#Factorio
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that being said, all 17k solar panels are installed, it's missing about 3k Accumulators xD
bots workin' hard, or hardly workin' amirite!
- Reverted a fix for train interrupts not being checked when passing a station without conditions (https://forums.factorio.com/117530) because it crashed the game. (https://forums.factorio.com/118822)
Nice.
Missing batteries xD
so i 2x production, from 4/s to 8/s xD
as i have the acid and copper/iron for it
Original Production
updraded
Whelp, i'm getting visitors
they are actually doing damage
mainly because my gun turrets were out of ammo....
Lasers, Guns and Flamers, and they were wasted before thry could do damage ๐
Manually filled ammo for now, but ammo is on it's way at least ๐
setup for now...
Flamer - Laser - Gun - Laser - Flamer ->
and as this seems to be the main focus of attack, i placed some bots with repair packs and spare turrets
honestly I just push out as far as i can then lay some pipe for flamers and forget about it till my pollution gets close, then i add electric lasers and roboports
well, i left the game running crafting, while away for a "few" hours xD
pollution kinda spread xD
North, East and West has had visitors, though mainly from East
oh damn yeah, thats definitely a good cloud. good job terraforming this world to be suitable for industrial work
if all the air is polluted, none of it is 
so just double that and you should be good
probably...
steam engines have now been turned off
i need to do that too, turn off steam until solar stops producing power
how complicated is it?
without teling me how do it, just level of complexity
Going to hop on the community server while my computer renders out the 2nd stream for AAH
Oh, looks like the server is on the old version @umbral meteor. No rush in updating, just pinging to pop it on your to-do list for when you have a spare moment (also, server name is: "Name of the game as it will appear in the game list" XD)
there were an update*? xD
Ya, new version is 2.0.14 and the server is 2.0.13
lol completely understand, updates have dropped during one of my streams in the same way XD
yeah, i left the game running so it could buld my solar, while i were to dinner at my parents xD
๐
came home to half a destroyed wall, and some missing turrets
Oops.
Awesome, thanks mate ^^
will take a little to install though, SO MANY SMALL FILES
No probs, I'll make thumbnails for the new vods while it all updates :)
I was working on my new smelting stacks... part of me wants to try swapping the layout... I probably still might but at the same time I kinda don't feel like it... adds to list for next base
But for now: pizza
PIZZA

Awesome, thanks :D
Factorio SA is like 18k files....
~5 gb
Vanilla server also updated
@woeful geyseri Clearly should have explored further south xD
Found a new area East as well, with local oil ๐
Yup! Well at least further expansion will be easier
also, after crashing, and having them destroyed...
8 cars later....
it may actually be even more isolated if i can get further south east
but those arte some LARGE bases xD
and Blue are spawning
One visit to Vulcanus will fix that... speaking of...
I should start making artillery and stuff on Nauvis and start handing out those eviction notices...
And probably make resupply train 2.0 (now with 200% more artillery)
i have LDS, i have Rocket Fuel, i have Processing Units
only missing the Silo, Hub and Starter Kit xD
At the same time I don't want to use it yet because I've eyed some very close and easy to capture biter bases which I'd rather not blow up
6 solar panels and a radar is how I explore deeper without getting past biggie biter bases
i like six because it keeps it fully powered a part of the way through the night. but i guess thats really just preference and neither is the "true" answer
tghat is true, i just liked this design xD
Can't you use a single accumulator?
also easy math when carrying panrls with you
That should be more than enough for a single radar
won't charge
unless you massively overbuild the solars xD
which negates the point
imo
and wanting to hand craft it in the sticks requires batteries which you are far less likely to bring around with you
i hand crafted 1000 blue science, while doing other things xD
now thats a saucy iron deposit, in more ways than one xD
(Railworld Preset)
Hey Zang, what settings are on the multiplayer maps right now?
Our radars have expanded out a fair bit on the Space Age map, but not seeing any biters (or bases)
i do believe i set it to rail world, but that only affect the start planet.
Oh, i set a large Start Area
Ahhhh, thanks, that makes sense then.
Is it possible to update settings post start? (Specifically, I'd love it if biters can still expand, railworld turns that off as I recall)
More or less removes the need for actual defences if they never try to re-colonise.
i actually should remake the map, as i see i did a mistake when making it.
somehow while making sure SA and "vanilla" had the same seed, they ended up with the same seed as my single player game....
everything default?
Gimme a sec, just letting Future Planet know what's happening.
I'm fine with the consensus on this; but for my part I enjoy Railworld settings for resources, and death world settings for biters. Because I hate myself XD
hmmm, Railworld but enemy expansion then?
So if there's no opposing preferences, then that's what I'd enjoy most, but if anyone has any preference other than that, then I'm happy to play on whatever.
I have never played on deathworld myself, but Id be happy to try a rail/deathworld
but maybe put the starting area size a bit above 100% ๐
As long as no one else who has an interest in playing on the community Space Age server has any issues then? @here
Rail world, increased Frequency and Size of bases by 50% (so death world lite),
Enemy Expansion Turned on, and Start Area to 200% (600 is max)
railworld deathworld sounds good to me but I dont get a lot of playtime so my vote shouldnt really count ๐
Looks great :)
does that mean people will be on when it starts? because i can spare half an hour to help out
and its up
Yup, am hopping on now at the very least, don't have super long before recording colab but will be there for the first 30 / 45 mins.
great ill hop on now then just gimmie 2 minutes
Ok I have connected, but the spaceship wreck is just not here ? ๐
lol
Hope y'all have fun. And please consider giving some community updates for those of us who won't be joining you in playing but still find it fun to see the progress. For me I'm not joining (the vanilla 2.0 server) because of limited mental capacity currently. But it's been fun to see all the things people have been doing
it sploded as in NUKE
what do we protect?
The ground was burning a second ago
no ship whats even the point
Also, no password.
for you
Ahhhhhh <_<
Password is set by server not save
as i promoted you to Admin, you skip the password check xD
I know I'd get nothing done if I joined now... I'll work on my own base. Almost done converting over to the foundry setup.
