to test if i drop with nothing will my character just die
not a big deal to make wherever
Or is it more like aquilo where you get stranded
fish do seem to sometimes just stop moving all together
oh could be fun to have spaceship thrusters made in a hydro plant
pairs up with the advanced thruster fuels working in it
big zoomin
it being just thrusters would feel a bit arbitrary but perhaps the thought can lead to a better more cohesive thought 
So you can eat fish to "regain" oxygen
There is oxygen inside the fish 
Its kinda funny, i dropped with no resources and just running around living by fish
wait 0.01 energy usage for robots
wow, robot planet
not much of an issue considering you need to ship stuff into this planet
oh i see
I got the tooltip now
I recommend adding that 50% base quality to the hydroplant as well
Like the electro plant
Sweet, i use that ingame resource quite often.
This is added https://github.com/notnotmelon/maraxsis/commit/ded7fb07ce08fa3ec90646f8d0208be89f9e2721
This is now fixed
thankyou
Is it compatible with AAI Industry?
I tried an earlier version, and there was a conflict with sand - it resulted in being craftable in mining drills for some reason, but mining drills cannot craft stuff.
just wanna say this looks absolutely sick, cant wait to try it out at some point
Fixed
Thanks! Did not notice you already fixed it.
I have noticed that quite often i will get notifications that i need to get to the submarine if im in remote view and even died after some time
yet ive just been in remote view sitting in the submarine
Also is it intended that the player has to deal with all different qualities for the salt processing chain?
Well heres the setup i tried to get glass
Not sure what power options there are besides solar and theres no accumulators allowed
Thanks, this is now fixed
Yep
You have two ways of dealing with this
- transfer the salt to the trench and throw it into lava
- use beacons to lower the quality of the hydro plant
I guess the beacons are when i get the pressure chamber so thats quite a bit later
Thanks for fixing the bug with the remote view, i was so confused when i randomly died
XD
Np
Do you think its a good idea to add this mod as a required dependancy for power generation?
This is simple extraction of the wind turbine from Krastorio 2 (https://mods.factorio.com/mod/Krastorio2). All credits go to original mod developers and maintainers: raiguard, Krastor and Linver. Thank you guys for this beautiful mod in general and this tiny cute turbine in particular. Added settings for power generation level
Could rename to tidal generator
Cause the solar is not that fun without accumulators
I thought that it would generate power from hydrogen
Since that is apart of the salt water chain
But i couldnt place any form of generator that used it down
Ok, thats a cool idea
I have never played krastorio 2 or used the windmills there so i can't really comment much on that front
I just got this error message
Was using the spidertron remote to send the submarine back to base while i was inside of it
Ah
One moment
@limpid kindle Please try this fixed version of spidertron patrols
thankyou, i downloaded and installed it, hopefully no more issues
I have also reduced the price for the pressure dome
nice, i was preparing to spam more hydroplants and send over effiency modules
Also might be a bit of an exploit but you can productivity module the salt filter cleaning and brackish water to generate more filters
Nope, the prod modules there only boost carbon fiber and brackish water
No more duping filters
Thanks for reducing the cost of the dome and fixing the bugs
nice
I am wondering how do i make use of the lava since i cannot barrel or unbarrel underwater or use a foundary
Is that after the pressure chamber?
Ah ok, that makes sense, i just need to ship more stuff in
I have noticed a few quirks with the submarines, i tried a simple loop and found that the submarine doesnt fill the fuel slots
Nor does it empty the barrels out
I was having it sit over a submarine dock
Another thing was that after submerging it forcely submerged again on the inactivity one afterwoods. Althought it could still be emptied.
Also found it kinda funny i needed to place a burner inserter for the first time in ages to move items around in the trench.
Still have not got to pressure chambers, need to deal with the quality output but at least this makes glass
Im kinda sad the fluids dont flow throught the machines
Once you unlock the dome it can be done with the the spidertron logistics sections
I will add this to tips and trikcs
Wait, what do you mean by this?
Also
Can we move to the maraxsis discord?
Sure ill move to the other discord