#Factorio

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umbral meteor
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the cannons/launchers help a lot with that though,
having them set up for core materials like Iron, Copper, Steel, Plastic and Chips.
that way you an just plonk down an antenna, and a receiver chest and resources will be on their way

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and when you feel enough is on their way, you just disconnect the antenna from the request signal

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ofc you can also just place down a landing platform, and have rocket launchers in main base target platforms with specific names, as a way to send ready made resources

rigid bramble
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better not get too used to those 500 slots, in SA the player will take up all of them xD
also are you far enough for some form of artillery? Might help deal with any base creep

umbral meteor
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eeh, just add some "QoL" aka ALL the turret mods xD

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turrets that rank up and does more damage (Hero Turrets),
and have shields (Turret Shields)

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๐Ÿ˜

rigid bramble
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doesn't SE bring its own shield tech, eventually?

umbral meteor
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maybe, i don't remember.
this is specifically shields for turrets

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hero turrets is just vanilla turrets that rank up based on kills, and gain longer range and more damage

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ofc there are also, rocket turrets, shotgun turrets, long range turrets, and a bunch more xD

rigid bramble
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but why not go full rampant

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or AAI with a baneblade xD

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but yeah this super sci fi shield tech

rigid bramble
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but why not just rampant arsenal xD

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its got rockets, its got grenades (with repair grenades), cannons, shotguns

umbral meteor
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when i started adding all those, that particular mod did not exist xD

rigid bramble
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and when did you start adding mods? xD

umbral meteor
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in 0.12?

rigid bramble
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well that was like decades ago

umbral meteor
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๐Ÿ˜

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as you may or may not know, i'm old xD

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i turn 45 in 19 days xD

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i am actually a fish

rigid bramble
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well, time to look at the new mods that have come out in the past 5 years xD

umbral meteor
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oh i do that as well xD

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this were just the list of turrets xD

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my pack has like 200+ mods

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Bob's Angels AAI core

indigo gust
# rigid bramble better not get too used to those 500 slots, in SA the player will take up all of...

I've started putting up a train line along all my new perimeter wall, so I can easily have an artillery train make stops to deal with expansions combined with resupplying the roboports. But I still have some old sections that are far out, built only to prevent them from expanding closer again - and that wall recently took some damage. For now ammo is the only thing with direct supply from production, other stuff is so spread out in my factory that belting it all to the resupply loading station would be inconvenient and also take up a lot of resources unless managed by logics.

rigid bramble
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My thinking was to push the biters back away from the pollution, and the artillery would then smack any bases that popped back up

umbral meteor
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Ion Cannon (good old C&C)

indigo gust
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I have a long lake between my base and a desert... I can only manually target the nests out there, and engulfing the entire lake and the desert on the other side would be quite a project

rigid bramble
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can you, place trees... xD

umbral meteor
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๐Ÿ˜

indigo gust
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But the places they attack are well reinforced and actively mantained. The problem is the places I expanded around early, where there is just the occasional expanding group trying to come inside. Was fine when they were small and medium, but now they've started to do some damage.

umbral meteor
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this mod is an update on the original, for 1.1 as well as supporting Space Exploration's multiple worlds

rigid bramble
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thats why you wanna take out their bases, so they're not going to attack

indigo gust
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They're not really attacking as they are miles away from pollution, just trying to expand. The artillery train also has the side effect of inducing heavy attacks, but with proper repair bots in place it is no problem. Just tedious to put up the resupply network.

umbral meteor
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Waterfill and cheese the hell out of it

indigo gust
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I really miss playing with the cotton candy in bob's - it gave more meaning to dealing with biters other than just preventing them from tearing down the factory

umbral meteor
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i used to use waterfill to enable pumps to be used inland, but now i use a different mod.

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produce the same as an offshore pump, but has not been updated to needing power (yet)

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can however be placed anywhere

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even inside Factorissimo buildings xD

rigid bramble
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ok, the 200k space science is part of the SpaceX mod... so I fixed it
no, I am not sitting through another 100 rocket launches xD

indigo gust
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Got some basic power plant up on the new planet; solar + combined nuclear and electric boilers to fill my steam tank battery. Nuclear reactors only kick in when the steam level is low. Day/night cycle is close to an hour, so got a lot of tanks. Also to handle the long peak loads when the meteor defence needs recharging. May still need a lot more for the coronal mass ejection defence - not really sure how that one works when there is insufficient power - if it prioritizes CME beams by distance. My Nauvis base survived a CME without any damage, even if the umbrella was far from fully powered - the whole base blacked out the instant it started drawing power... Kind of wondering if "beam weapons" that it can defend against (up to 500GW) is some sort of PvP thing? I can't really imagine playing Space Exploration as PvP - 200 hours in and someone wiped out your base...

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Now - another planet to build walls - far less biters here than I expected, but also very little to absorb my pollution. So might as well just build a perimeter far out before the biters starts expanding towards the base.

indigo gust
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Does anyone have experience with the mechanics of map initialization and biter spread? On my new planet the biter free starting area is very big, so initially no areas with nests are initialized - thus there appear to be no biter spread, as they rely on nests to create the expedition group for spreading. In a sense I could then have managed without defences as long as I did not trigger the initialization of any biter infested terrain - however, I would expect pollution spreading into uninitilized terrain to trigger the initialization?

With no trees to absorb pollution that would be a ticking biter bomb waiting to go off, so I decided to preemptively build a wide perimeter wall before any biter spread. Unfortunately as I had worked my way 3/4 around I discovered that biters had started infesting the last quadrant - likely because I revealed a little too much terrain in that direction - OK biters, that is your land for now...

umbral meteor
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it has to do with chunks, if a chunk is not generated and there are no biters in any active chunks, then no one will go and expand.
player will activate a chunk by exploring it, even if you just explore a tiny bit of it.
Pollution spread will also generate chunks when entering it.

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do note that in SE most of the planets/moons/asteroids are limited in size, so some of them may only have a tiny bit of nests, and if you wipe them early they will never come back.

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it's only the "home" planet that is "unlimited"

indigo gust
umbral meteor
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yup, that as well.

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mainly as a way to keep save file size small

indigo gust
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I seem to remember that from watching streams or part taking in multiplayer long ago - unnecessary exploration being unwanted for performance reasons.

umbral meteor
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tbh, it's less about performance than save size,
as if the save becomes huge, when people joins they have to download the map,
and multiple people joining at the same time with a large save file will put a massive strain on server.
Sure it's less of an issue now than before, as now Factorio uses background process for compressing/sending saves, compared to before when the game could just use one Core/Thread at a time.

indigo gust
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Hmm, seems meteors only target the celestial body the player is currently viewing (either planet surface or it's orbit - both receive the same meteors I suppose). At least I've never seen the notification for Nauvis while I've been away from it except when I'm viewing it.

umbral meteor
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iirc same with solar flares

indigo gust
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the coronal mass ejection I get warnings for other planets - not sure if they actually happen there though, if no one is there to watch them. I postponed my trip to the first planet because of one

indigo gust
umbral meteor
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that did happen yes, now due to it being able to use background threads for the save transfers it isn't bogged down as much, if at all.

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if you have a fairly new computer now, it's ,more about internet speed than anything xD

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even more so if you do a spiffing brit and 500 players.....

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or 800.....

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Welcome to an actual factorio speedrun where we break the game using a team of professional speedrunners and a bunch of willing participants (you) to speedrun the entire game of factorio. The goal is simple beat the game by building and launching the rocket as fast as possible! The current fastest time is 1 hour 21 minutes and 56 seconds for the...

โ–ถ Play video
indigo gust
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I suppose there is still the case where the client is not able to keep up with the UPS of the server - and if the server throttles down based on the slowest client I suppose that would be according to some server setting

umbral meteor
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says a lot about the actual stability of Factorio when you can manage 800 players

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and i know they had a 500+ years ago, long before 1.0

indigo gust
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yeah, that is quite impressive

woeful geyser
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I'm pretty sure I've seen planets without the player getting meteor'd... Also SE does offer a variety of tools to crop planets if you need it.

indigo gust
woeful geyser
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Maybe it only starts doing it after you've progressed a certain amount? Because I've also seen CME's target orbits I haven't even been to (the sun shot itself)

indigo gust
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CME targets other planets - it is just meteors that I've never had notifications for other than the planet I'm currently viewing. I'm on my new cryonite planet - I only have meteor notifications for that one - unless I use the sat view of for instance Nauvis Orbit to work on accepting the cryonite into the science setup there - then I get notifications only for Nauvis orbit and Nauvis

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Come to think of it - it would be strange if it is dependent on the player actions in a multiplayer setting...

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Guess I could just try to temp stop the ammo production back on Nauvis and check if the belt starts to empty.

rigid bramble
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Say, do angels mods have a sorta wiki anywhere? I'm finding it hard to know what changes and things are added with what mod ๐Ÿ˜ฎ
Like I've noticed there is a 'hogger' creature now, that I'm sure wasn't there when i started my first seablock run

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seems there was a bit of an update in Decemeber

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(and some of those changes I kinda wish I had at the start, like forage for driftwood gives you wood logs, rather than forage for celluose that gave you celluose (and you needed 96 celluose to make one wood planks that you could actually do stuff with))

indigo gust
indigo gust
rigid bramble
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you look at the forums and tell me where that is xD

indigo gust
rigid bramble
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so what is a hogger then

indigo gust
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might it be from another mod?

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only forum result for "hogger" in angels mod forum seems to be a question about when it will be implemented from back in 2019

rigid bramble
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hence me wanting a wiki of all that each mod has

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afaik FNEI/Helmod only pulls from the installed files
so it can pull recipes that are disabled by seablock proper

indigo gust
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where did you find the mention of this 'hogger' creature?

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a wiki would definitely be nice, but a lot of work to maintain

rigid bramble
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like I say, in FNEI/Helmod

indigo gust
rigid bramble
indigo gust
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Looks like something used to convert iron ore to copper ore

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There are a lot of creature recipes like this in pyanodon, with random number of creatures out. Especially going from T1 to T2 of one of them had a very random result.

rigid bramble
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have you not seen Angel's Puffers?
and quite a few recipes that don't have definite outputs

indigo gust
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I'm not sure if it was a thing back in 2017 - not even sure if nuclear was in vanilla yet at that time, I suppose that is when the random output recipes were introduced

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At least I only used steam engines in my angel bob game - seem to remember I could fuel them off algae production or possibly bob's green houses

rigid bramble
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I mean early seablock your only way for steam power is algae into wood blocks into charcoal, and that becomes a staple power source until you get charcoal pellets for a slight increase

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of course non-seablock you can just dig up coal

indigo gust
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I seem to remember that chain now yes, was more space efficient than solar+accu I think?

rigid bramble
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the coal?