Joooooin us.
๐
That way, when I go away for 5 hours to do work, and then come back, I can feel lost.
A sprawling labyrinth of belt spaget, feeling both familiar and alien.
oh and just an FYI for people not used to Dedicated Servers,
Server will auto pause with no players present, so unless someone falls asleep while online...
you won't come back to a wasteland of a base with the biters having taken their world back xD
oh, and here's what happened to ship
Testing my ship to Fulgora... it needs much more power...
I once again had to send my ship back
maybe I need to embiggen it, but I was going to save the big ship for later
also wish I could have taken the Gleba music with me
had to get off again but me and future got some good work done!
also Gleba might survive a bit longer if I didn't turn off power >.>
how did you manage that?
im guessing you didnt think of the extended consequences of not making the fuel anymore? is it a byproduct kinda shtick?
I switched it all to focusing on science
just got 2k packs sittin and rottin
but the rot breeds new life and new science packs
also some good quality spoilers
I still haven't gotten around to starting up science there - no point in risking the base just to have spoiling science sitting around. Looks like I have a stable fuel supply now though - kept running it off of carbon from space, but circuit production kept overloading it
Just build it back up again
its not like you lose anything when resources are infinite, besisdes stone, sorta
whats the spoiling timing on gleba like? fish are like 2 hours but i doubt you get that much on Gleba
From minutes for bacteria up to hours for science I think
I've got a lot of sushi belts there to handle spoiling on belts
spoilage depends on the item
and iirc higher quality spoils slower
Ah, I can't imagine dealing with multiple quality levels as well there for most recipes at least
And I have no idea what kind of defences it takes once the evolution gets up and the "pollution" starts hitting nests
Kind of funny that astroids seemingly contain no stone
I'm not sure how the expansion mechanic works on Gleba, if it even does
but I'm sure you've seen my prepared defence xD
They've released the soundtrack to the expansion now, so you could probably do that ;P
I'm just going to wait for a mod that plays any music on any surface
Stone is infinite on Vulcanus
just for the low cost of some calcite, right?
... I forgot if you needed calcite to get molten iron from lava
calcite and lava, to process it
Then again Calcite is infinite with tech
that you get from Gleba :p
True. But in reality you need such little calcite it hardly matters
I could in reality massively scale up how much LDS I made on Vulcanus
And then just skip making it on the other planets
wtf is LDS?
Low Density Structure
aghhhhhhhhh
You know the thing that consumes a yes amount of copper
a yes amount 
though dare I say, what is on another planet isn't really helpful
Yes. It noms all your copper
hey FP, how much longer did you stay on for?
if it noms all your copper, clearly you aint feeding it enough
I'm absolutely planning to have ships flying to and from the other planets to pick up and drop off stuff
Anyway I sleep for now, gotta drive tomorrow
Community-server Update:
A Perimeter wall has been set-up.
We now have:
-Wall With Turrets
-Red Belt of Iron
-Yellow Belt of Copper (Missing a few miners)
-Steel Production, that Consumes a Red Belt of ore
-Automated:
--Red/Green Science
--Rails
--Walls
--Red Ammo
--Yellow Belts & Derivatives
--Steel Furnaces
A more Zoomed out View:
wow, good job Future!
Im gonna stay on a bit longer & let it research the last red/green tech
you gonna be on tomorrow?
if you let me know when ill plan around so i can try and get on and help
but its like you're saying 'that thing you want? oh its somewhere else, where you arn't'
Probably, but I cant say when yet (work stuff) sadly
no problem, just @ me and ill see what i can do
I mean why make LDS on Fulgora/Gleba if I can ship it by the 1000's from Vulcanus
because its probably better to get local production of rocket parts, for free
you saying there is infinite stone on Vulcanus doesn't change the fact that Gleba doesn't have infinite stone xD
-Automated:
-- Red Belts & Derivatives
-- Power Poles
-- Red & Blue Inserters
-- Assembly Machined
-- Chemical Plants
--Miners
-Researched all Red/Green Tech
The Factory Rests, and so will I
Goodnight ๐ค
goodnight great hero
the behemoth cometh
What's your evolution factor? ( space map )
I'm very very close... 0.8976
but they are spawning more than 4% of the time I'm sure
noticed more than a few greens as I was trying to [REDACTED] the biter nest
Enjoy
going to be a fun logistical puzzle I guess
not going to say what, but you'll see it when you get that far xD
I know already
other people might not though
I've ear marked some. Which means I have to wait a while until I can make full use of my new arsenal
Ive been working on a little train system that kinda emulates LTN in vanilla. In case someone wants the finished Blueprint book and explanation I'm ready to share it
Doesn't really look that big. Have they change how well it spreads in 2.0/SPAGE?
Thank you for the updates, it's appreciated.
Both me and Aavak have done something like that though I've been tearing mine down... because it just wasn't functioning like how I wanted it to function and was very over saturation happy
Also since it didn't handle fluids and my ore trains are now mostly fluid based
That problem does not occur with the system i made...
It sends trains when needed. But i havnt fully tested it yet since its still working in a mixed system with the previous system on my server
Sounds like a skill issue ;P
the Train system is also fully capable of using fluid trains if i were to build a station that handles it.
Im also working on a little side circuit that prioritizes stations based on the amount of missing items
Its really satisfying to work with trains once more :)
My issue was that trains all get sent the same tick a request is made. If I request 1 train of ore, it will open all of my ore stations and dispatch a train to every single one.
i handled that issue in my system
I tried via artificial tick delay but that didn't work
Or I didn't do it correctly
That's the problem Steejo talked about seeing with trying to do omni-trains for all stations too
The Conditions a train needs to meet to start is that the depot sends it a tick with the correct train ID. The depot runs through all the Train ID's sending a different one every 10 ticks
But then I need to keep track of my ID's
Gotta drive tho
it detects the maximum train ID from the train stations, multiplies it by 10, counts up to the product and sends the product divided by 10 to the train stations circuits, where it is combined with the negative of the parked train's ID. the Condition in the train is TrainID = 0
Also; just make a Logibrain (tm)
keeping track of your ID's is not that hard, basically 2 Deciders per Train Stop looping through all the Stops. One returns the current max ID when the ID of the stopped train is less, the other returns the ID of the Train thats stopped when it is greater or equal.
