#Factorio
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and when you feel enough is on their way, you just disconnect the antenna from the request signal
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
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
eeh, just add some "QoL" aka ALL the turret mods xD
turrets that rank up and does more damage (Hero Turrets),
and have shields (Turret Shields)
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doesn't SE bring its own shield tech, eventually?
maybe, i don't remember.
this is specifically shields for turrets
hero turrets is just vanilla turrets that rank up based on kills, and gain longer range and more damage
ofc there are also, rocket turrets, shotgun turrets, long range turrets, and a bunch more xD
but why not go full rampant
or AAI with a baneblade xD
but yeah this super sci fi shield tech
let's list all the extra turrets i have in my massive pack xD
https://mods.factorio.com/mod/heroturrets
https://mods.factorio.com/mod/ShockTurret
https://mods.factorio.com/mod/Rocket_Turrets
https://mods.factorio.com/mod/scattergun_turret aka Modular Turrets
https://mods.factorio.com/mod/BigLaserTurret
https://mods.factorio.com/mod/LongerRangeLaserTurret
https://mods.factorio.com/mod/KingsTurret-Shields
https://mods.factorio.com/mod/vtk-cannon-turret
https://mods.factorio.com/mod/LR_Turret
https://mods.factorio.com/mod/Additional-Turret-updated
and finally
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i purposefully skipped the Water Turret
which is essentially an early game flame turret that sprays water to slow down enemies and does some damage to very early biters

but why not just rampant arsenal xD
its got rockets, its got grenades (with repair grenades), cannons, shotguns
when i started adding all those, that particular mod did not exist xD
in 0.12?
well that was like decades ago
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as you may or may not know, i'm old xD
i turn 45 in 19 days xD
i am actually a fish
well, time to look at the new mods that have come out in the past 5 years xD
oh i do that as well xD
this were just the list of turrets xD
my pack has like 200+ mods
Bob's Angels AAI core
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.
My thinking was to push the biters back away from the pollution, and the artillery would then smack any bases that popped back up
Ion Cannon (good old C&C)
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
can you, place trees... xD
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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.
this mod is an update on the original, for 1.1 as well as supporting Space Exploration's multiple worlds
thats why you wanna take out their bases, so they're not going to attack
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.
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
i used to use waterfill to enable pumps to be used inland, but now i use a different mod.
produce the same as an offshore pump, but has not been updated to needing power (yet)
can however be placed anywhere
even inside Factorissimo buildings xD
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
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...
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.
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...
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.
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.
it's only the "home" planet that is "unlimited"
Yeah, I figured that - hence why I wanted to wall off the area before they could spread inside - problem is that since you don't reveal the entire chunk there was no way for me to realize I had initilized a nest. There is the option to declare the planet biter free so one can trim the surface without worry that the biters will return.
I seem to remember that from watching streams or part taking in multiplayer long ago - unnecessary exploration being unwanted for performance reasons.
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.
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.
iirc same with solar flares
I remember that from playing a large biter hell multiplayer - at one point a guy lit the forest on fire causing a massive biter attack, and very few could join because they could not catch up with the simulation after downloading the map.
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
Or I might be mixing it up with OpenTTD - at least there was problem for people to join - maybe the server would actually freeze for all while someone downloaded the map back then?
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.
if you have a fairly new computer now, it's ,more about internet speed than anything xD
even more so if you do a spiffing brit and 500 players.....
or 800.....
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...
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
says a lot about the actual stability of Factorio when you can manage 800 players
and i know they had a 500+ years ago, long before 1.0
yeah, that is quite impressive
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.
My experience was that the meteors seemingly only hit the planet/orbit pair that you are currently viewing (either in character or using N/view surface from U) - at least there is no meteor notifications showing for Nauvis while I'm not there - maybe I have to set up an ammo counter to verify
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)
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
Come to think of it - it would be strange if it is dependent on the player actions in a multiplayer setting...
Guess I could just try to temp stop the ammo production back on Nauvis and check if the belt starts to empty.