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or did you miss the 'early' part? xD
its not really efficient more the only way

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(and yes 96 celluose to 8 wood pellets to 4 wood bricks)

rigid bramble
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on a sidenote for bobsangels, (and maybe base game too) it would be nice if the upgraded machines had a measure of improved productivity as you go up the chain
like for a boiler, you would expect a better one to not only heat up water faster but also more efficiently

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I say this as my power demand starts to outstrip my production and it starts to use more of my fuel

indigo gust
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Good thing I set up that artillery train...

indigo gust
# rigid bramble on a sidenote for bobsangels, (and maybe base game too) it would be nice if the ...

Productivity is governed by modules and research for miners though - better machine means more module slots, so higher cap for productivity at the cost of power consumption per produced item. Base game only has one boiler for burning fuel I think - and I think it is already 100% effective in converting fuel energy to steam energy.
For the Space Exploration mod pack there is an option for a less efficient steam turbine (75%) which will condense the steam to get 99% water back. There is also an electric boiler that is only 90% effective, so 10% loss when using it to store solar energy as steam - but it is worth it since steam tanks has much higher energy density than the accumulators, both space and cost wise. And there is a fuel processor that converts any other fuel to processed fuel for a 10% increase in fuel value and convenient one type of fuel on the belt effect.

rigid bramble
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But if irl you build a better boiler, one that maintains the heat better, then you'll spend less fuel keeping it hot to boil water

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Also, you can increase the innate productivity of miners with research

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And another instance, a blast furnace could be better at separating pure ore from the slag - angels smelting does help there with the improved recepies, starting with 3 ore for 4 plates, to 24 for 24, down to 12 ore for 24 plates

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Like irl, anodes are used to attract the purest parts of a slag slurry, and the whole thing is ran through an acid to remove the anode, leaving the ore

rigid bramble
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Ah, another week and another mod goes to the great database in the sky, rip FNEI I guess xD

umbral meteor
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huh?

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are they moving it into 2.0?

rigid bramble
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Factoriopedia

umbral meteor
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aah yes, but that doesn't help with Modded

rigid bramble
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you say that, but they claim it does

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its just pulling the data that already exists, rather than creating new pages for all the items and recipes

rigid bramble
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also "Since parts of the expansion can be toggled the same way as we do with mods, naturally the Factoriopedia will support the information about any modded content added to the game."

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I think with the idea of having multiple parts you can switch on and off, anything new will have like inherent mod support

woeful geyser
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Factorio's devs have always been very supportive of their modding community and are constantly trying to improve the experience not just for themselves but also their modders.

indigo gust
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Those CMEs hit hard - thought 1 GW would be enough for the Umbrella to defend against it, but clearly it was insufficient. Either the strength of the CME must have increased or I just got lucky the first time that it did not hit any structures at all. Maybe proportional to the amount of discovered chunks?

rigid bramble
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sooo, which concret style takes anyone's fancy?

indigo gust
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How is the typical spreadsheet use for factorio here? I've actually never used it to any extent until now, just eyeballed the needed number of machines before and added some extra in easily expandable designs. But the need to transport using cargo rocket has changed that - now I want to get the ratios about right when loading it up - and with several processing steps and partial recycling, the eyeballing method falls short.

rigid bramble
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Spreadsheets?
I appear to just use Helmod
Or just work out a ratio

hearty meteor
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Haven't used spreadsheets, but I have used Factory Planner (some people prefer Helmod), which will tell you exactly how many machines you need of each thing for the line you've designed

rigid bramble
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I do question the accuracy of Helmod tbh
but that may just be that it doesn't account for rotational speed of inserters and other such things

hearty meteor
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Don't think any of the tools really deal with inserter speeds.

rigid bramble
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But like the tool would assume you put the right amount of resources in the machine instantly?

hearty meteor
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That's up to the user.

rigid bramble
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what, to work it out, or to factor that into the result given?

hearty meteor
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To make sure it has enough inserters for the throughput you want

rigid bramble
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on a different note though, can I really run my seablock base on rocket boosters?

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Shame nothing gives you all four ores you need for making nitric acid from nothing

indigo gust
# rigid bramble Spreadsheets? I appear to just use Helmod Or just work out a ratio

In my case it is mainly about working out ratios between input ingredients, so I can make sure to fill the cargo rocket with items according to the ratio and what is already at the destination. In doing that, some of the receipes return spent items that has a chance of being repaired - so I wanted to take that into account. Ended up making a generic crafting spreadsheet that will calculate the number of ingredients needed for a given number of the finished science products. Found that I could simply deal with the recycling recipes by treating the recyclables as something that needs to be crafted. For ratio of machines I usually just do it by simply allowing for easy expansion as bottlenecks are identified - or just put in a lot more machines than needed.

rigid bramble
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Now I've a question, regarding ratios, is there a nice way to asymmetrically split a belt?
Like I have an ore sorting recipe that gives me equal amounts of tin and copper ores, to a total of 24 ingots each, but the recipe for for Bronze calls for 18 copper ingots and 12 tin ingots, and I want to siphon of the extra 6 tin ingots for something else

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though looking at it now, seems it might be better for the 18/6 recipe, as brass is the same 18/6 split but with copper and zinc, and there is yet another recipe for solder that is 12 tin and 12 zinc

umbral meteor
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yes, but it involves combinators and counters

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Brass and Bronze uses the same 3 materials in another recipe

rigid bramble
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its going to be a while till I get there

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though getting zinc to 24/4s is going to be a ballache

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I'm only on T2 science packs currently

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ah I only need silver to get T3 science packs - the mod setup I'm running doesn't need aluminium for the T2 circuits (the red ones), and doesn't have the black circuits

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I really don't get the point of the Circuit Processing mod thats part of seablock official

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but I'm going to have to make some ghetto aluminium to get the next tier of ore sorting

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and back to simple science packs, ahhh

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wait wait wait, Saphirtie chunks give me 2 copper and 1 tin every 1.5s, hmmmm (and 1 silver and 1 iron)

indigo gust
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You can make a split equal to three by making a split to four and feed the fourth output back in. In your case; split in two and let one go to bronze. Split the other one in two again and feed one back to the input of the first splitter.

I used to do a lot of split to three as the first stage of my loading stations to evenly distribute to all loading chests.

Another option for arbitrary splitting is simply a splitter, logic wire and belts. Block the priority output of the splitter when the product is sensed further down the line. The controlling output will be the smallest portion.

rigid bramble
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Might be academic now I can use the run off for Silver to make Bronze - though still going to have a ratio of 9 copper to 6 tin

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also still waiting to have power problems like my first run, as I hit 80Mw upper limit, with just steam engines burning charcoal pellets
though I do have like 200 wind turbines and 20 large solar panels, for 5.1Mw of that

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Hey look what I just found

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now I just need lubricant...

indigo gust
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From what I remember, the ore processing in angel bob is all about making sure that you get the priorities right so as to prevent lockups due to lack of consumption of one of the products.

rigid bramble
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coughprovider chestscough

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also a helluva lot of refactoring as you learn the new better recipe

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and not unlocking some recipes in order - like I can make rubber from liquid rubber, but I don't know how to make liquid rubber

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(but i don't need the stuff you can make with rubber till later anyway)

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this bronze is killing me, but once I got it then I can have red belts and inserters and splitters, oh my

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oh and the needing to manage overflows is why I'm trying a more pure setup, trying to avoid things that make multiple different ores, unless I can combine them and/or send the run off elsewhere

indigo gust
rigid bramble
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I can burn Chloroauric acid, but not Acetic acid? (also lubricant for that matter)

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also bronze on a belt, it is happening yo

indigo gust
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I'm running out of space for spaghetti-ing in belts for the cargo rocket...

indigo gust
rigid bramble
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flare stack, so you burn it off

indigo gust
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You should get a pyanodon tailings pond to dump it in. I remember I had a bunch of those for all the different byproduct liquids there until I had the tech to do something useful with them. Of course most of the petrochemical ones could be used as liquid fuel

rigid bramble
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I'm not on Pys though, and creating landfill doesn't seem to match the spirit of Seablock xD

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you can convert Acetic acid into something that can be voided though

woeful geyser
rigid bramble
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so a sushi belt?

woeful geyser
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We simply had a bunch of belts lined up which all had circuit conditions. And depending on what we needed, we let certain items through, used splitters to merge them all onto what'd eventually be 2 belts and an insane amount of stack inserters.

rigid bramble
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How many different items do you need though for whatever it is they're doing?

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and if it is literally using it as a train, why not use multiple rocket pads

indigo gust
# woeful geyser Instead of using filter inserters for everything, hook it all up to belts that m...

I already have one "on demand sushi-belt" coming in on the right in the picture, didn't want to put in separate belts for each science, so just put a single belt from the old lab location and use logic to block the source according to item counts in the storage at the rocket. Most of the others come off the main bus to the left. Was thinking of changing the setup to dump from the main bus onto one or more sushi belts according to the needs, but it can have some performance drawbacks.

woeful geyser
indigo gust
woeful geyser
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It should be as resource intensive as what you're doing with the inserters.

rigid bramble
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so just make sure they're full but only sending certain items
or maybe have it draw from a warehouse or two

woeful geyser
rigid bramble
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only have it fill with what you want to send naturally

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its going to be much different in SA when you have a limited weight to send

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with the player weighing an actual ton

woeful geyser
rigid bramble
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I guess I'm not seeing the problem then

indigo gust
indigo gust
# woeful geyser I'm not sure how performance is an issue?

Could be bad performance in terms of inserter speed if the items get mixed alternately. Also seem to remember that such mixed belts can have performance issues as the engine has an optimization for compacted belts with long sequence of the same item

woeful geyser
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The belt was relatively short and would rarely if ever have many mixed items and even then a trip on the belt would take like 10 seconds

indigo gust
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Yeah, that is what I'm thinking of doing, a couple of belts more or less running across the main bus to pick the order

woeful geyser
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For us the rocket was 'on the bus' just like an assembly line.