I tried using a bus system before but it developed a bistable circuit which was not working as intended
Thinking of Train ID's also just makes me aware of optimizations i could add which would start the Train Tick system at the value of the lowest train ID instead of 0
Okay but that's a rather crude way of doing it. Because every time you rebuild a train it increments in ID. It also completely falls apart on other planets.
i dont see why it falls appart on other planets since it only uses the train ID's from the trains parked at the depots
when you rebuild a train it increments in ID, which is totally fine, since as soon as it enters the Train Depot, its ID is considered in the Ticking loop. If it is not in the Depot it is not considered
The only improvement i can think of rightnow is using the minimum Train ID in the Train Stations as minimum ID.
I think i didnt clearly state that the considered Train Stations with ID's are only the ones in the Depot the Train is parked in.
The system falls appart when a Logistics Train System has multiple seperate Depots. That would be problematic
It falling apart with multiple depots can be fixed by transmitting the max and min train ID via radar
(but as long as the green wire of the logistics system is sparated from other logistics networks its fine)
no that fix would require an additional circuit that finds out the maximum ID on the radar, and send it back to the other depots too. Problem with that is that it would most likely create a bistable circuit
A what circuit?
a Bistable Oscillator Circuit.
ah sorry i mixed up Astable and Bistable... Its an Astable Oscillator with 2 States.
Regardless: if (my depot max) - (radar max) < 0 then transmit the new max. You'd probably want a separate spot that does nothing but keep track of current minimum and maximum
I have no clue what Astable or Bistable mean
I built one of those for my Angelbob's game long time ago, using the Smartertrains mod to be able to send trains to a station according to a logic signal - haven't really looked into how to do it with 2.0 vanilla interrupts yet. My setup had logic cycling through each station, when a train was dispatched to a station I think I used logic to temporarily reduce the request signal of the items shipped from there to prevent more trains from being dispatched for the same resource
Astable means that it is not stable in a state. Bistable means it is stable in 2 states. Monostable means it is stable in one state.
Astable is like a clock that constantly ticks.
Bistable is like a Flip Flop circuit that can store a Set or Reset signal (0 or 1)
Monostable is like a Delay Circuit. If it is activated it might be one value for a time before reverting to the stable state
I wonder if an inefficient way to solve my issue of oversaturation could be to have an OR (circuit wildcard) < 0
the system i built up is reasonably simple...
When a requester station sits below its request threshold, it sends a signal of 1x the requested item to a shared bus of items in the request network
and it sets its Train Limit to 1 instead of 0.
When a requester station's number of trains is anything but 0 (so a train is comming) it stops sending the signal for the item.
When a provider Station has enough Items it sets the Limit of Trains to the Station to 1 instead of 0.
When a provider Station's number of Trains is greater than 0 (so a train will arrive) it sends a signal of -1 of the item it is providing to the shared bus.
At my provider to IMMEDIATELY send a train back to the depot if it wasn't needed... but then I have to split up my interrupts
I use a similar system but I used red for requests and green for provide
that way, when an item is requested it will be atleast 1 on the shared bus. Then when a Train starts fulfilling the request, it will first drive to the provider, which will decrement the number of that specific item on the buy by 1. When it is filled by the provider it will continue on to the Requester, which will stop sending the items signal so the number of items requested will stay decremented by one
Combining it on one wire might be a good idea
yes combining it is a good way of tracking which requests have to be made
that way you dont have to combine the 2 values in the depots and make the circuits simpler. It also frees the Red line for other signals
I liked using separate networks for transparency.
So with multiple stations providing the same item you might have to update them in sequence to avoid multiple idle trains being dispatched the same tick?
well you can do that but you will always have to combine the signals in the depot atleast
Funnily enough my depot is stupid simple. My request stations had the most logic
And I combined the signal over there
the Interrupts for the trains have a condition train==0 which is activated when a Trains ID is sent to its depot train station. The ID's tick up once every 10 game ticks, that way there are no overlaps.
both my train stations are rather simple... most of the circuit logic is there to facilitate even distribution to all the chests and im also working on a little priority system... i had a priority system with the previous requesting system i worked with
Basically the priority of the Train Station (requester or provider) rises up according to number of items...
say you have a Requester and a Threshold of 4000, when the number of items in all its chests is 4000, its priority is 1, when it is 0 its priority will be 100
when a Provider with a threshold of 4000 has 4000 items in it its priority will be 1 and when it is full it will have 100% priority
I solve that (ish) by calculating how many trains can offload at a station
It was specifically for ore trains which I always want to run full
Well yeah that's easily done by specifying the interrupt to require full trains tho
You all still playing with trains, while I'm trying to deal with a whole other kind of worm xD
intestinal?
more the Shai-Hulud variety
pity they dont also make spice
its the purple stuff
if you sniff it does it also let you see the future?
yes, you see you death approaching at a rate of knots

Technically we just finished Gleba stuff... The most annoying planet... The Factories on the first 3 Planets are still rather lackluster but my Transport ship is already flying some routes to deliver stuff between the planets.
and let me tell you Nostromo has a lot of cargo space and with almost 2 GN of thrust still only reaches 310km/s
I get 270km/s with my current fast ship
that screams for more thrusters.
its got 5, for 264 tons
Nostromo has about 17
its just its good for one trip, not a return
didnt count at some point
and Nostromo can make round trips without issue... and so many turrety. you could probably erradicate a zerg swarm with them all
one trip uses up my fuel reserve
one trip takes about 1/4 of the fuel
but trains is just where it is
trains are the past, present and future
I still only have single thruster ships
Demolisher? I have hints. Won't say
I may need tips on how to ride the worm to an early grave
I've tried bullets, cannons, rockets, poison
might i suggest returning to nauvis, researching nukes, then firing a few of them at it
surely that would be enough
I may have had a sudden desire to have nuclear fuel cells
๐
another player killed a worm on my server and it only took 3 tanks
we do have bullet damage researched to a ridiculous degree tho
one thing I haven't tried is a firing line of gun and rocket turrets
and paved so I can run faster
3? Pffft
Here's my strategy: ||tank with normal uranium shells, just autofire and it should die within like 15 shots||
I shot 100 normal shells and not even a scratch
shame I can't do bricks or ammo in the foundries
Are you using uranium shells?