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 ๐ฎ
Like I've noticed there is a 'hogger' creature now, that I'm sure wasn't there when i started my first seablock run
seems there was a bit of an update in Decemeber
(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))
I've now verified that my meteor defence system does in fact consume ammo even if there is no notification of meteors being shot down when not viewing that planet - might have to setup an ammo empty alert then, as it started running out of steel due to a deadlock in the core mining output back on Nauvis
I would think there is a changelog on the forums? but maybe not that easy to keep track of everything. Many years since I tried angel's, nice to hear that it is still being expanded
you look at the forums and tell me where that is xD
this being the latest: https://github.com/Arch666Angel/mods/releases/tag/v1.1.3a
so what is a hogger then
might it be from another mod?
only forum result for "hogger" in angels mod forum seems to be a question about when it will be implemented from back in 2019
hence me wanting a wiki of all that each mod has
afaik FNEI/Helmod only pulls from the installed files
so it can pull recipes that are disabled by seablock proper
where did you find the mention of this 'hogger' creature?
a wiki would definitely be nice, but a lot of work to maintain
like I say, in FNEI/Helmod
Could be a locked recipe in some WIP or abandoned code then
Looks like something used to convert iron ore to copper ore
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.
have you not seen Angel's Puffers?
and quite a few recipes that don't have definite outputs
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
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
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
of course non-seablock you can just dig up coal
I seem to remember that chain now yes, was more space efficient than solar+accu I think?
the coal?
or did you miss the 'early' part? xD
its not really efficient more the only way
(and yes 96 celluose to 8 wood pellets to 4 wood bricks)
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
I say this as my power demand starts to outstrip my production and it starts to use more of my fuel
Good thing I set up that artillery train...
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.
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
Also, you can increase the innate productivity of miners with research
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
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
Ah, another week and another mod goes to the great database in the sky, rip FNEI I guess xD
Factoriopedia
aah yes, but that doesn't help with Modded
you say that, but they claim it does
its just pulling the data that already exists, rather than creating new pages for all the items and recipes
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."
I think with the idea of having multiple parts you can switch on and off, anything new will have like inherent mod support
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.
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?
sooo, which concret style takes anyone's fancy?
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.
Spreadsheets?
I appear to just use Helmod
Or just work out a ratio
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
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
Don't think any of the tools really deal with inserter speeds.
But like the tool would assume you put the right amount of resources in the machine instantly?
That's up to the user.
what, to work it out, or to factor that into the result given?
To make sure it has enough inserters for the throughput you want
on a different note though, can I really run my seablock base on rocket boosters?
Shame nothing gives you all four ores you need for making nitric acid from nothing
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.
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
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
yes, but it involves combinators and counters
Brass and Bronze uses the same 3 materials in another recipe
its going to be a while till I get there
though getting zinc to 24/4s is going to be a ballache
I'm only on T2 science packs currently
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
I really don't get the point of the Circuit Processing mod thats part of seablock official
but I'm going to have to make some ghetto aluminium to get the next tier of ore sorting
and back to simple science packs, ahhh
wait wait wait, Saphirtie chunks give me 2 copper and 1 tin every 1.5s, hmmmm (and 1 silver and 1 iron)
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.
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
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
Hey look what I just found
now I just need lubricant...
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.
coughprovider chestscough
also a helluva lot of refactoring as you learn the new better recipe
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
(but i don't need the stuff you can make with rubber till later anyway)
this bronze is killing me, but once I got it then I can have red belts and inserters and splitters, oh my
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
That is part of the reason why I developed my logics based LTN back when I played angel bob - makes it easier to change between different production setups when both inputs and outputs go through the rail network. Just need to find the conditions to use for choosing which production lines to enable based on the stockpile levels.
I can burn Chloroauric acid, but not Acetic acid? (also lubricant for that matter)
also bronze on a belt, it is happening yo
I'm running out of space for spaghetti-ing in belts for the cargo rocket...
Sounds a bit backwards. Burn for energy or just in a flame stack?
flare stack, so you burn it off
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
I'm not on Pys though, and creating landfill doesn't seem to match the spirit of Seablock xD
you can convert Acetic acid into something that can be voided though
Instead of using filter inserters for everything, hook it all up to belts that merge into a single line and set the belts to go depending on if the item they are transporting is being requested? That is how we solved this issue.
so a sushi belt?
Effectively? Yes.
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.
How many different items do you need though for whatever it is they're doing?
and if it is literally using it as a train, why not use multiple rocket pads
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.
Rockets/rocket fuel is bloody expensive and they have 500 cargo slots. It's not worth it.
One rocket has 500 slots, so I would rather load up with a mix than wait for one full load of each item.
I'm not sure how performance is an issue?
It should be as resource intensive as what you're doing with the inserters.
so just make sure they're full but only sending certain items
or maybe have it draw from a warehouse or two
Warehouses could work: But then u have to ensure the warehouse isn't eventually clogged with a single item.
only have it fill with what you want to send naturally
its going to be much different in SA when you have a limited weight to send
with the player weighing an actual ton
... but then you're moving the problem from loading the rocket to loading the warehouse.