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I'd take a picture but I don't have access to the server and we've torn the rocket down XD

indigo gust
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I would consider playing more with sushi belts for the low throughput items though, it can be a convenient way of dealing with the things you need a few of in many different places and you don't want to use bots due to attrition.

woeful geyser
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Oh we used it for everything: From science to plates.

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Never really did have performance issues because remember: That is probably the only rocket you'll ever have with this many different items. And it's temporary.

indigo gust
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Yeah this one is just the first site to get to know the cargo rocket, and just kept squeezing in more things as I needed them. And all the logic to balance the items according to the ratios needed for an equal amount of each science.

woeful geyser
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It's not perfect, but it's very close.

indigo gust
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I used a similar setup for angel bob. Looping sushi belts at the different factory sections, where logics managed the ratio of input ingredients and stopped output from producers as the output stockpile reached the desired amount. I think I came up with a reasonably robust counter system to keep track of the items on the belt. Even a short black out can be quite detrimental to counters in logic.

woeful geyser
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We didn't have a counter.

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We were fine with it overloading some items because the amount it overloaded was small, and it'd just balance itself out. With how much stuff we were sending a couple 10's of overflow was nothing.

indigo gust
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Did you use the trick to make the filter stack inserter effectively have more than one filter? Belt based sorting to filter out items seems a bit inconvenient to set up for a factory requiring many different items from the belt. As far as I can see at least two splitters per item to split off to emulate a splitter with filter that lets overflow of matching items go to the non priority output.

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Oh, and my logistic network keeps generating negative values, probably when bots allocate items for transport? Keeps messing with my balancer as it will only fill based on ratio when all of the fixed threshold demands are satisfied. Maybe I'll have to add a positive only filter on the roboport logistic network content output.

rigid bramble
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"and man created his first lighted power pole"
"and he said, let there be light"

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"power"
"and the fury of a thousand angry suns"

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so yes I'm finally rising up out of the literal dark ages

rigid bramble
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that moment you get a chain set up making all the different belts then you realise one whole thing needs just copper cable

indigo gust
rigid bramble
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lighted electric poles, go get it

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all your power poles are now lights

woeful geyser
woeful geyser
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Simply: If we needed X item, that belt lets items onto the bus until the cargo rocket inventory would equal out the demand in space. Yes, this does lead to the rocket constantly getting more than what space was asking for, but we didn't really mind. In the beginning we manually launched it all the time just because we'd need something in space right now.

indigo gust
# woeful geyser Our first space factory was belt based, not bot based. Mainly due to attrition. ...

I just set it up with bots initially, but has changed the high volume items over to belts. Still got bots transporting junk cards back from the second science pack factory there, so there are cases when there is only one of those items in the network that the bot goes to pick up. I think that is what causes a negative value - it reserves all it can carry. And since there is none in storage other places, the network value goes negative. But my Nauvis rocket loading logic would interpret negative values on red as a static request. Using green for setting the desired ratio of items when all the static requests have been met - but didn't add the logic to only consider requests that can be fulfilled. A bit rusty when it comes to all the tricks I used for circuit networks before.

My current setup for loading is lazy in that it simply uses "set filter" on the filter inserters to enable/disable them (easiest option when running combined belts directly). Thus only the first five item types will be loaded simultaneously until the current threshold is reached. For filter stack inserter I remember working around the single filter slot limitation by using logic to set the filter to the union of desired items and available items to make them work for fast loading/unloading of mixed cargo trains in my version of LTN. It can be used for picking from mixed belts too, by sensing the belt contents at the pickup spot as the available items, but that may be a bit excessive to set up for multiple inserters.

woeful geyser
# indigo gust I just set it up with bots initially, but has changed the high volume items over...

I'll be honest your setup sounds seriously over-engineered. Also, trust me by the end you do not wanna be using bots in space for the amount of stuff you need to ferry around. Bots work for bot malls and stuff but most of my current space logistics are train based, went with a cityblock approach and it works really well. Though I think I could see a way you could eliminate negative values: I presume currently you check logistics contents * -1 against a series of constant combinators. What if you flip that logic? Check the contents of your logistics network against combinators with negative values? Then you can use a decider combinator that outputs any negative value by setting it to if anything < 0 output anything. And if u want u can then convert the signal back to positive before sending it down so your earth logic isn't affected.

indigo gust
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Already added a combinator to ignore the negative values from the roboport (each>0, each input). And yes, I will transition to belts, just used bots initially to quickly get some of the most basic sciences going. Currently so few bots active that there is no attrition. I really like that game mechanic as I consider the pure bot based to be breaking the beauty of the game.

woeful geyser
#

My current base has a train+bot based mall.

indigo gust
#

Multiplayer must be quite a different experience with SE, sort of work on one planet/orbit each I can imagine?

#

I also like the new threats in addition to biters, with meteors and CMEs - biters are kind of repetitive with clearing areas and building defenses, rinse and repeat

leaden mauve
#

New threats?

#

I'm lost. Is Factorio 2 out now? Because so far as I could see, the space stuff was for the future

hearty meteor
#

Space Exploration, a mod that's available now, not to be confused with Space Age, the Factorio expansion made by Wube, not yet available

rigid bramble
#

Factorio 2? getting a bit ahead of yourself there xD

#

as for new threats... we still have this thing

woeful geyser
rigid bramble
#

But why is the Nickel gone

#

oh because I forgot an inserter

woeful geyser
#

New planet looks... interesting.

umbral meteor
#

looks like it's taken straight out of XCOM - Terror From The Deep

rigid bramble
#

Is it waterworld? is all my time in seablock going to pay off? xD

indigo gust
# woeful geyser New planet looks... interesting.

The one one friday facts - yes indeed - and another threat mechanic, lightning storms. Looks like we'll be sort of getting the best of Space Exploration boiled down to its essence and sprinkled with lots of new goodies. Also like the aestethcis of the cliffs there, with them being a separation between two ground textures - would have been nice to see that on Nauvis terrain as well, cliffs separating grassland from sandy beaches.

woeful geyser
rigid bramble
#

Frozen?

#

but I see ||Fulgora, like fulgurite||

#

the vitrified ground from a lightning strike

rigid bramble
#

I am still having trouble with that Bronze ๐Ÿ˜ฎ

#

maybe I really should do a pure copper and tin, to augment my nickel based bronze

indigo gust
#

Lack of nickel? With alternative recipes I usually keep a fall back to the less efficient one in the case of an ingredient shortage or other form of lock up

rigid bramble
#

I can't dig up pure nickel yet

#

so its coming from my crushed rubyte sorting, along with Lead

rigid bramble
#

Ooo-err

#

though I am wondering if you find out what each planet gives before you go there, or if you just need to hit all of them at once

rigid bramble
#

ah when a streamer modifies the nuke launching delay, and then fires off that many nukes the game freezes xD

#

its not pollution that brings you down to 1.5UPS

indigo gust
# rigid bramble Ooo-err

Friday facts? I like the variation it brings - the discussion there about planets being repetitive - they clearly have a focus on making the Space Age experience engaging to the end. Space Exploration can get a bit repetitive with setting up bases on new planets - but still I find a lot of the challenge there in planning the logistics between planets and what to make where. Building biter defences is so far the most repetitive tedious task - especially when you feel drawn to gaming the biter spread mechanic. Some planets have a very large biter free starting area (but no trees, so pollution spreads far), so one is drawn towards securing a large area early - possibly much larger than you'll ever need on that planet.

rigid bramble
#

oh yeah its friday, time to read what new mod is being rolled into 2.0 xD

rigid bramble
#

Ah I want to play on New Nauvis like yesterday

woeful geyser
#

New FFF is short but guuuud.

#

Should make setting up LTN without actually having LTN a lot easier.

indigo gust
# woeful geyser New FFF is short but guuuud.

Best quote: "The final changes to make everything function correctly took about 1 hour to write, and worked correctly the first try. That's not supposed to happen and left me with doubts."

hearty meteor
#

Sounds about right

indigo gust
hearty meteor
#

If you write some code and it works on the first try you've probably done something wrong...

indigo gust
rigid bramble
#

I mean, not causing a runaway loop counts as working, even if it doesn't involve loops xD

woeful geyser
# indigo gust The wireless signals? Saves some wiring work yes, so a bit of the stuff that wou...

It's actually quite simple. You turn on requester stations if the cargo required would be a train's worth, and send a signal of the cargo type into the radars. Then the other train stations are listening to the radars and if they get a signal of the cargo they're meant to listen for, they'll turn on and set the train limit based on the amount of stations requesting cargo. Not perfect, but pretty close.

rigid bramble
#

I feel there are yet more steps being added for train logistics

indigo gust
# woeful geyser It's actually quite simple. You turn on requester stations if the cargo required...

Ah, sounds like it could be doable, though quite a bit more involved than being able to directly set the destination of a departing train. I assume only one train will take a station with train limit 1 as it's destination, so incrementing the train limit of only the chosen destination by 1 will work. A bit cumbersome to keep a counter for the train limit at each station - got to decrement it when a train arrives to prevent other trains from going there unintended. Or does the station output number of incoming trains - if so it is as easy as just feeding that back with +1 when the station is selected as the destination of a train about to depart.

I assume trains that are already heading for a station will skip to the next immediately if their destination station is disabled? Or else it would be as easy as just enabling all the stations in need of what is currently in the train at the tick that the train is departing.

woeful geyser
#

Actually: It should be possible to use generic schedules and the selector combinator introduced here to tell a train to go to specific stops. I can use the selector combinator to fetch the biggest number from my train network (aka the item I am in need of the most) and send that to my train.

Factorio

Hello, we are going to focus on the general improvements of the way circuit network is used in the game. I wasn't using it often, because all the problems combined made it too big of a hassle most of the time, which was an indication of problems. So we improved each part of the process of using it a little, from UI, to feedback of what is g...

#

And use train logic to determine which stop to go to based on that logic.

#

NEAT.

indigo gust
woeful geyser
indigo gust
woeful geyser
indigo gust
#

Haha, just got a basic recycling to ores in orbit for now, haven't decided if I want to smelt them there or bring them down to surface for productivity bonus. With space elevator that would clearly make sense. With delivery cannons, the cost of the capsule is too high to be worth it. Rockets might be an option, as if I enable auto launch of the surface to orbit rockets I will also need to automate orbit to surface transport of rocket parts.

woeful geyser
#

We don't bother personally. That shit's spitting out so much scrap trying to ship it down with our tiny trains simply wouldn't work. Besides with core miners and everything we don't need the productivity bonus from recycling scrap.

indigo gust
#

Yeah, that is what I was thinking too, not really worth the effort.