I had a fair few levels in projectile damage... like 5/6?
No foundry bricks is the biggest shame tbh
But at least foundry concrete is a thing
he was using explosive shells despite me saying that uranium or even normal shells would be better
you would expect 1,900 damage vs 3,800 damage to do something with 100 shells
It has 2400 healing
so you're saying, planet discovery should be yellow science

also stone is only infinite if you're using iron/copper
... you can dump the plates back into the ocean ๐
then the plates can melt back into slag you can pull back up again with new stone
@rigid bramble btw normal uranium shells might work if you combo them at your level.
... wait why aren't you using spood
It should have the DPS you need
spood is more science than I'm making
also don't think its going to out damage uranium shells
@solid pollen Im hopping onto the server for a bit, if ya want to join ๐
I have a plan
What's the damage of your rockets
Multiply that by 4, then probably double it because spidey has insane DPS
sweet, gimmie a couple minutes and ill hop on too
its not going to beat 3,800 a shot, I'm sure
its ok, it goes in a straight line, I can just have a gate open to trigger an alpha strike
see, I have a plan
Server Update: ๐
ayyyyyy. spaceship ahoy
and I have made my first kill
For non-bot builds - has anyone figured out how to load blue circuits, structures and rocket fuel as payload somehow? Thinking back to my over engineered space exploration setup for loading the rocket's 500 inventory slots...
Space Science Production is up & running
no cus it uses them as ingredients
I don't think that's possible.
Vulcanus has turned my factory into spaghet
what im reading is "Vulcanus has turned my factory into factory"
this is premium chaos
well ive been to uni today and the current course i attend is called "Chaos und Fraktale" (Chaos and Fractals) so you could say im an expert in chaos
see Gleba for me has a nice two sided bus, and Nauvis is mostly 4 lanes, and organised science
you'll just have to guess what I'm making in Gleba...
fulgora is ok but a little short, Vulcanus is great
the gleba science and maybe rocket fuel?
in that picture? nope xD
that picture looks offensively like a standard production for non gleba stuff
here it is with the icons
why are you building a standard mall on gleba?
isnt that what literally any other planet is for? xD
i just ship that stuff there from other planets
and Iron in general is free because of asteroids
imo you need some local production, especially when you haven't got a platform up
also spares to repair and expand if needed
and if you weren't keeping up, I went Gleba first
well i knew gleba would be annoying so i went fulgora first.
and Nostromo (the biggest of the 6 space ships) has so much storage, it doesnt even matter weather i fill it up with basic resources from Nauvis Vulcanus and Fulgora
the bottleneck is the rockets up
for reference this is nostromo
and there are multiple silos like this on nauvis for example
Holy shit
Them biters are spreading a bit, practically sat on the East wall
we regularily clean them up
but i didnt want to play with that many biters this time round... we just came from a round of Full Pyanodon + Biters so didnt really feel like biters
they can sit out there for all I care
I like giving them opportunities to turn around
oh you haven't seen my true abomination
not if a train is sat in a station
back when trains first came available the train system was an abomination because i didnt care about it only that trains arrived
yes they can
dont you see the bypass there?
i were just about to say
i strife for the most beautiful train stations
mine ae plain, but they work xD
seems like a lot of extra track
Raised mainline?
hears an old one
yes for driving under
COWARDICE
after the 6th car i didnt want to bother rebuilding them
well then, this is more or less how i build my stations xD
If your trains aren't able to kill you then you're playing the game wrong (kidding)
i didnt die to a train in this save yet
whats wrong with something simple
No foundry?
and not for a lack of trains and cars that got smashed... but because i luckily always smashed the car and went in a different direction
thats the old green circuit station xD
also my worm strategy, though I hadn't finished it when I made the kill
heres some gleba foudries
main bus smelting input
Pre-Vulcanus smelting you mean ๐
green circuits smelting input, but also old storage area xD
the old smelter is here
I honestly find foundries, and by extension Vulcanus, kinda boring
this is all i have in space xD
I love the molten iron/copper myself tbh
i played lots of angels bobs and other stuff with molten ores before
so its nothing ground breaking to me
especially when considering pyanodons
Casting Concrete goated
just drop a foundry down, and thats sticks, and then gears, plates, steel, LDS, Science...
@umbral meteor here have a nostromo
Angel bobs actually has the progression, and the ways of alloying metals
The main gimmick of foundries is the fact that you can in theory forego having iron/copper belts and replace them with pipes.
not that i can use it yet xD
but thanks ๐
its just more smelting, but simplified
And because of new fluids your throughput is basically unlimited.
why wouldnt you? it quite simple
no Yellow or Purple Science xD
so no nuclear reactors i guess
I don't think you need Nuclear until you're hitting the fourth planet
Nuclear is red/green/blue
well sorry i get them mixed up i havnt played vanilla in a while and just research everything all the time xD
Even then you can forego it because heating towers
on your space platform? xD
heating towers dont work in the vast nothingness of space
I was talking about the planet itself
well only nauvis has nuclear reactors...
normally i would as well, but i have all Steam Achievements for Factorio pre 2.0, so i figured I'd grab as many as i could on my first playthrough xD
I'm doing fine without yellow and purple
yeah i dont care as much about the archivements... i just like factories
Fulgora:
worms need a bit of... brute force
we've got plenty of brute force
you've seen my Fulgorian train :p
Yes. I hate it.