I guess I'm not seeing the problem then
That is how I do it with the science (+solar panels) belt, buffer it in a warehouse. But science is very compact, not that many items needed and large stack size. Rocket fuel would be quite different - if the source gate is far away the belt could easily contain an entire warehouse.
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
This is why we had all of our 'sources' as close to the rocket as possible. We simply pulled from our main bus down.
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
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
For us the rocket was 'on the bus' just like an assembly line.
I'd take a picture but I don't have access to the server and we've torn the rocket down XD
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.
Oh we used it for everything: From science to plates.
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.
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.
Our first base in orbit was fully belt based. We simply set desired amounts with constants and subtracted it from what's in our stockpiles. Then transmitted the result and every belt had an 'item < 0' condition for enabling/disabling
It's not perfect, but it's very close.
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.
We didn't have a counter.
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.
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.
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.
"and man created his first lighted power pole"
"and he said, let there be light"
"power"
"and the fury of a thousand angry suns"
so yes I'm finally rising up out of the literal dark ages
that moment you get a chain set up making all the different belts then you realise one whole thing needs just copper cable
I'm really bad at adding lights - in SE I've only deconstructed them so far...
lighted electric poles, go get it
all your power poles are now lights
We didn't have stack filter inserters in the first place. We had a line of belts that were using splitters to merge into effectively 2 belts, each feeding a line of normal stack inserters. The belts dictated what was getting picked up, not the inserters.
Our first space factory was belt based, not bot based. Mainly due to attrition. Bots only got used to supply the player, and as such we didn't have this issue as much because we simply tried to maintain a set of given stockpiles in our warehouses, didn't even bother with ratio's all that much.
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.
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.
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.
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.
My current base has a train+bot based mall.
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
New threats?
I'm lost. Is Factorio 2 out now? Because so far as I could see, the space stuff was for the future
Space Exploration, a mod that's available now, not to be confused with Space Age, the Factorio expansion made by Wube, not yet available
Factorio 2? getting a bit ahead of yourself there xD
as for new threats... we still have this thing
Nah, we all do our own thing. I mainly take care of our LTN network. We play with a streamer who we are allowing to figure stuff out whilst we take care of other stuff. It's kinda chill
New planet looks... interesting.
looks like it's taken straight out of XCOM - Terror From The Deep
Is it waterworld? is all my time in seablock going to pay off? xD
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.
Frozen more like.
Frozen?
but I see ||Fulgora, like fulgurite||
the vitrified ground from a lightning strike
I am still having trouble with that Bronze ๐ฎ
maybe I really should do a pure copper and tin, to augment my nickel based bronze
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
I can't dig up pure nickel yet
so its coming from my crushed rubyte sorting, along with Lead
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
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
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.
oh yeah its friday, time to read what new mod is being rolled into 2.0 xD
Ah I want to play on New Nauvis like yesterday
New FFF is short but guuuud.
Should make setting up LTN without actually having LTN a lot easier.
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."
Sounds about right
The wireless signals? Saves some wiring work yes, so a bit of the stuff that would be quite tedious without FARL - but still need a ton of logics to emulate something like LTN - and likely smart trains mod unless one can find a way to set the next destination in vanilla
If you write some code and it works on the first try you've probably done something wrong...
For works as in "python script runs to completion" it usually makes me question if the new code did run at all or if it was somehow skipped by the control flow
I mean, not causing a runaway loop counts as working, even if it doesn't involve loops xD
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.
I feel there are yet more steps being added for train logistics
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.
If a train is already enroute to a destination and the stop gets disabled mid-journey it'll still go there I believe, because the train stop will now act as if it had a train limit of 0.
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.
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.
Then that should work the easy way - I might test it if I ever get that far in my Space Exploration game. Only using trains for mining outposts and perimeter artillery so far.
Yeah I'm doing it completely LTN style. Do you have the space elevator yet.
No, I finally got the motivation to finish a basic iridium setup on my cryonite planet yesterday - so got all I need to start doing material science back on Nauvis+orbit now. Not even sure what it takes to unlock the space elevator, but I suppose that material science would be a small step in that direction.
Material 2. Just a tip... make very god damn sure you have appropriate amounts of recycling for that monster ๐
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.
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.
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.