#

I just haven't decided on where to build the smelting yet, and still so little scrap that it is not much to gain back from it.

woeful geyser
#

@indigo gust We have it somewhere central and train fed... except for material 2, which is belt fed because it produces SO MUCH SCRAP

umbral meteor
#

they have moved Scrap mechanic into Factorio xD

rigid bramble
#

Well where do you think the scrap resource on Fulgora comes from xD

umbral meteor
#

you?

#

xD

#

wrecks of all your failed attempts

#

๐Ÿ˜

woeful geyser
#

Yabbadabadoo!

rigid bramble
#

I've just watched someone use Picker dollies to move a biter base within range of his artillery cannons xD

umbral meteor
#

uhm...

#

don't think Nexela had THAT in mind xD

rigid bramble
rigid bramble
#

Asking for a friend, but what kinda throughput do you need to be able to launch base game rockets back to back?

Also only just learning there has been a way to see logistics inventories since 0.15

indigo gust
#

The logistics viewer was new to me as well - apart from the cropped view you get at roboports - is there one for viewing signals in a large window too I wonder?

indigo gust
woeful geyser
rigid bramble
#

I do like the description for Pys "about 20 steps just for the first science. It only gets harder from there."

rigid bramble
#

Seems I can't live without either Longreach or Bob's inserters - the latter is mostly just for the ease of being able to place items near-sided

#

Say, with mods on factorio, can I like 'bundle' up mods, or make pre-sets? so I can load multiple mods with one button

#

side note, rip disco laser turrets

hearty meteor
#

You can make a mod that's essentially a modpack. The only thing it would do is set up dependencies on those other mods.

rigid bramble
#

ah that is an idea, since it will auto-enable dependant mods, right?

hearty meteor
#

It should, though I'm not that knowledgeable about it. I just know of that because Seablock official pack or something like that is doing it that way.

rigid bramble
#

sadly that pack includes a couple of dud ones

#

imo ScienceCostTweakerM and Circuit Processing go beyond the scope of seablock - kinda why I never like all-in-one mods as they tend to add things beyond the scope of the main mod (you don't play seablock for a reshuffle of science and circuits)

hearty meteor
#

They're intended parts of the Seablock experience, but I can see how you feel like it's too much. I don't know if you can disable those if you keep the "meta" mod on, but you can use the meta mod to just install all the mods and then deactivate it to disable the mods you don't want if it won't do that while the meta mod is active.

#

I've added some mods to my Seablock. At least one for having a blueprint lab thingy I can jump into

rigid bramble
#

Are they though, they just change things for the sake of it imo

hearty meteor
#

The maintainer of Seablock has said that everything in the meta pack is the intended experience, even though you can play it with just the "base" seablock mod.

rigid bramble
#

though an issue with the science cost tweaker, is that it adds extra items just specifically to make science packs with, so they don't use any existing intermediate products

hearty meteor
#

Oh, I added a mod to remove the wires and make them just shortcuts. That did a lot to make some things easier, I think, since wires are an integral part of some recipes.

#

Yeah, I agree with you that science cost tweaker just adding one-off items to make science packs is not that good gameplay. There is a reason the vanilla game uses buildings and such that you probably need to automate anyway, and it would probably be a good idea for any modpack to just extend that as well.

rigid bramble
#

I heard a comment regarding DSP that it has too many random items to make things with, so its hard to automate 20 differnt items

#

as for Circuit Proccessing, it seems someone really doesn't like bob's modules and as such nerfed the basic ones (supposedly) and removed all the interesting ones like bio-production modules (prod modules but specifically for bio-processor buildings like farms, which woul be hella useful on seablock, no?)

#

but anyway, time to find my mods folder to fix disco lasers, and maybe seablock pack whilst I'm there

umbral meteor
hearty meteor
#

Might be the same mod

rigid bramble
#

isn't it coming in 2.0?

umbral meteor
#

yup

rigid bramble
#

ug, the mod has "laser-turrets" not "laser-turret" >.<

#

did they change the technology name, or is that just a really silly case of adding an S where it doesn't need it?

woeful geyser
rigid bramble
#

I need the research to do near sided placement though, rip

rigid bramble
umbral meteor
#

that is a setting you can disable

rigid bramble
#

with mods like, or serverside?

#

I just remember the end of Four Fellows Factorio, with Arumba being like you can't hurt me in a train, so Shen just mined the train xD

umbral meteor
#

in vanilla, there should be an option in game settings to enable/disable minable vehicles

rigid bramble
#

Where is this option, is it in a game or when setting it up?

#

Also having to wait three sciences to be able to get Pipe-to-grounds ๐Ÿ˜ฎ

rigid bramble
#

But its ok, I can now swim

#

though with the focus of the modpack being the forwarding of freight, all item stack sizes have been halved owing to the idea of packing your stuff into boxes to better forward it.
Not so cool for stuff like ammo in your gun, or your personal supply of belts

umbral meteor
rigid bramble
#

Ah, but theres enough of that in DSP xD
(having to level up a Dark fog cluster enough so they start dropping Dark fog matrices)

#

though I think I need to work out what gives me a rubber ring, so I don't drown when I remove the floor

indigo gust
umbral meteor
#

Bilka iirc is also one of the devs

rigid bramble
#

question, when people say 'All the mods' what do they actually mean?

hearty meteor
#

A lot of mods. Not all the mods

#

I think it's hyper bowling or something like that ||;P||

rigid bramble
#

Hyper bowling?

#

though it doesn't have Pys, but i feel there was supposed to be a patch to let Pys work with SE

#

but I think for Pys they're doing Stellar Expedition instead of a SE patch

hearty meteor
# rigid bramble Hyper bowling?

||It's a joke along the lines of people saying "bone apple teeth" instead of "bon appรฉtit". If that doesn't make it clear enough:|| ||Hyperbole||

rigid bramble
#

hyper bowl, I see I see

hearty meteor
#

Have you seen the superb owl, though?

rigid bramble
#

I am not worthy to match your puns xD

#

I did see someone tried to make a loader for all the mods ever

#

one of the discussions was titled 'but why though'

hearty meteor
#

I believe in you.

But yeah, that modpack looks like work

rigid bramble
#

I am seeing a run with SE + K2 + VBZ

hearty meteor
#

Space Py Block

rigid bramble
#

Space Block could be an interesting concept

#

like you start on a tile of space platform, and you gather your resources from passing asteroids

umbral meteor
#

you do know that Spaceblock already exist right?

hearty meteor
umbral meteor
#

^and that i own.....

rigid bramble
#

It does? tell me more

umbral meteor
#

My current modpacks

rigid bramble
#

how do you get resources in Spaceblock though?

umbral meteor
#

from the void, essentially

hearty meteor
#

I liked the concept of Starship Theory, and I played it quite a lot. It's an okay game, but it's not really finished.

As for spaceblock, it's essentially seablock in space from what I understand

umbral meteor
#

yup

hearty meteor
#

Though I don't know if spaceblock has trains...

umbral meteor
#

instead of water being the main resource provider, the void of space is

hearty meteor
#

It's vacuum energy, I assume.

umbral meteor
rigid bramble
#

yeah I looked there

#

but I can't see anything about 'how it works'

#

(and it hasn't been touched for 3 years)

umbral meteor
#

In Spaceblock we learn that time is an illusion because starting out takes way to much of it. We start this series by automating resource productions and getting a basic power plant up and running.

Mods List:
้กตๅฒฉๆฒนไบ• (Shale Wells) : https://mods.factorio.com/mod/Shaleoilwell
200 Inventory : https://mods.factorio.com/mod/200 Inventory Size
Adva...

โ–ถ Play video
rigid bramble
#

so you process blackholes (out of nothing) to get a random smorgasbord of raw resources
and then you run duplication to buff that randomness

#

I know seablock has you just make everything from water

#

That spaceblock sounds how core fragment mining sounds to me - just mine a node for all your ore resources, and fire all the excess stone/landfil into the sun

rigid bramble
#

I'm on a boat motherfu-

hearty meteor
rigid bramble
#

You'll have to explain to the rest of class xD

#

also screw the Ironclad, the Hovercraft goes up to 160km/h

hearty meteor
rigid bramble
#

I don't think you're ever gonna get that much burnable material xD

hearty meteor
#

It's not that much, just 180 fuel oil per second, possible to output 189 MW of power with the neighbouring bonus. But the heat exchangers and steam engines I have there now can only use up 144 MW of power turned into steam and then into electricity.

rigid bramble
#

and how many bean farms do you need to feed that much fuel oil?

hearty meteor
#

About 1 and a half of this:

#

Factory Planner is great; I used it to figure out how much of each was needed for 100/s output of fuel oil

rigid bramble
#

Helmod is just as nice I feel xD

#

2 of those for 189MW, right?

#

I skipped past fueloil pretty quick when I found nuclear

#

bleh, I can't fuel the mini-train with rocket fuel

#

Shame the Ironclad still only goes at 51.6km/h with rocket fuel

hearty meteor
# rigid bramble Helmod is just as nice I feel xD

One of those crosses (#1167527626743758858 message) could theoretically output 189 MW, but the heat exchangers and steam engines aren't efficient enough to take advantage of that, being constrained to 144 MW.