Neither do i, but i have them, so why not at least try.
and having 4000+ hours in factorio in general.....
though I'm sure I could wedge science on the first island I landed on
science that wedge!
i actually put science onto the first island... its very small tho and i really gotta build a "real" factory there
i just delivered a few train supplies there
so as I say, I'm doing just fine xD
If a factory requires baby sitting it's not a real factory
true
i do have ONE bonus though, i already have the "Logistics Network Embargo" Achievement, so i can fully use Blue, Green and Purple chests ๐
Bullet hell and steam all the way are super easy in space Age tbh
aaand, i just noticed that Kovarex is Available for me, once i have SPace Science xD
well then
Nuvlear power it is
my cousin build a large kovarex plant and didnt fill in any U235... ill have to remedy that later... but my plant still supplies enough
I still only have a single centrifuge... too lazy to add more
y'all talking about a bus on gleba, meanwhile here i am with a couple of roboports
Fulgora is sat there capable of looking after itself
You have to make scrap runs no?
well thats rude, the worm deletes any ghosts >.>
I'm not doing anything with the science so why would I be making some
damn thats so not chill
Still: not a real factory in my eyes ๐
no idea why it does this with the wires though
the gleba factory runs completely on its own as soon as i did everything i needed to do at gleba.. because i dont give a crap about it anymore and it might aswell explode
๐ธ๏ธ
the pentapods are spinning their webs on vulcanos now?
You created a blood system
did you copy/cut and paste? cause it tries to reconnect to previous connections now
this is how it looks pre-worm
if you got a better way to turn a 4 deep wall of turrets on and off, I'm all ears xD
the fish: From the moment I understood the weakness of my flesh, it disgusted me. I craved the strength and certainty of steel. I aspired to the purity of the Blessed Machine. Your kind cling to your flesh, as though it will not decay and fail you. One day the crude biomass you call the temple will wither, and you will beg my kind to save you. But I am already saved, for the Machine is immortalโฆ Even in death I serve the Omnissiah
Left -> Eco Server Console
Top Right -> Factorio 2.0 SA Server Console
Bottom Right -> Factorio 2.0 "Vanilla" Console
ah i see... im just to used to the factorio server | ... apparently
aah, yeah this is the live console
i just use docker for all my servers
so for me its also the "live" console but only the last few lines... i could attach directly to the server but i dont know if i set the tty stuff up correctly to be able to exit without turning it off (that was an issue in the past)
i used to have a rented server on OVH running Debian,
but then i built a new windows server at home, so i canceled the one i rented.
$50/month for 4 years though for hosting dapperlings community servers xD
- the $15 a year for "dapperlings.net"
i just have a server in the basement of my parents... it runs on solar power 24/7
its a quite old HP DL360 G6 Server with a G3 Storage Works Raid system
Old but still capable enough to run all the things i like
the server is running Debian 12 rightnow
i havnt been using windows for a few years now...
actually some games i've hosted for the dapperlings required a windows host, so i needed at least one xD
yeah ive been working on a windows virtualization so that i can run windows servers on my debian host
i still dont know why any sane game developer would require a server to run on windows... the internet infrastructure of the world is simply linux
the classic anti cheat systems run on linux just fine... e.g. easy anti cheat
some anti cheats are actively blocking linux because of shitty hateful CEO's
there is that as well yes
im glad that atleast valve is spending some effort on making linux gaming a thing
although CS2 still has very poor performance when using wayland instead of X11
PSA: Gleba will be delegated to MangledPork 
Gleba has been an interesting experience - I'd love to scale up production there (currently only running 1 gatherer of each of the gleba specific resources, but not at full capacity), but the pentapods still have me worried. I'm glad I upgraded my armor before going there - also because I took a drop pod to the head and survived for the Golem achievment
I'm pretty sure I either ate a train or the demolisher blasts got me that
I want to try joining the server, but I don't know how my potato would handle it. I have the lowest graphics setting I can and it still stutters sometimes.
nothing wrong with giving it a good try
although i dont think anyone is on it right now
So I have to type in the entire source code for the file location to join?
Bentham and me are on the space-age one atm
Currently waiting on rockets to finish the spaceship
oh, i can spare some time to get on too gotta keep working on that wall of fire
totally not using you as an excuse to ddoge doing stuff ๐
im currently designing a transport ship for interstellar logistics. any thoughts?
its a small one for lots of traveling
after clicking join you get a box you can type into,
just paste community.dapperlings.net:34200 into that,
and then type in Bendyboy when asked for password (case sensitive)
though, in reality... dapperlings.net:34200 also works xD
Server Update:
Bentham made it to Gleba (barely)
did he not take you with him ๐ฎ
no, Im going to Fulgora
you should go to gleba, gleba is love and life
btw, there is a bug in .14 with the Asteroid Collectors, they get stuck on "Computing Navigation"
but an easy fix apparently is to add to the platform, even just one piece, and even as just a ghost
alternative is remove collector and ctrl-z to put it back (if you have circuit conditions connected)
Server Update:
-I am now an Fulgora
-Magi is desperatly trying to defend nauvis from blue biters
Future forgets to mention that there are blue biters and a massive pollution cloud, and we have level 2 bullet damage, and no tanks when I came online. and with 7 bases attacking the walls.
if someone comes on after this and nauvis is destroyed. it wasnt a griefer, they just abandoned Nauvis entirely 
Zang isw on a Volcanic planet, AND has low bloodsugar....
time to remedy the last one there
Server Update:
-First Quality Grinder (For Quality 2 Modules) has been set up
-Pollutiuon cloud in Nauvis has receded, after the factory has been running on minimum, researching bullet damage with one Mil Sci Assembler
-Progress is being made (albeit slowly) on Gleba
lets be fwends
we don't need baby worms xD
@vivid jackal I did manage to sort something, though its going to be hard to wedge in a 6th line, maybe
belt braiding
will essentially give you 8 belts within reach of inserters, or 16 different science packs xD
I don't think you need 8
no, but you CAN
though I'm probably going to get Bob's inserters on future playthroughs
i JUST managed to unlock "Rush to space"
so now i'm pumping out Purple and yellow Science xD
Agriculture packs have a research that only costs 50 though for that achieve
I'm still going to try Aquillo with the minimum yellow and purple
oh, i'm going whole hog now xD
I'm just going to see how far I can push it
but first sleep xD
will let the game run while it loads up the ship for Fulgora xD
Gleba will be last xD
but why, Gleba is love, Gleba is life
is it though?
yes
With the new "read whole belt" it should be easy to do science sushi belt too
An option to avoid the twisting belt is to put undergrounds on the inner belt so you can put one of the long ones one tile out. A lot to move to accommodate 3 belts on the left side of the labs?