@indigo gust We have it somewhere central and train fed... except for material 2, which is belt fed because it produces SO MUCH SCRAP
they have moved Scrap mechanic into Factorio xD
Well where do you think the scrap resource on Fulgora comes from xD
Yabbadabadoo!
I've just watched someone use Picker dollies to move a biter base within range of his artillery cannons xD
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
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?
I see what you mean by that now, 1.5k scrap for each batch of 25 impact data ๐ฒ - my sushi belt is already jamming up with scrap from Material 1...
Yeah... material 2 needs dedicated recycling it is just insane
So I found this little document with a list of all the 'popular' mods and what they do for anyone interested
https://docs.google.com/document/u/0/d/e/2PACX-1vQ3SKaRPeAVVCNx6NsYlat12kImyq-iEJIQovIbxJeKkD4Hp8O0jck8GnW1Rd7EdPDPc0gwMjHm3i1V/pub
I do like the description for Pys "about 20 steps just for the first science. It only gets harder from there."
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
You can make a mod that's essentially a modpack. The only thing it would do is set up dependencies on those other mods.
ah that is an idea, since it will auto-enable dependant mods, right?
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.
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)
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
Are they though, they just change things for the sake of it imo
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.
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
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.
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
i have a mod like that, disabled the craft of green and red, but you can still craft copper wire like normal, but you also have a shortcut for the wire
Might be the same mod
isn't it coming in 2.0?
yup
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?
I love the janky bob's inserters.
I need the research to do near sided placement though, rip
RIP
that is a setting you can disable
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
in vanilla, there should be an option in game settings to enable/disable minable vehicles
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 ๐ฎ
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
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
Cool idea - it is like the old Bob's mod cotton candy farming taken to the next level
Bilka iirc is also one of the devs
question, when people say 'All the mods' what do they actually mean?
A lot of mods. Not all the mods
I think it's hyper bowling or something like that ||;P||
Hyper bowling?
This modpack is meant for those players who are looking for a real challenge. Lots of intermediates and resources to find and process. Big logistics problems that you will need to solve to tame the beast that is this modpack. This mod pack will take a while to complete, so be ready for the long haul.
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
||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||
hyper bowl, I see I see
Have you seen the superb owl, though?
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'
I believe in you.
But yeah, that modpack looks like work
I am seeing a run with SE + K2 + VBZ
Space Py Block
Space Block could be an interesting concept
like you start on a tile of space platform, and you gather your resources from passing asteroids
you do know that Spaceblock already exist right?
That's not too far off from Starship Theory, an abandoned indie game
^and that i own.....
It does? tell me more
My current modpacks
how do you get resources in Spaceblock though?
from the void, essentially
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
yup
Though I don't know if spaceblock has trains...
instead of water being the main resource provider, the void of space is
It's vacuum energy, I assume.
yeah I looked there
but I can't see anything about 'how it works'
(and it hasn't been touched for 3 years)
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...
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
I'm on a boat motherfu-
You'll have to explain to the rest of class xD
also screw the Ironclad, the Hovercraft goes up to 160km/h
'twas just fluid burning heat sources in Seablock in the middle, then heat exchangers, then steam engines. Making tileable design.
I don't think you're ever gonna get that much burnable material xD
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.
and how many bean farms do you need to feed that much fuel oil?
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
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
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
I feel seablock has as much land as you have landfill honestly
also how far are you off nuclear power?
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.
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
BEAAAAAANS
throws bean bags at Roadtrain
rude.
Disco with the biters
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)
So we come to planet 4, Gleba
So uhm. New planet seems like an excellent dapperling target. All of the trees to chop.
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
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.
As I understand it, space lasers
It's finally the day! We get the reveal and introduction of the third new planet in Factorio Space Age Expansion. Welcome to Gleba! By far the most alive or even 'living" planet so far, and with some serious danger that we will encounter as we process further on the planet.
Let me know your thoughts down below!
Friday Facts Here: https://www....
they have hinted at new enemies at least.
Stomp stomp stomp
Recursive blueprints and some bad wiring later, and my spaceblock factory now expands itself - feels good
Tinytorio!
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now THAT's a challenge xD
Anyone play modded factorio and have suggestions for mod packs :3
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
Screenshotted il try the bobโs angelโs one and ty <3
those can be played standalone
so just bob's mods, or just angels mods.
somewhat easier way to get into them.
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.
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
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
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
yes, as it completely changes the ores available.
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
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?
it doesn't with Bob's Angels at least
it's refined out of the 6 ores and byproducts of other processing.