#

And they can be pasted in a tileable design

rigid bramble
#

I feel seablock has as much land as you have landfill honestly

#

also how far are you off nuclear power?

hearty meteor
#

Yes

#

Don't really know, but I'm sure it's a minimum of 50 hours. And now that I have bean power being just copy-pasting, nuclear isn't going to be much of a priority.

rigid bramble
#

reprocessing used Uranium into Plutonium is kinda OP imo, especially when you get to pure Uranium washing

#

though I bet you'd want those bio-production modules about now xD

umbral meteor
#

throws bean bags at Roadtrain

woeful geyser
rigid bramble
#

Disco with the biters

rigid bramble
#

also more mod disparity, bots cannot pickup boxes for raw resources but can pickup 5 cargo ships each with 80 slots (to carry 800 boxes)

rigid bramble
#

So we come to planet 4, Gleba

woeful geyser
#

So uhm. New planet seems like an excellent dapperling target. All of the trees to chop.

rigid bramble
#

Sounds like something there won't like us

#

Though from Earendel's description I got the impression of a living planet, like the whole surface is one organism

indigo gust
#

Would be interesting if there are some new threat mechanics to deal with there - in my experience the current Space Exploration mod gets a bit repetitive in dealing with mostly the same threats on all planets, primarily biters, meteors and corona mass ejections, with variation being what resources one has access to for dealing with them, in terms of ammo and power production.

rigid bramble
#

As I understand it, space lasers

umbral meteor
umbral meteor
rigid bramble
#

Stomp stomp stomp

proven sand
#

Recursive blueprints and some bad wiring later, and my spaceblock factory now expands itself - feels good

umbral meteor
#

now THAT's a challenge xD

tough inlet
#

Anyone play modded factorio and have suggestions for mod packs :3

umbral meteor
#

where to start..... xD

#

i tend to play with Bob's Angels (Bob's Mods + Angels Mods), but that pack is quite steep for someone who has never played any major packs before, at least when playing alone.
*

#

Industrial Revolution could be a good one, more of a steampunk vibe,
extends the early game quite a lot as it's more focused towards the steam age.
*

#

AAI isn't too advanced, unless you start to dabble in the automation of vehicles....
*

#

Space Exploration is a hell hole, but it IS essentially the background for the upcoming DLC

tough inlet
#

Screenshotted il try the bobโ€™s angelโ€™s one and ty <3

umbral meteor
#

those can be played standalone

#

so just bob's mods, or just angels mods.
somewhat easier way to get into them.

indigo gust
#

Pyanodon is also an option for an overhaul mod, more complex than Bob's Angels

There is also a mod where production is based around a unique cube that you have to pass between buildings, not sure what it was called exactly, just saw Bentham play it on stream recently, looked interesting.

And there is seablock also mentioned here earlier.

For many of them it could make sense to add LTN (logistic train network) or the alternative mod for making trains serve stations as a form of logistic network.

rigid bramble
#

I did post a link for a breakdown of overhaul mods, that I found interesting

#

Would B&A really be classed as an overhaul?
Since it mostly sticks to how the base game operates imo

#

PPS though, Pyanadons is like ultimate tier overhaul, and not something to go straight from vanilla into - even ATOM doesn't touch it xD

rigid bramble
#

I've got mixed feelings for BZ Lead and Titanium though, they feel like they're there just cus.
(I get titanium in the super alloy structure thingy, but why do I need lubricant to mine the ore)
And using VBZ with K2 and SE seems to do weird things with recipies I've seen on stream, like no wooden circuits

proven sand
# tough inlet Anyone play modded factorio and have suggestions for mod packs :3

Would really recommend Warptorio 2 - 1st modpack that ever actually caught my interest
Essentially you have a limited amount of building space that warps to a new world every 10 minutes or so, and there's a bunch of new research about expanding that space out, extending how long you can stay in a world for, and a few other fascinating things I won't spoil
Other than that it's mostly a vanilla playthrough (no new recipes, resources etc, so it's easier to get into than some of the massive overhauls), but it changes the way you plan and build your factory in a really interesting way

umbral meteor
rigid bramble
#

Oh, yeah it does doesn't it, oops

#

Tbf I haven't played with ore patches on xD

umbral meteor
#

i have played with only Bob's Mods before, but i've never played with only Angels Mods

#

with bob's alone you get a BUNCH of ore patches...
Lead, Tin, Copper, Iron, Silicon and so on

#

it became quite cluttered on the map back when i played it as a standalone

#

and iirc the unsorted gem patches are there as well,
you know the one from Bentham's gem sorting loop

rigid bramble
#

Gemssss

#

I can imagine why angel went the route they did with having just 6 ores, and then refining them into all the ores

#

Though I imagine uranium still comes as a patch?

umbral meteor
#

it doesn't with Bob's Angels at least

#

it's refined out of the 6 ores and byproducts of other processing.

rigid bramble
#

Yeah I've done the refining and sorted with seablock, just not the mining per se

#

Could have been interesting if seablock had larger islands further out with ores on them or something - like be so far away you would need trains

tough inlet
#

lowkey factorio can you pls make it so i can put pipes next to each other and just configure them like inserters with bob's inserters๐Ÿ˜ญ

umbral meteor
#

add this mod

#

it cost a pipe to make each segment, and when you deconstruct them they turn back into normal pipes

#

actually, what you want is this one

#

personally i also use this,. because....

tough inlet
#

this might make me want to go back and play seablock......

#

i was so pissed off with the bs speghetti with pipes for different outputs ๐Ÿ˜ญ

umbral meteor
#

but yes, the first one i posted is for vanilla, adds a few handy valves as well,
those valves are not needed with bob's angels as they are already included there

#

Top-Up, Overflow and Non-Return

rigid bramble
#

Seablock is all about the byproducts >.<

tough inlet
rigid bramble
#

I had several warehouses full of the pulp you make T1 paper with

tough inlet
#

i should be banished

#

they updated it and now you need to make wood to make circuit boards....

#

i hate it

#

you have to go through this compost then tree seeds then tree seeds with saws instead of just... brown algea

rigid bramble
#

BA has always had wooden basic circuits iirc

umbral meteor
#

that has been a thing with bob's for quite a while iirc
also, you can bypass a lot of things using the "Bob's Greenhouse" mod xD

tough inlet
#

hmmmm i swear i used to do s3eablock just up cycling brown algea

#

for circuit boards in automation machines

rigid bramble
#

Can you not still make paper with pulp from brown and green algae?

#

And there is I believe a late game process to get nitric waste water and pulp

#

But I needed nitric acid much more than I could make the pulp into paper >.<

tough inlet
#

i just loaded up so yeah this is shitty proof ๐Ÿ™„

#

i swear you used to be able to make the wooden boards from upscaling brown algea in assembling machines

#

but now you need to go through like greenhouses and all that which is kinda annoying lowkey

umbral meteor
#

that is a somewhat recent change yes,

rigid bramble
#

Hmm I'll have to check deeper, cus I'm sure you could use paper in a later recipie (or an earlier one)

tough inlet
#

looked through tech tree

#

they moved paper and borwn algea up proccessing to 2nd tier electronics

rigid bramble
#

Isn't there a super basic way to make brown circuits?

tough inlet
#

eh not really

#

like you can make your own wood

#

in your person

#

but thats ut

#

(playing seablock and actually having miniloader is so much better why didnt i do this last time)

rigid bramble
#

cus you're driftwood, drifting for a long time

#

Not wood, brown circuits, before you can make arboretums

#

I don't have access to the game right now, so I can't check

tough inlet
#

okay i may be being stupid i apologise if so but is this what you mean?

#

now you can make arboriteums with brown circuits

rigid bramble
#

(Though my prefered set of seablock doesn't have 'brown' circuits)

#

You probably know better than me since you have it open xD

tough inlet
#

(im also factorio noob trhough :D) (who apperently cant spell)

hearty meteor
#

Doesn't this one exist any more? From bioprocessing nauvis

rigid bramble
#

Thats what I thought it was

#

But also heard angel was readjusting T2 and 3 paper recipies

tough inlet
#

not in "the official seblock pack" from trainwreck

#

at least not anymore

#

thats what i thought it used to look like

hearty meteor
rigid bramble
#

So don't update seablock, gotcha

umbral meteor
#

this is why i run the packs i play in a standalone instance,
that way factorio won't auto update and break mods,
also i don't update mods unless there is a game breaking bug needing fixed.

tough inlet
#

(why are overflow valves so latge in the tech tree your SEAblock)

#

im sorry im picky ๐Ÿ˜”

rigid bramble
#

oh no, seablock updated for me ๐Ÿ˜ฎ

#

I can always go into the code and unfix some things I'm sure

#

the real issue is someone made phenolic boards require liquid resin and paper

rigid bramble
#

and I forgot I had my 1440% movement speed xD

#

so the wooden boards, I pretty much always had wood from arboretums to make them, like once I unlocked the ability to do so

rigid bramble
#

so going back to seablock, what was the issue again?
Flow control is like the 10th science you have to unlock

umbral meteor
#

Okay, someone likes pain...
Mixing Space Exploration with Krastorio xD

#

what's next? mixing SE with pY?

rigid bramble
#

whats wrong with SE + K2 + VBZ?

#

Py is going its own way with Stellar Expedition

woeful geyser
#

Soo... factorio is now a farming game.

umbral meteor
#

it has been since angels xD

tough inlet
#

seablock is broken....

#

you need wood to make boards

#

which needs tree seeds in arborietums, which takes tree seed generators, which TAKE TREES TO MAKE

#

HOW DO I GET TREES TO MAKE THE TREE SEED GENERATOR WITHOUT THE TREE SEED GENERATOR

#

the only thing i can think of is a mod broke th recipe or something ๐Ÿ˜ญ

rigid bramble
#

find a tree, cut it down

#

you may need landfill to reach a tree though

tough inlet
#

i tried for a WHILE

#

i may have to go back an afk for more landfill

rigid bramble
#

if you look on the map you should see green, blue or yellow blips on some islands (tree, garden, puffer nest respectively)

tough inlet
#

yeah i was looking could find the latters, but allthe green dts were also gardens

#

:/

rigid bramble
#

I might have the green and blue switched round

#

you're not using Alien biomes are you?

tough inlet
#

i dont think so im only using the mods in the mod pack and then extra QoL ones

rigid bramble
#

not sure where it says, but there is an element of exploration required

tough inlet
#

okay thats my bad then apologies ๐Ÿ˜ญ

rigid bramble
#

you will only need to find one of each tree and garden at least I think (and a puffer)

tough inlet
#

(i found a tree im stupid ๐Ÿ˜ญ im sorry ty duffelfish <3)

umbral meteor
#

ALL the landfill, all the time xD

rigid bramble
#

so, Gleba and spoilage... steam powered refrigeration train cars?

umbral meteor
#

if not by devs, certainly by modders

rigid bramble
#

but like with a reduced cargo size
though with mods maybe you put the contraption in the cargo

umbral meteor
#

or using Bob's Vehicle Grid

#

๐Ÿ˜

#

or something like that

rigid bramble
#

xD
tho imo, I'm looking at a sorta trade off - you can transport stuff further but you can't transport as much, and it will cost fuel naturally

rigid bramble
tough inlet
#

do you guys use helmod in seablock

#

tell me im not the only first tiem user to find it effing confusing

#

helpful but confusing

rigid bramble
#

Some people prefer factory planner instead

#

though FNEI works if you just want to know what makes what

tough inlet
#

ill take a look at factory planner cause helmod is confusing me a bit ty!