Another (and possibly easier) method would be to space the labs 3 apart and simply run undergrounds under the labs.
"possibly" easier 
Cross weaving of belts
Could also daisy chain labs, and have some labs get one color and others a different, and then feed each other what each lacks
thing is, you see that coal line, that is my military science xD
Looks fancy, will steal. Tho working out the combinators is... proving difficult XD
but really the best way to solve my issue of three belts a side?
https://mods.factorio.com/mod/bobinserters
the combinators are quite simple... just add the shared red wire from the first 3 combinators to your ships core and it should work fine
That should suffice until Aquilo but I imagine by that point you're gonna be running big boy labs
I can't move things around because there is no space
But beware, you need the asteroid reprocessing research, else there would have been another system for asteroid processing
Yeah figured I needed that. But am more talking about what the actual combinators are doing... I have guesses but... xD
That's Vulcanus tech right
that crusher basically switches between the recepie for crushing the respective asteroid and reprocessing it
should be vulcanus yes
Yeah I got that.
It takes less horizontal space than your solution
i built it that way because it is modular... on Nostromo you can see more crushers with a simmilar circuit. they process all asteroids that were mined even if the materials are not the ones needed. And each crusher can selectively crush all chunks
Understandable... but I am failing to wrap my head around what the values on the combinators are XD
hmmm i guess...
Like what's the job of each of the 3 'rows' of combinators you've got.
I should be able to puzzle the rest together off of that :p
to filter the recepie that the crusher next to them is supposed to run
based on the item the belt and inserter is carrying
there might be an easier way but after a while i just didnt want to bother with it anymore and just put down 3 deciders for each crusher
there is no space vertical either xD
unless you would have me ditch a couple of labs
Move your science elsewhere then
I'm more thinking like... you have a row of 3 deciders, then a row of 3 selectors and another row of 3 deciders... and I'm trying to figure out what each of those 3 rows are doing XD
if its gonna be a rebuild, then its going to be a rebuild, so to speak
I've not messed with setting recipes like this.
let me start up factorio and see what i did
Do all your science at Gleba
Would be my answer until you see the ||biolab||.
i totally forgot that i just posted a screenshot of the ship...
I've been using that for reference but that breaks down when you get to the combinators as I can see their modus operandi but not the values set
yeah
but why Gleba
Because only the agri science perishes
just make more xD
That also works
the first 3 deciders output ItonOre Carbon and Ice respectively with a value of 1 when the amount of the resource in the spaceship is greater than the amount in the combinator... I just realized i could probably do that in a single combinator
but who cares.
the selectors select either 0 or 1 descending indexed from the recepies stored in their respective combinators to the right based on the Item's signal
the 3 Deciders at the bottom return the selected Recipe from the Selectors based on the Held or Present item on the belt or the inserter of the respective crusher and sets the Recipe of the crusher to that
@plush ginkgo btw I assume you were hoping your carbon/iron ore inserters were gonna output on different belt sides?
oh right thats a thing that i did with a mod you gotta change that up i guess...
was lazy
ah.
usually i build my stuff vanilla like
i already see a possible fix
the underground belt next to the second inserter can move one space right, that gives you space for a long handed inserter to put it on a belt facing up
@plush ginkgo works, but the offloading inserter keeps getting jammed. I fixed it by swapping the inserters around (or at least I think it's fixed...)
neat, i didnt really test it xD
Found a better fix: by forcing all asteroids to load on the inside and having a long handed inserter dropping onto the far side of a south bound belt I can ensure there's always space for outputs.
neat... makes me wonder weather the asteroid chunk blocker is configured correctly
It absolutely isn't as the condition is everything < 200 which will never be true (reading all belts will read until the first splitter)
I set it to 8
Your thing also has an incredibly long 'windup' time because it first has to fill all the belts with ammo before it starts trying to make fuel it seems
Seems like that's not too bad, if it's a one time cost
huh
Asteroid floating over a platform
its just lost... give it some milk and cookies
hey, you got a space platform to make, stop gawking at the space rock xD
Platform is finished... am waiting on it to stockpile enough bloody ammo so it'll decide it needs ice.
Ah, using refurbished ammo, I see
It's almost done...
well its not a ship for fast deployment its for transporting xD
Heavy truck ships
its also rather minimalist in design
I'm planning to use it to replace my current hip that flies between nauvis and vulcanus... which means I can probably do away with all of the accumulators...
also did you connect all the inserters that need it to the core?
the one that inserts the ammo has a condition to disable ammo production when enough ammo is in the system
i didnt want to build another space platform so the ship is designed on another platform
off to the side
lmao
so it wasnt designed with a core at the core xD
but the core fits so thats a win <-<
@plush ginkgo you should probably put a limiter on the inserter that shoves iron ore into the platform... because I just realized this will never stop making iron plates otherwise
yes the inserter should have this when you connect it
if i didnt forget it the inserter should cap it
Oh yeah I uhhh used stack inserters so.
just connect it to the core
XD
ah i see
its one of those: "i didnt follow the recipe and used vinegar instead of milk and now it doesnt taste good. 1Star" recipe situations
using a core for a space ship... pfft, i deprecated cores 5 minutes ago
Okay it flew for like 1k kilometers and then decided it needs more iron...
maybe i should have added tanks to the thrusters
just gotta launch up some water barrels
... and now it's jammed because it tried making carbon... which I am not allowing it to store anymore
That was probably my fkup tho
well the crusher was designed with the reprocessing asteroid thing in mind
maybe thats the problem.
maybe it was also because the ship didnt come with a core
I have reprocessing, it seems like it's an issue of the ship trying to secure iron/carbon before ice.
have you connected the red wire to the top decider combinators of the crusher setup?
seems like it
i mean the red wire at the uppermost decider
it should connect to the core
That's going to the core yes.
then you can set how much its going for in the constant combinator to the left
But it's stuck trying to reprocess carbon asteroids and only NOW is it making ice.
probably had to many carbon asteroids on there
It will literally do anything else before melting ice.