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
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 inserters๐ญ
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....
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 ๐ญ
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
Seablock is all about the byproducts >.<
ik but im not a true facotrio sweat and was pissed off with spaghetti ๐
I had several warehouses full of the pulp you make T1 paper with
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
BA has always had wooden basic circuits iirc
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
hmmmm i swear i used to do s3eablock just up cycling brown algea
for circuit boards in automation machines
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 >.<
i just loaded up so yeah this is shitty proof ๐
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
that is a somewhat recent change yes,
Hmm I'll have to check deeper, cus I'm sure you could use paper in a later recipie (or an earlier one)
looked through tech tree
they moved paper and borwn algea up proccessing to 2nd tier electronics
Isn't there a super basic way to make brown circuits?
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)
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
okay i may be being stupid i apologise if so but is this what you mean?
now you can make arboriteums with brown circuits
(Though my prefered set of seablock doesn't have 'brown' circuits)
You probably know better than me since you have it open xD
(im also factorio noob trhough :D) (who apperently cant spell)
Doesn't this one exist any more? From bioprocessing nauvis
Thats what I thought it was
But also heard angel was readjusting T2 and 3 paper recipies
not in "the official seblock pack" from trainwreck
at least not anymore
thats what i thought it used to look like
Apparently removed in 0.5.14 according to users in the Seablock Discord. Also https://seablock.fandom.com/wiki/Breaking_Changes
So don't update seablock, gotcha
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.
(why are overflow valves so latge in the tech tree your SEAblock)
im sorry im picky ๐
oh no, seablock updated for me ๐ฎ
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
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
so going back to seablock, what was the issue again?
Flow control is like the 10th science you have to unlock
Okay, someone likes pain...
Mixing Space Exploration with Krastorio xD
what's next? mixing SE with pY?
Soo... factorio is now a farming game.
it has been since angels xD
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 ๐ญ
if you look on the map you should see green, blue or yellow blips on some islands (tree, garden, puffer nest respectively)
yeah i was looking could find the latters, but allthe green dts were also gardens
:/
I might have the green and blue switched round
you're not using Alien biomes are you?
i dont think so im only using the mods in the mod pack and then extra QoL ones
not sure where it says, but there is an element of exploration required
okay thats my bad then apologies ๐ญ
you will only need to find one of each tree and garden at least I think (and a puffer)
(i found a tree im stupid ๐ญ im sorry ty duffelfish <3)
ALL the landfill, all the time xD
so, Gleba and spoilage... steam powered refrigeration train cars?
if not by devs, certainly by modders
but like with a reduced cargo size
though with mods maybe you put the contraption in the cargo
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
@woeful geyser the true horror of spoilage xD
do you guys use helmod in seablock
tell me im not the only first tiem user to find it effing confusing
helpful but confusing
Some people prefer factory planner instead
though FNEI works if you just want to know what makes what
ill take a look at factory planner cause helmod is confusing me a bit ty!
Helmod is usually for more advanced ratios, so you get exactly the right amount of each thing
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 ๐ญ (im probably just dumb mb)
yes, but it takes a while to get used to it.
i use it in any modded packs now.
okay ill just toy with it till i get it lol
depends how much you want a second, 14 crystalisers sounds about right xD
im a noob i probably shouldnt of started with seablock lmao
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
I feel Seablock is an easy way to experience Bobs and Angels
imo, best way to get used to Seablock is to do a no biter Bob's Angels run
though you may need to not use a couple of mods in the pack, but thats just my opinion
i was using some things like squeak through (honestly love it)
and miniloaders, distribution lite and soem other quality of life stuff
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
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
i also tend to use "Beltlayer", makes an extra map layer for special underground belts.
you can just do ALL the spaghet invisible underground ๐
it has it's quirks you need to get used to, but still.
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
there is one using nanobots that you consume to bot build things
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)
Angels stuff does interesting things with smelting and processing raw ores
yup, that's Angels Metallurgy for you ๐
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 ๐ญ )
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 ๐
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.
i kind of figured out helmod...
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
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'
Broadcasted live on Twitch -- Watch live at https://www.twitch.tv/mikehendi
๐
to paraphrase steejo during MASA "it looks nice, but what does it do"
I believe you end up with more than just two, as well as expanding the ones you get
I can't see any research that adds a north or south warp harvester, just stuff that makes the east and west ones bigger
Oh, that is what you meant by platforms
Yeah, that makes sense.