rigid bramble
#

Helmod is usually for more advanced ratios, so you get exactly the right amount of each thing

tough inlet
#

i kind of want that, i was just having issues with like limitting how much to make cause obviously in the beggining i cant set up like 14 crystalizers ๐Ÿ˜ญ (im probably just dumb mb)

umbral meteor
#

i use it in any modded packs now.

tough inlet
#

okay ill just toy with it till i get it lol

rigid bramble
#

depends how much you want a second, 14 crystalisers sounds about right xD

tough inlet
#

im a noob i probably shouldnt of started with seablock lmao

umbral meteor
#

๐Ÿคฃ

#

that's one way to just jump into the deep end

tough inlet
#

thats like what i always do and im fine but factorio is ummmmm

#

wanting to murder me

#

may want to try something a little more

#

"simple"

#

LOL

rigid bramble
#

I feel Seablock is an easy way to experience Bobs and Angels

umbral meteor
#

imo, best way to get used to Seablock is to do a no biter Bob's Angels run

rigid bramble
#

though you may need to not use a couple of mods in the pack, but thats just my opinion

tough inlet
#

i was using some things like squeak through (honestly love it)

#

and miniloaders, distribution lite and soem other quality of life stuff

umbral meteor
#

one mod i ALWAYS add now, is "lighted power poles"

#

it adds an extra version of ALL power poles that also cost a lamp,
gives them all a light

#

but you do not have them available until you unlock lamps/lights

rigid bramble
#

I've been introduced to larger lamps, and it has a ground one

#

also if you get enough exolskeletons, you don't need squeak-through xD

umbral meteor
#

i also tend to use "Beltlayer", makes an extra map layer for special underground belts.
you can just do ALL the spaghet invisible underground ๐Ÿ˜„

#

it has it's quirks you need to get used to, but still.

tough inlet
#

sounds intresting

#

a while ago i played a modpack that gave you (ill be it crappy) bots from the beginning and im so mad i dont remeber what it was cause that intrested me

rigid bramble
#

there is one using nanobots that you consume to bot build things

umbral meteor
#

quirks:

when making a blueprint of an area, layered belt placements in said area will also be included.
same when deconstructing an area, you may unknowingly remove some of the layered belts and stop transport of potential vital materials, without you being able to directly see it.

#

(without checking the belt layer)

tough inlet
#

ill try a playthrough wit just bobs

#

maybe

#

just to get used to it

rigid bramble
#

Angels stuff does interesting things with smelting and processing raw ores

umbral meteor
#

yup, that's Angels Metallurgy for you ๐Ÿ™‚

tough inlet
#

saur is there anyway to configure the angel/bob machines like can i switch which side of the machine inputs need to be on o rlike flip the machine

#

(im sorry for all the questions lmao ๐Ÿ˜ญ )

umbral meteor
#

some machines does have that functionality,
but for the most part, machines with pipes can't be reversed.

#

this is a limit with factorio itself,
some mods bypass this by using alternate reversed recipes

#

luckily this will change with Factorio 2.0 ๐Ÿ˜„

tough inlet
#

omg cant wait

#

thats like the main reason for my pipe spegehetti in seablock i swear

umbral meteor
#

one of the big QoL's imo with 2.0 is the ability to reverse buildings with pipe input/output,
and just in general a complete rework of the "reverse blueprint" function as a whole.

tough inlet
#

i kind of figured out helmod...

tough inlet
#

first iron factory :)

#

(just have to fix a power supply problem)

#

i cant wait for contruct bots so i dont have to manually make another one of these

rigid bramble
#

So playing Warptorio 2, and I'm not sure I'm a fan of it, just as you ideally have to have an omni smelter since you only get two 'platforms'

umbral meteor
#

Nuclear Warptorio 2

rigid bramble
#

But what does nuclear do?
If you know that is

#

Super squish red green and grey sci

rigid bramble
#

to paraphrase steejo during MASA "it looks nice, but what does it do"

hearty meteor
rigid bramble
#

I can't see any research that adds a north or south warp harvester, just stuff that makes the east and west ones bigger

umbral meteor
#

time to add Factorissimo 2

hearty meteor
#

Yeah, that makes sense.

#

You can filter the stuff and send it to be smelted different places, if you want

rigid bramble
#

Yeah the little deployable harvester platforms you get, so you don't have to tear down mining setups every time

rigid bramble
#

Fluids 2.0, lets go

hearty meteor
solid pollen
#

can anyone explain what I did to hurt factorio? (base vanilla 256 ribbon world)

#

if you cant see the oil is right at the edge on the left. and ive searched passed the ocean impasse(right side)up to the point i cant get past bases... no oil

umbral meteor
#

you didn't hurt factorio, you hurt the inhabitants of the world, and this is their revenge xD

#

you now only have one option.....
"Ion Cannon Charging!"

solid pollen
#

XD but for real. im not great at combat and I cant even get my nice tank. I might un-ironically need to restart

#

unless i plan to unalive bomb the nests 10000 times

umbral meteor
#

you can make grenades without oil, also you should be able to get fish.

#

then you keep fish on your hotbar and chew them when needed by pressing the corresponding key, and fish is OP.

#

should keep you alive to "nuke" the nests with nades.

#

also, you CAN go up and personal on the biters and kill them with your pickaxe if no ammo left xD

#

(as long as you have fish)

hearty meteor
#

I always place down a fair few turrets outside of aggro range, then pull the biters into them. It makes it easier to try to take out the nests, and if you get overwhelmed you have a fairly safe spot to retreat to. You can also "turret creep"

solid pollen
#

not sure that'll work with large worms though XD but yeah I plan to try, at the very least I can secure the oil field itself and barrel a shittonne of oil and bring it back to the base to get to the good stuff (tanks and rockets)

umbral meteor
#

nades and fish, but turrets are a good distraction for the worms ๐Ÿ™‚

hearty meteor
#

For worms you just "do the dance"

solid pollen
#

I love "the dance", I had not considered turrets are a distraction rather than a real damage source. I guess i can throw unlimited resources AND unlimited bodies at the problem. that'll fix it. surely ๐Ÿ˜„ thanks for the advice

hearty meteor
#

I quite like poison capsules, they take care of worms pretty quickly all things considered

#

Throw one down, back away and let the worm either die from it, or wait until you have to reapply the poison capsule.

solid pollen
#

also an excellent suggestion. im not at medium biters yet so should also clear out the mini biters very easily too

#

if it wasnt for the fact.... I HAD NO OIL XD

solid pollen
#

Update: got supplies together and am now at the oil location. just one large biter guarding too close i gotta remove. but the bases around the oil actually have behemoth worms. FML XD

solid pollen
#

my neighbors seem... upset with my closeness.... but my only bit of good luck was the fact the oil is covered in a forest. barrelled oil is MINE! ill be back soon with tanks my little worm friends

solid pollen
#

Last update I promise... simply because its so ridiculous. I placed a radar in my oil base and look what it discovered

umbral meteor
#

ALL the oil!

solid pollen
#

just a casual 8000% oil.

safe rampart
#

you've found the middle east, go be america

solid pollen
#

hah. I plan too, I at least have a tank now and poison capsules and explosive shells. so every time i collect some oil I bomb a bit of each nest like the america and the middle east ๐Ÿ˜„ need my liquid gold

solid pollen
#

PEACE IN OUR TIME. the hateful 'natives' have been relegated to a barren 'reserve' by our democratically elected peoples super Nauvis corporation

solid pollen
#

wheres the waldOIL part 2: space exploration

woeful geyser
solid pollen
#

The space to bypass the bases was too small to place a train. barrelling was just the easier alternative at the time. after I nuked the bases I did indeed use a train

leaden mauve
#

Did you use barrels on a train or sissy liquid cars?

woeful geyser
leaden mauve
#

Oh, I know. They are still sissy. ๐Ÿ˜›

umbral meteor
hearty meteor
solid pollen
#

I did the sisy method because i didnt even CONSIDER the gigachad barrel x train combo

#

sounds like the worst of both worlds. im SOLD

hearty meteor
#

Everyone knows that barrels transported with bots is the best

solid pollen
#

oh god that hurts just to read

safe rampart
hearty meteor
#

I try to never use bot malls. I learned that I find them to be so incredibly boring as to make me lose all enjoyment of the game if I go for them. So instead I use cars on belts

solid pollen
#

Ill use a bot mall, but I basically avoid using bots for anything else (other than repair duty and personal roboports)

rigid bramble
#

oh this place is still alive

#

also related

safe rampart
#

do you have a link to the actual post?

rigid bramble
#

Its pinned on the forums under general, but do note its been going since like 2013

leaden mauve
#

Which post?

woeful geyser
#

So apparently the embargo lifts a week before launch... Fuck

rigid bramble
#

You'll get to play it soon enough I'm sure xD

woeful geyser
rigid bramble
#

Ah I see
Though I'm sure the FFFs will tell us plenty

rigid bramble
#

Also I see Nilus has made a video about his time at the LAN event

rigid bramble
#

I wonder though re seablock, does anyone know what turns off the resin to wood recipe?
Because I really don't see why it was turned off

rigid bramble
#

would you believe it was in a file called wood

solid pollen
#

I would indeed believe that

rigid bramble
#

So, thoughts and opinions about Nullius?
someone thinks I should play it instead of Angel Bobs

woeful geyser
#

Nullius is... a weird one. Certainly interesting though.

indigo gust
#

Did you try ultracube? Looks like a fun challenge to automate properly

rigid bramble
#

I just want to play factorio xD

#

not the strange pseudo-realism that Nullius is pushing like no copper on earth

solid pollen
#

ultracube seemed.... frustrating. too much sitting around doing nothing, and not because your factory is beautiful and automated, but because you need maguffin to go from A>B>C>B>E>F>B>A and then switch over to a different set when you need other resources

rigid bramble
#

yeah I saw thats how it worked, making it more puzzle than automation game

rigid bramble
#

also question, what makes something an intermediate product?
cus I can never for the life of me understand what I can or can't prod

woeful geyser
rigid bramble
#

I've err got a few tabs

#

but why can you prod a barrel, but not a pipe

#

though I have since surmised I have to open up the Seablock files and see if I can't hack in prod modules for the plates -> cable recipes, since I can prod the coil to cable recipes