That's the thing there's barely any carbon on there.
it should be random based on what the belt carries at the moment
It's mostly ice.
when it picked up a piece of carbon, and is still processing carbon, it will stay at processing carbon
thats why the setting of the blocking belt is important
It will only process ice if there's nothing else on that belt.
hmm i think i added something else in another setup but i forgot what it was
The moment it gets any carbon it'll go for carbon which is really annoying XD
carbon/iron
hm dunno why that is... must be an ID thing
its not like the priority was given by the circuit system...
maybe the item ID of Carbin and Iron is just lower than Ice so it prefers those
Also the fact it only has 1 crusher might have something to do with it...
I ran WAY more than that but I didn't set recipes.
yeah not setting recipies does that to you
@plush ginkgo btw with a little bit of reshuffling you can make the combinators look a LOT cleaner.
i know but i made them to be compact and not take up space so clenliness was not really my concern
in the base blueprint for the crusher they are neat and tidy
Still takes up about the same space.
yeah but when building a spaceship where you want to have the fewest possible airgaps, i just put them down the way i did
also you can probably replace the top 3 deciders with a single one that checks: each_green < each_red return each 1 or something
there seems to be a few bugs on my doorstep...
just bring out the bug spray, I like the chilli pepper purgatory brand
I'm content to let them sit
fattening them up to nuke em later?
my defences can hold
That's what the nightwatch said.
i have just the song for that: https://www.youtube.com/watch?v=wPKmEUnj3IE
@plush ginkgo Yes there's gaps. I could shove in more stuff but it works now XD
Or at least it hasn't jammed. Main improvements are that I'm now reading the belts leading up to the inerters and adding that to the amount of ore that should be considered by the combinators.
usually each crusher should get its own set of 3 combinators but if it works for you go for it
I was afraid it wasn't gonna work. But funnily enough, they do actually take different recipes.
Also made an adjustment to the schedule to enforce that my ship waits until the belts are saturated with ammo before leaving as I noticed at full blast it WILL run out by the end.
yeah i always let my ships wait for ammo because i noticed that aswell
I have reconstructed my base and COULD go to space right now. but I wouldnt have anything above blue/grey science
I liked the previous situation, where you needed all the science to get to space and unlock logistics system. Now you only need blue science and not a fully functional base
its probably cus the rocket silo acts as a requester chest
Uh, you didn't need space science for the logistics system in vanilla 1.x, nor in vanilla 2.0 either, AFAIK
but you need yellow and purple
but in SA you don't need those two to get space science
@plush ginkgo 3 crushers and a pair of tanks. ๐
neat. its cool that the overall loaf-shape remains
I've also inset the front/rear crushers because of no other reason than I like the look.
Question from a lurker, how do you guys design your military science setup?
Most of the time I end up with something like in the pic
space platform on my space platform so I can space platform while I space platform
90 mil science per minute
mine is spaghetti and causing issues xD
Ok my Train System is currently testing rather successfully
Just packed right in there
Nice. Mine's been torn down apart from stone... will rebuild at some point... maybe
theres currently only Item Handling but Fluid Handling would only require another interrupt...
My logistics system is using a single interrupt now
Why is one of the piercing rounds assemblers offset
Stations are also prioritizing themselves
to annoy you :p
no thats to feed an ammo train
oh that third one along?
just so I got both sides of a belt filled
and it has been shuffled along one so I could fit another belt to my science
but the ratio is off as well, each mag assembler can feed 3 red mag ones
check out this provider :D
its ratioed to the amount of science though, so I only need 0.5/s
Is that a proper 4/4 balancer..? I'm not sure it is
it is.
Huh
to make roughly 1 science/s
thats the one i always build and it worked well for years
I always did them like this
i dont think thats a perfect balancer
you also dont save on space only on one splitter... but that splitter that you are using less might be the problem
i thought this was the basic 4-4 balancer
only missing the last row on yours
huh
dunno maybe ive been building it wrong?
well it is biased to the input direction
i see
I put 4 stack inserters in the first chest, 4 fast inserters in the second chest, 4 long inserters in third chest and 4 belts in fourth chest.
The balancer I am using is the only one that spit them all out in equal quantities, the ones you're using both show a bias towards lane 1 & 3
ok the new version seems to work perfectly
ok so no splitters on the end then
no i mean my version with the input priority
my priority version might break down when a large amount of items enters tho... have to check...
when its fully satisfied it doesnt make a difference either way tho
It does distribute evenly... but at the same time certain lanes still get biased.
thats with only one item because for some stupif reason in the editor stack inserters only output one item
interesting
what the hell?
Freshly pasted, and after letting bots place the inserters. Suddenly @cyan raft 's design has the same effect as mine.
well, that's fun
im just... not gonna change my design because it works well enough i guess
I'mma stick with mine because it's been by far the most consistent in my tests.
ouch, behemoth biters hurt, and they take a bit to kill
Yeah I'm terrified of the behemoths...
I just "got inspiration" for mine from somewhere
i think i built mine at some point, liked the symmetry and kept using it
you should fine if you got projectile damage 15
Yup, this should be the throughput unlimited version Wrong reply, I meant the one below it from salking
well mine doesnt have a throughput limit either but when there is only one input its biased.
no it doesnt i just tested it and it doesnt have a throughput limit.
i blasted it with 4 blue belt loaders and it handled them completely.