You can filter the stuff and send it to be smelted different places, if you want
Yeah the little deployable harvester platforms you get, so you don't have to tear down mining setups every time
Fluids 2.0, lets go
Oh, maybe someone would like these: https://media.discordapp.net/attachments/548458694128435210/1123947148623499294/car_mall_working_2.gif?ex=669cf95a&is=669ba7da&hm=b9f3470af7c92c758d35f0c85320eb53dc695fd863906613858b49ec804e099c&=&width=1062&height=618
https://cdn.discordapp.com/attachments/548458694128435210/1123947149038723102/car_reload.gif?ex=669cf95a&is=669ba7da&hm=326395c3e4c84c38fe84a62c5240630c7e721e6204ea0a900059de9a6e8f8b32&
https://cdn.discordapp.com/attachments/548458694128435210/1123947149596561478/car_pattern.gif?ex=669cf95a&is=669ba7da&hm=0068afaf2b44d297fd0f2ba5924d31dc2792dd1aa2d5bda5e0dc45db8ce44ffe&
In this video, I'm challenged (mentally)
Consider supporting what I do: https://www.patreon.com/Zyllius
Music Used:
Unreal - Crypt Combat
Norfair / J'Ecoute - Chill
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
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!"
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
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)
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"
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)
nades and fish, but turrets are a good distraction for the worms ๐
For worms you just "do the dance"
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 ๐ thanks for the advice
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.
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
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
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
Last update I promise... simply because its so ridiculous. I placed a radar in my oil base and look what it discovered
ALL the oil!
just a casual 8000% oil.
you've found the middle east, go be america
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 ๐ need my liquid gold
PEACE IN OUR TIME. the hateful 'natives' have been relegated to a barren 'reserve' by our democratically elected peoples super Nauvis corporation
wheres the waldOIL part 2: space exploration
Why barrel when you can train
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
Did you use barrels on a train or sissy liquid cars?
Liquid cars have ludicrous (un)loading speed if you hook the pumps up to tanks. You can quite literally load an entire train in under a second.
Oh, I know. They are still sissy. ๐

Are you being bigoted right now? ;P
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
Everyone knows that barrels transported with bots is the best
oh god that hurts just to read
I do actually have a krastorio bot based mall that does get lubricant delivered by fluid wagon, gets put into barrels at the station and gets delivered by bots somewhere in the middle of that mall to get unloaded and used
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
Ill use a bot mall, but I basically avoid using bots for anything else (other than repair duty and personal roboports)
do you have a link to the actual post?
Its pinned on the forums under general, but do note its been going since like 2013
Which post?
So apparently the embargo lifts a week before launch... Fuck
You'll get to play it soon enough I'm sure xD
But it means I'm gonna have to hide under a rock for a week. Admittedly? Not that bad at that.
Ah I see
Though I'm sure the FFFs will tell us plenty
Also I see Nilus has made a video about his time at the LAN event
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
would you believe it was in a file called wood
I would indeed believe that
So, thoughts and opinions about Nullius?
someone thinks I should play it instead of Angel Bobs
Nullius is... a weird one. Certainly interesting though.
Did you try ultracube? Looks like a fun challenge to automate properly
I just want to play factorio xD
not the strange pseudo-realism that Nullius is pushing like no copper on earth
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
yeah I saw thats how it worked, making it more puzzle than automation game
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
There's a tab called 'intermediate products' no?
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
Dosh did a thing: https://www.youtube.com/watch?v=9JUbCNt-tog
In this video, we expand... but at what cost?
Consider supporting what I do: https://www.patreon.com/Zyllius
Music Used:
LizardKing - Elimination
Jugi - Onward Ride
Mr Death - Glassbilens Glassar
VinylCheese - The Street Loader
5th tab should be everything that can be prod moduled.
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
quality modules Duffelfish
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'
True, you do have a limited number of sloops, shards are not limited
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
Doesn't Satisfactory also have cats if you turn on Arachnophobia mode?
I'm not sure they count, they are maybe creepier than the Stingers
(but better than the skittering that sets me on edge)
||Spider.gif||
to me its just the noise
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.
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
The hoover pack is such a blessing when it comes to dealing with them in the open - narrow caves is a different story... "On second thoughts, this is your cave, you can keep the sloop/sphere/uranium deposit, I'll go find another one..."
Just vacuuming them up seems nice, yes
2.0 can't come quick enough
Seconded and Thirded
Maybe I should've said "hoovering them up"?