#

actually I suppose I do have to unlock the coil recipes so it makes sense that they have an extra buff

#

cus like Platinum coil is locked behind the last science pack

hearty meteor
woeful geyser
rigid bramble
#

sadly Bobs and Angels don't have their own intermediates tabs
and still seems an elective mix of things that can be prodded - though at least you can quality module everything soon

umbral meteor
#

quality modules Duffelfish

rigid bramble
#

I prefer God modules thank you very much xD

#

though you know, in Satisfactory you can prod all the things, though you have a limited number of 'prod modules'

umbral meteor
#

True, you do have a limited number of sloops, shards are not limited

rigid bramble
#

swings and roundabouts as they say

#

but factorio has no swings, only train roundabouts

#

though it does have cats, but Satisfactory has trampolines

#

though I for the life of me will never know how three things running in parallel can have such different speeds

hearty meteor
#

Doesn't Satisfactory also have cats if you turn on Arachnophobia mode?

rigid bramble
#

I'm not sure they count, they are maybe creepier than the Stingers

#

(but better than the skittering that sets me on edge)

hearty meteor
#

||Spider.gif||

rigid bramble
#

to me its just the noise

hearty meteor
#

Oh, absolutely the noise is horrendous. You just get into that fight/flight reflex. There's a reason I put down spawn-blocking things whenever there are spiders.

rigid bramble
#

meanwhile factorian cats just meow and run around

#

sadly they do not knock random items off belts, or chase inserters as they go back and forth

indigo gust
hearty meteor
#

Just vacuuming them up seems nice, yes

rigid bramble
#

2.0 can't come quick enough

solid pollen
#

Seconded and Thirded

hearty meteor
rigid bramble
#

Must go faster

solid pollen
#

the beacons make me angry, but that tiled waterfront bottom right makes me happy. im not sure how to feel

hearty meteor
#

Conflicted?

rigid bramble
#

I can show you more waterfronts if you really want
not sure what mod it is that does that specifically

visual tundra
#

I feel this comment in Dosh's video
I'd like to thank you Dosh for completely curing me of any desire to make a megabase.

100%, craving dissipated

rigid bramble
#

Oh I promised some pretty quays, to make up for my beacon spam

woeful geyser
#

Time for me to start hiding under a rock because the embargo is about to lift...

rigid bramble
#

do we know if Aavak got one, I know he likes surprises

woeful geyser
#

I'm gonna be incredibly sad if he did.

#

Because I'll want to watch aavak. But want to keep spoilers free.

rigid bramble
#

you can watch him later though

#

though, if you remember he was a bit averse to streaming Rebirth as he thought everyone would want to play it themselves rather than watch a stream

#

then again, its not like we can play SA for another week

solid pollen
woeful geyser
solid pollen
#

im so fricken hyped. avoiding as much as I can so i can do a nice fresh playerthrough

rigid bramble
#

I thought we already had a trailer xD

woeful geyser
#

So far I've been doing a great job at not clicking on the YouTube videos...

rigid bramble
#

not a fan of the press release being a week early

solid pollen
#

all ive done is read a little from them on steam. mostly for the new monsters.

#

i cant wait for my entire base to be destroyed because of a || Territorial SUPER WORM ||

umbral meteor
#

just never travel into space and you'll be fine xD

solid pollen
#

yeah that sounds about right, although I am pleased that a wall of flamethrowers might not be the obvious and best solution XD

rigid bramble
#

just don't poke the worm, ride it instead

umbral meteor
#

"Save a Horse, Ride the Worm"

woeful geyser
proven sand
#

It's territory being the entire planet?

rigid bramble
#

you'll have to check the FFF if you don't mind spoilers

#

but each worm has its own section it patrols in

hearty meteor
#

Just plop down a holtzmann field generator to bring all the worms to you

woeful geyser
umbral meteor
#

Nuke it from orbit

#

"Ion Cannon Charging"

solid pollen
#

Roadtrain.... i never meant THEY were the ||super worm|| the factory is the true all devouring territorial beast. as in. all the universe is my territory GTFO monsters

#

i demand we be allowed to commit biological warefare on all non-humans

umbral meteor
#

develops super xeno virus

solid pollen
#

lets just hope the super Xeno virus doesnt suddenly start mutating humans into mutant scum that causes the end of humanity

#

but thats like... super unlikely

#

I wonder how this expansion will effect mods/modmakers

umbral meteor
#

we'll see ๐Ÿ˜„

woeful geyser
solid pollen
#

all praise game devs that include mods functions into the base game for a smoother experience and less hassle

umbral meteor
#

or just hiring mod authors to the dev team

#

like in example, Earendel.
Mods:
AAI
Alien Biomes
Space Exploration
among the most notable ones.

#

and Space Age features a lot from at least Space Exploration and Alien Biomes

rigid bramble
#

I wouldn't say they were directly taken from SE, more just the idea of them

#

not seen anything from Alien Biomes in the FFFs

umbral meteor
#

the biomes on the other planets is essentially "Alien Biomes"

#

xD

#

and they may not be directly taken from SE, but they have the mod dev of SE as part of the team, so you figure out where one and and the other begins xD

#

sure, i assume they started on Space Age long before they hired Earendel, but still xD

rigid bramble
#

so he has the idea, and the rest would cut it in half then cut it in half again, so it wasn't SE levels of complex

#

as much as everyone says coolant is the same as SE, I want to believe it was recoded from the base up
but I guess we'll see in 3 days

umbral meteor
#

oh sure, it's a difference in having functions be as part of a mod, and as part of the core game.
also the tools available for coding, given the access to essentially game source code.

solid pollen
#

im just waiting for someone to make a mod which is literally just the spaceship part x seablock

umbral meteor
#

ooooh

#

just endlessly fly through space, and instead of landfill you extend the space ship area

#

๐Ÿ˜„

rigid bramble
#

Spaceblock

solid pollen
#

yeah, youve got that space ex map system, so just have a reactor and a radar and just a load of broken ship. radar needs giga power and discovers locations with resources (and high or low solar energy and maybe radiation? to need shields as a later teck

#

theres already a spaceblock ๐Ÿ˜›

rigid bramble
#

real space block

umbral meteor
#

Spaceblock buty moving platform, and as you grow the platform you need more engines/thrusters to move, which need more power, and so on...

#

and collecting ores and such using the arms, and not through ther void xD

solid pollen
#

exactly!

#

no planets to land to, just a desperate attempt to fix your insert blackbox FTL drive

umbral meteor
#

yup, fix the drive and go "Home"

#

(and then you crashland in Aavaks Rimworld)

#

๐Ÿ˜

#

and all you hear before everything goes dark is.... "Aaaah, fresh meat!"

solid pollen
#

That would be very fitting

#

or the reverse, you escape rimworld and the ship blows up, you fix it and maybe lands you into FTL!

umbral meteor
#

the reverse "escape"

#

๐Ÿ˜

#

well, running through FTL with "The Empire" after you, after escaping the Rimworlds

#

would fit as well, so yeah

solid pollen
#

then the crashed flagship starts you into a new rimworld run

umbral meteor
#

or factorio

#

๐Ÿ˜

solid pollen
#

XD

umbral meteor
#

as vanilla factorio starts with a crashed ship

solid pollen
#

but then what happens AFTER you launch the rocket (or whatever the extended "end" is"

umbral meteor
#

and the endless loop has been initialized

solid pollen
#

endless loops are fun

#

or existential crises's

umbral meteor
#

Oh, you get the new Armor in factorio and then end up in one of the Alien games xD

#

maybe the somewhat new "xcom like" Alien game

solid pollen
#

ooooo interesting

#

just endless intergrate games together to create a cycle of continuation

#

but how do we get from alien game to into the breach?

umbral meteor
#

Well, if we don't have the available mods, we just make our own story using multiple games ๐Ÿ˜„

solid pollen
#

trueeeee

solid pollen
#

god I wish I had any talent for coding, I would goddamn love that mod idea

hearty meteor
#

Always a fun time at the zoo when looking at the negative reviews for Factorio

woeful geyser
rigid bramble
#

its sad when someone like cohh got defeated by the tutorial and then dropped the game

solid pollen
#

or "My marriage ended because my wife wouldnt help the factory grow "

hearty meteor
# woeful geyser Aren't they just 'help I am too addicted'.

No, quite a few people are angry about the NDA being lifted a week before the expansion is released, angry about "no sales", angry about pricing the expansion the same as the base game, somehow being convinced the trains don't work...
Generally it seems to me it's mostly not enough thinking being done.

rigid bramble
#

I mean it is a bit rough letting people play/see it a week before release I'll admit

#

also are you reading steam reviews? xD

hearty meteor
#

We all gotta have a hobby.
But quite a few of those people that show the expansion now have been playing it for a lot longer than just a week, as beta-testers to make bug reports and such. It's just that the NDA prevented them from making videos or streaming it before now

rigid bramble
#

but a lot of people, and the ones who would be visible, are content creators and as such are only playing it when they can stream it

umbral meteor
#

Like Bentham who played it for 350 hours before making a video of it? xD

rigid bramble
#

thats just rubbing salt in the wound...

umbral meteor
#

๐Ÿ˜

rigid bramble
#

some people complain about paying for 3 days early access, and here bentham is with 3 weeks early access xD

umbral meteor
#

people are just stupid xD

rigid bramble
#

I think the price complaints are more to do with it not going on sale ever, as they just sell it for what its worth rather than inflating it

hearty meteor
#

"But they inflated the price to 35 USD, waaaah"

rigid bramble
#

Poland got the short end of the conversion stick though

#

also that accidental zero they added to the Russian price xD

umbral meteor
#

i would bet that the people complaining are not actual "Factorio Players" and just people joining the hype xD

#

as real factorio players know the games (and the DLC's) value ๐Ÿ˜

hearty meteor
#

Yeah, that russian mistake is being used to say Wube were being political by people that just parrot things instead of thinking and checking things. It's a shame for Poland that Steam hasn't updated their currency conversion chart since then, from what I understand

umbral meteor
#

and that is a Steam issue, not a Wube issue.

rigid bramble
#

but Wube can set their own price, Steam just provides a recommended price

umbral meteor
#

i assume dev set their price based on region, not individual country though, that' is what steam does

hearty meteor
#

I wouldn't care to go against the recommendation from Steam, because that would sort of mean I would have to keep up on the other ways they might not be perfect and fix those, and at that point it's doing all the work anyway instead of letting Steam do it.
If I couldn't rely on the Steam CCC then I'd just say the game costs this amount of this currency, no regional pricing.