Must go faster
the beacons make me angry, but that tiled waterfront bottom right makes me happy. im not sure how to feel
Conflicted?
I can show you more waterfronts if you really want
not sure what mod it is that does that specifically
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
Oh I promised some pretty quays, to make up for my beacon spam
Time for me to start hiding under a rock because the embargo is about to lift...
do we know if Aavak got one, I know he likes surprises
I'm gonna be incredibly sad if he did.
Because I'll want to watch aavak. But want to keep spoilers free.
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
thank you. that looks very tasteful. My child like internet brain has been appeased.
https://www.youtube.com/watch?v=OiczN-8QKDA Trailer's dropped.
Factorio: Space Age continues the player's journey after launching rockets into space. Discover new worlds with unique challenges, exploit their novel resources for advanced technological gains, and manage your fleet of interplanetary space platforms.
Buy here: https://factorio.com/buy-space-age
Or on Steam: https://store.steampowered.com/app/...
im so fricken hyped. avoiding as much as I can so i can do a nice fresh playerthrough
I thought we already had a trailer xD
So far I've been doing a great job at not clicking on the YouTube videos...
not a fan of the press release being a week early
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 ||
just never travel into space and you'll be fine xD
yeah that sounds about right, although I am pleased that a wall of flamethrowers might not be the obvious and best solution XD
just don't poke the worm, ride it instead
"Save a Horse, Ride the Worm"
The demolisher won't mess with you unless you actively build on it's territory
It's territory being the entire planet?
you'll have to check the FFF if you don't mind spoilers
but each worm has its own section it patrols in
Just plop down a holtzmann field generator to bring all the worms to you
No
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
develops super xeno virus
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
we'll see ๐
A fair few will cease to exist because they've been integrated into the game
all praise game devs that include mods functions into the base game for a smoother experience and less hassle
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
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
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
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
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.
im just waiting for someone to make a mod which is literally just the spaceship part x seablock
Would be interesting.
ooooh
just endlessly fly through space, and instead of landfill you extend the space ship area
๐
Spaceblock
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 ๐
real space block
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
exactly!
no planets to land to, just a desperate attempt to fix your insert blackbox FTL drive
yup, fix the drive and go "Home"
(and then you crashland in Aavaks Rimworld)
๐
and all you hear before everything goes dark is.... "Aaaah, fresh meat!"

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!
the reverse "escape"
๐
well, running through FTL with "The Empire" after you, after escaping the Rimworlds
would fit as well, so yeah
then the crashed flagship starts you into a new rimworld run
XD
as vanilla factorio starts with a crashed ship
but then what happens AFTER you launch the rocket (or whatever the extended "end" is"
and the endless loop has been initialized
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
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?
Well, if we don't have the available mods, we just make our own story using multiple games ๐
trueeeee
god I wish I had any talent for coding, I would goddamn love that mod idea
Always a fun time at the zoo when looking at the negative reviews for Factorio
Aren't they just 'help I am too addicted'.
its sad when someone like cohh got defeated by the tutorial and then dropped the game
or "My marriage ended because my wife wouldnt help the factory grow "
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.
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
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
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
Like Bentham who played it for 350 hours before making a video of it? xD
thats just rubbing salt in the wound...
๐
some people complain about paying for 3 days early access, and here bentham is with 3 weeks early access xD
DLC being priced the same as base game is actually quite fair, given that ti adds just as much content as the base game, if not more.
people are just stupid xD
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
"But they inflated the price to 35 USD, waaaah"
Poland got the short end of the conversion stick though
also that accidental zero they added to the Russian price xD
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 ๐
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
and that is a Steam issue, not a Wube issue.
but Wube can set their own price, Steam just provides a recommended price
i assume dev set their price based on region, not individual country though, that' is what steam does
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
maybe I should buy it on their site in dollars and save a bit of money...
$35 is ยฃ26, not the ยฃ30 steam lists
just 1 day 22h left though duffel
Since you probably will be able to request a Steam key after all why not
I'm saving the full 35 USD myself XD
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
^
Because people don't know what they're talking/complaining about
ahhhhhhhh so typical internet users
if i could pre-order I would have already pre-ordered it
but having to pay more than double cus you happen to live in Poland is complaint-worthy
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
like I say iirc, steam provides a recomended conversion, but you are free to adjust it yourself - hence the mistake with the Russian price
ahhh, well if it changes before release then we know it was an actual mistake
(i make standalone instances for every modpack, and just use my wube login to verify my account inside the game)
Zip instances are the best
and 4000h sounds like you completed one run of SE
(and yes mistake, cus Occam's razor)
for one day only it had an extra zero
Steam does say 2607h though xD
That's a point, yeah. They round those prices for Steam so it doesn't show 485.98 [currency] when converted.
ah but its 2p less than 486
anyway
I am wondering if I should bash out a vanilla run before SA
486, i used to have one of those xD
with beacons and modules for a change
weeeel, technically you DO a vanilla run before SA
Do it, so you really feel the differences to 2.0 and suchu
or make a bus that fits with the space port
oh I'll notice the difference when I play Seablock 2.0 xD
Somewhat
Rockets come earlier, amongst other things, IIRC
yup
And no arty on Nauvis
up to blue science before you hav to go to space iirc
ok here is where i vanish, dont wanna know the new stuff ๐
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
this was detailed in the FFF about changing up how science works
some things will be discovered rather than being researched
and some of it is also laid bare in the Trailer for SA
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
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
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?
I was so mad I couldnt watch arumba play factorio because I didnt want to see anything
*at myself not arumba, arumba is awesome
Yeah my feed is full of space age content
BUT I DON'T WANT TO SEE IT
just 1 day and.... 18 hours? to go
we're over half way RoadTrain, we're almost there!
i probably should launch a dapperlings factorio server when 2.0 releases
oh my, Steejo and Arumba have a part 2
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.
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
oooo dapperling server im down
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
has arumba been doing ok? hes not exactly been streaming a lot recently and i know stuff has/was/is going on
points at ABPlus
they may not be actual shooty in game, but they are shooty in voice xD
refactrismo had them hiding from each other in nested factories within factories
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 ) ||
You absolutely can
Why did you say this.
because i was expressing my feelings as a proud and strong man who has mild OCD
BUT I DIDN'T NEED TO BE CURSED WITH THIS KNOWLEDGE
OHHHHHHH
....well shit
I honestly wasnt expecting anyone else to be bothered by it ๐
As vengeance: Click at your own risk ||you've lost the game||
keep your chin up, they might release a minor update WITH the expansion...
fuck you

I hope you stub your toe every day for 1000 days
EYE FOR AN EYE
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
There's a reason I'm prime scallywag 
And since that was meant for just you, the others will be spared unless curiosity takes them.
so you copied me. Not a good look... not a good look at all. SMH
๐
nothing to see here Zangiry. dont look at either spoiler
Awww, it's derperkated
i know ๐ฆ
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)
I think the technology arc of the base game would have to be altered too much to make steam trains fit in.
just add the base Train in the "Burner Stage"
Change it so it's more like that mod that extends the burner phase, right?
you want... the BURNER PHASE.... to be extended... in vanilla?
and why would you need trains in the burner phase
Okay, we can turn vanilla into that "Burner everything" mod DoshDoshington made a video with
At the same time adding in the mod that makes everything be "liquids"
I believe Klonan or someone did make an electric train, that takes rechargeable batteries
its in the Frieght Forwarding modpack
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.
If it uses steam (and is a train) it's a steam train, regardless of whether the steam was created externally or not.
Okay what about a locomotive that uses pantograph power to boil water
(That's a real thing that was experimented btw) but my point is that a fireless locomotive is a term.
its one of those hot tub jacuzzi situations. not all steam trains are fireless, but all use steam
The same way a diesel electric is an electric locomotive it would probably be electric steam locomotive.
But yeah, as EOM said. People even tried just compressed air for a locomotive, IIRC. Which then would not be a steam locomotive.
Now I'm thinking of the "it goes in the square hole" video
๐
baby trains
https://mods.factorio.com/mod/Mini_Trains
though I think the battery powered big trains is part of Freight Forwarding core
11.20
I hope you get reminded of your most embarrassing childhood memory.
| ||
|| |-
2011
3.5
QUALITY FISH: CONFIRMED.
Content Warning: Spooder. BUT OHMAHGAHD IT LOOKS SO CUTE.
2 hours to go
sub 2 hours!
15 minutes...
When I checked at midnight it said 12 hours to go...
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
But tbh 13.00 would make sense as that is FFF time.
I WAS WRONG IT'S 1PM
57 minutes to go ๐
No timestamp with relative time? What a shame
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 ๐
Currently booting the game to uninstall all mods and up my graphics settings again
It is here!
ITS TIME BOI's AND GIRLS!
๐