#

Which they do for selling Factorio through their site

rigid bramble
#

maybe I should buy it on their site in dollars and save a bit of money...

#

$35 is ยฃ26, not the ยฃ30 steam lists

umbral meteor
#

just 1 day 22h left though duffel

hearty meteor
#

Since you probably will be able to request a Steam key after all why not

#

I'm saving the full 35 USD myself XD

solid pollen
#

whats wrong with it being the same price? for other games i would TOTALLY be upset.... but this is a massive expansion and the ONLY expansion. i just see it as a way to support the devs of a game I have.... over 500 hours in

umbral meteor
#

^

hearty meteor
solid pollen
#

ahhhhhhhh so typical internet users

#

if i could pre-order I would have already pre-ordered it

rigid bramble
#

but having to pay more than double cus you happen to live in Poland is complaint-worthy

solid pollen
#

THAT is for sure complaint worthy

#

but to be fair isnt that... steam not Wube?

umbral meteor
#

i'm somewhere above 4000h, how much above i have NO idea xD
as i've played so much of it outside of steam that it doesn't show my actual hours there

rigid bramble
#

like I say iirc, steam provides a recomended conversion, but you are free to adjust it yourself - hence the mistake with the Russian price

solid pollen
#

ahhh, well if it changes before release then we know it was an actual mistake

umbral meteor
#

(i make standalone instances for every modpack, and just use my wube login to verify my account inside the game)

hearty meteor
#

Zip instances are the best

solid pollen
#

and 4000h sounds like you completed one run of SE

rigid bramble
#

(and yes mistake, cus Occam's razor)

solid pollen
#

yeah

#

why blame something more complicated when you can blame human incompititence

rigid bramble
#

for one day only it had an extra zero

umbral meteor
#

Steam does say 2607h though xD

hearty meteor
rigid bramble
#

ah but its 2p less than 486

#

anyway
I am wondering if I should bash out a vanilla run before SA

umbral meteor
#

486, i used to have one of those xD

rigid bramble
#

with beacons and modules for a change

umbral meteor
#

weeeel, technically you DO a vanilla run before SA

hearty meteor
#

Do it, so you really feel the differences to 2.0 and suchu

rigid bramble
#

or make a bus that fits with the space port

#

oh I'll notice the difference when I play Seablock 2.0 xD

hearty meteor
umbral meteor
#

yup

hearty meteor
#

And no arty on Nauvis

rigid bramble
#

up to blue science before you hav to go to space iirc

solid pollen
#

ok here is where i vanish, dont wanna know the new stuff ๐Ÿ˜„

umbral meteor
#

there is actually a new achievement in the game,
using the science pack from one of the other planets, before even researching purple and yellow science D

rigid bramble
#

this was detailed in the FFF about changing up how science works

#

some things will be discovered rather than being researched

umbral meteor
#

and some of it is also laid bare in the Trailer for SA

rigid bramble
#

Arumba blaming Steejo for doing science and Steejo being like I didn't touch anything

#

but I'll have to wait to see how far they got in 8hrs

hearty meteor
#

I think they got to ||quality [padding for obscuring what's actually here]|| stuff in those 8 hours. At least they got to trains as well

rigid bramble
#

thats another reason to do vanilla modules, so I know what I'm doing for the new ones xD

#

ditching seablock modules for bobs modules was so much better

#

what do base ones take, green, red and blue circuits?

solid pollen
#

I was so mad I couldnt watch arumba play factorio because I didnt want to see anything

#

*at myself not arumba, arumba is awesome

woeful geyser
#

BUT I DON'T WANT TO SEE IT

solid pollen
#

just 1 day and.... 18 hours? to go

#

we're over half way RoadTrain, we're almost there!

umbral meteor
#

i probably should launch a dapperlings factorio server when 2.0 releases

rigid bramble
#

oh my, Steejo and Arumba have a part 2

umbral meteor
#

i kinda want to watch, just to see how many times they killed eachother, and also have the popcorn ready for when they eventually start an actual fight.

rigid bramble
#

I have a feeling you can't shoot each other, not directly anyway - Steejo tried when Arumba chose pink as a colour, and was like as yes I am purple xD

solid pollen
#

oooo dapperling server im down

rigid bramble
#

also also, I don't they are shooty when its just the two of them

#

its usually when they add Shen, that it starts to break down xD

solid pollen
#

has arumba been doing ok? hes not exactly been streaming a lot recently and i know stuff has/was/is going on

umbral meteor
#

they may not be actual shooty in game, but they are shooty in voice xD

rigid bramble
#

refactrismo had them hiding from each other in nested factories within factories

solid pollen
#

1 day 2 hours to go! this time tomorrow will be the.... final countdown to SPACE-ACE-ACE-ACE

#

Edited to prevent others falling under the curse. fuck you RT ||also is anyone else oddly upset that the final version of factorio before the expansion wasnt 1.1.111( instead of 1.1.110 ) ||

solid pollen
#

because i was expressing my feelings as a proud and strong man who has mild OCD

woeful geyser
#

BUT I DIDN'T NEED TO BE CURSED WITH THIS KNOWLEDGE

solid pollen
#

OHHHHHHH

#

....well shit

#

I honestly wasnt expecting anyone else to be bothered by it ๐Ÿ˜„

woeful geyser
#

As vengeance: Click at your own risk ||you've lost the game||

solid pollen
#

keep your chin up, they might release a minor update WITH the expansion...

#

fuck you

woeful geyser
solid pollen
#

I hope you stub your toe every day for 1000 days

woeful geyser
#

EYE FOR AN EYE

solid pollen
#

I hope everything around you becomes slightly too wet or slightly too dry

#

mine was accidental, your's was PURPOSEFUL

#

I hope the inside of your anus itches every night when you try and sleep

woeful geyser
#

There's a reason I'm prime scallywag dprTROLL

#

And since that was meant for just you, the others will be spared unless curiosity takes them.

solid pollen
#

so you copied me. Not a good look... not a good look at all. SMH

umbral meteor
#

๐Ÿ‘€

solid pollen
#

nothing to see here Zangiry. dont look at either spoiler

umbral meteor
hearty meteor
#

Awww, it's derperkated

umbral meteor
#

i know ๐Ÿ˜ฆ

hearty meteor
#

Imagine if they had put in Steam trains in Factorio in the base game. You have to fill it with something burnable and water. And later you could research "diesel electric", and possibly later just straight electric trains (which would require upgrading rails or something like that)

solid pollen
#

I think the technology arc of the base game would have to be altered too much to make steam trains fit in.

umbral meteor
#

just add the base Train in the "Burner Stage"

hearty meteor
#

Change it so it's more like that mod that extends the burner phase, right?

solid pollen
#

you want... the BURNER PHASE.... to be extended... in vanilla?

#

and why would you need trains in the burner phase

hearty meteor
#

Okay, we can turn vanilla into that "Burner everything" mod DoshDoshington made a video with

solid pollen
#

XD

#

that would be terrible and awesome

hearty meteor
#

At the same time adding in the mod that makes everything be "liquids"

solid pollen
#

ughghhh

#

i think i threw up a little

hearty meteor
rigid bramble
#

I believe Klonan or someone did make an electric train, that takes rechargeable batteries
its in the Frieght Forwarding modpack

woeful geyser
# umbral meteor https://mods.factorio.com/mod/steamTrains

Dev those are not steam trains those are in fact fireless. They're an incredibly novel concept though, commonly used around places that can explode and have tons of waste steam. Just... shove the steam and water into a boiler and you have a locomotive.

hearty meteor
#

If it uses steam (and is a train) it's a steam train, regardless of whether the steam was created externally or not.

woeful geyser
#

(That's a real thing that was experimented btw) but my point is that a fireless locomotive is a term.

solid pollen
#

its one of those hot tub jacuzzi situations. not all steam trains are fireless, but all use steam

hearty meteor
umbral meteor
#

๐Ÿ˜

rigid bramble
#

though I think the battery powered big trains is part of Freight Forwarding core

woeful geyser
solid pollen
#

I hope you get reminded of your most embarrassing childhood memory.

hearty meteor
#

| ||
|| |-

umbral meteor
woeful geyser
#

3.5

woeful geyser
#

QUALITY FISH: CONFIRMED.

#

Content Warning: Spooder. BUT OHMAHGAHD IT LOOKS SO CUTE.

solid pollen
#

2 hours to go

solid pollen
#

sub 2 hours!

woeful geyser
#

15 minutes...

solid pollen
#

hell yeah

#

well.... 1 hour 15 minutes. isnt ir released at 12 GMT?

woeful geyser
#

When I checked at midnight it said 12 hours to go...

safe rampart
#

don't think so, since wube is in prague, which is 1 hour ahead of GMT, and 12 seems a much more logical moment than 1 pm

woeful geyser
#

But tbh 13.00 would make sense as that is FFF time.

safe rampart
#

i've never noticed that they post the fff on 13.00 ...

#

ill be darned...

solid pollen
#

well its between 2 hours and 0 hours

#

we can find out in... 10 minutes

woeful geyser
#

I WAS WRONG IT'S 1PM

safe rampart
#

57 minutes to go ๐Ÿ˜›

solid pollen
#

well its Midday for me.

#

52 minutes to go!

hearty meteor
#

No timestamp with relative time? What a shame

solid pollen
#

31 minute

#

<t:1729508400:R>

#

there... happy?

safe rampart
#

factorio discord chat is getting spammed with messages. fun thing though is that the bot that counts down to the expansion keeps updating its messages ๐Ÿ˜›

woeful geyser
#

Currently booting the game to uninstall all mods and up my graphics settings again

proven sand
#

It is here!

woeful geyser
#

YEEES

#

DOWNLOADING

solid pollen
#

ITS TIME BOI's AND GIRLS!

woeful geyser
solid pollen
#

ohhhhhh yeahhhhhhh

#

oh im loving some of these early QoL

pliant crystal
#

๐Ÿ‘€