I don't think you understand what "Throughput unlimited" means in balancer theory
im looking at the last two designs and i cant for the life of me figure out how belts 1 and 2 have different item counts, same for 3 and 4. it should be impossible because of the last splitter. wtf did you do?
Try having only 3 of the inputs going full tilt and only 3 of the outputs possible to get to. It should back up, AFAIK.
I'm not smart enough to explain why, but I've seen people explain why only #1167527626743758858 message should be throughput unlimited
I'm confused too
unless the splitters were replaced during testing i would call this a bug
and yes. the one below is throughput unlimited, the one above isnt. my version seems to be throughput unlimited too... maybe im missing something
https://forums.factorio.com/viewtopic.php?t=100671 is where I got my information from once upon a time, I think
The Flow Router (FR) can be characterised as a "Universally Throughput Unlimited" (UTU) Belt Balancer that may or may not balance inputs or outputsโฆ
anyways... doesnt really matter in the applications rightnow... for flowthrough i would use another splitter design anyways
The second image here shows how it would be unbalanced with 2 inputs, I think
You did need space science, although one rocket launch gave you enough. But you also needed yellow and purple
I don't remember it being space science, cus thats like after you've won
Yeah, that sounds so wrong to me too
Nauvis is slowly dying on the community server again
for a 4x4 flow through oriented balancer i would use a rather compact one... its also on that page, although i didnt know it was there too
From version 2.0.12
it and Power armour mk2 were why you might want to rush yellow xD
and purple is like meh, faster trains
So yeah, no need for purple, and no need for space science
for steel plate productivity, that doesnt just effect foundries rigth? just sanity checking myself here
who could have POSSIBLY seen this coming
Did someone forget to lock the doors before they left?
I have quit, so the base does not die while I am on another planet
Also the Gleba outpost was under attack & some farms were destroyed
Made a neat Logistics Capable Refuel Station for the logistics system ... finally xD
Love the wall, though the fact the corner is convex rather than concave causes brain itching.
i would suggest adding "Dragon Teeth" to the walls btw
Basically some wall pieces outside of the walls, that way biters path finding lets them take longer and burn in the flamethrower fire
so that they may be purified by the flames
its mostly cus of the flamerturrets, imo concave would have them hitting the other walls
also why I don't want to put dragons teeth in range either, cus they would get damaged too, and I don't want bots going there to die xD
In case someone wants to check out the current Logistigs System (Still have to do fluid)
Walls are immune to fire
yes was about to say that
Concrete is not really that flammable
the melting point of concrete is about 1600ยฐC so a little bit of gasoline shouldnt matter
bots are still flammable, so is everything else
the biters dont attack the walls out there
yeah and whats the ignition temperature of crude oil?
they try to path towards the turrets and try to attack them
walls are dying so its either the biters or the fire
typically 40 to 100 ยฐC
the walls that are dying are the ones that are in the way of the biters. but the walls i mean are not in their way per say. they are just building a pseudo maze that prevents their pathfinding to find a quick route to the turret.
that way they spend more time inside the fire. its a proven technique
well maybe dont put them this close together because then they might get attacked
this is something like what i usually do
what about behemoths? I hear they can't fit through a 1 tile gap
thats why i use the lower one which has 2 tile gaps but still complicated path finding
what I made works, so I'm not changing it unless we get 45 degree flamethrower turrets xD
Hello, I am back again with some more advanced dragon's-teeth tests!! This time with a death-world accurate mixture of biter sizes -- and flame turrets. :)
Each wave of enemies includes:
378 - Behemoth biters
255 - Big biters
129 - Medium biters
Design notes:
--------------------------------...
you know I don't particulary care to min-max my walls, so long as it looks nice and keeps the biters out, I'm fine
if you say so... its just a low effort way of making flamethrowers more effective... its what i had to do with pyanodons because the biters went though 6 thick walls
after a while
I'll wait until they've actually balanced for biters
I mean I should really run some rockets down there, but the idea of using flamethrowers was that they don't need reloading xD
cus like its on an oil field
flame throwers were the best approach before imo... maybe now Tesla Turrets Rockets Railguns and others are better but i havnt tested that yet
the rest of my defences are stamped down refillable gun turrets
though I'm now curious about flamethrowers on gleba
it is kind of inconvenient isn't it? because of the lack of flammable liquids there, got to use spoilage->carbon->coal->oil I suppose? - the enemies have no fire resistance though
the bigger biters will not path through as they won't fit,
so they go straight to destroying the "teeth"
Making a (or several) corridor(s) for the biters to go down would help concentrate the actual fire from the flamethrower turrets
had a quick search, but where can i find the login details for the dapper server pls ๐ ta ๐
here you go
tysm ๐
The pins ;P
rather new to using discord so still learning. will have a better look in future ๐
I have doubled purple science production
well, almost.... need to see if I can spaghetti more things ๐
and I have given the science that is actually functional productiviTEA
popped some roboports around the perimiter so if anything is damaged, there is the chance to repair.
Question for anyone who has conquered vulcanus, how did you deal with the copious amounts of stone you're left with?
throw it in the sea (of lava)
Wait, you can do that?
ah it does say
Damn, I don't read tutorials
for shame xD
If I'd known that, I wouldn't have stockpiled so many bloody bricks
All day yesterday, I was theorizing and making a spreadsheet for how much productivity I'd need one everything so I could consume more stone in production science than I get making metallurgy
And here, the answer was so utterly simple
Thank god you came to discord chat
But if the problem is so easy to handle, why does processing lava even produce so much stone? Feels like the devs missed an opportunity to give the player another medium-difficulty production puzzle to solve
well its not a completely useless by-product
You need stone for concrete
though I think I missing something on Fulgora
That's where I am currently as well, still trying to figure out the best way to automate the production of necessities and power
That looks so pretty compared to mine.
Steel for days
Yeah, for full automation without exporting excess products from there you may have to feed overflow from sorting into some production and back to the recyclers as a way of dumping it to keep it from clogging up the factory.
Because of all the people dumping their useless stone into it... it has to go somewhere xD
yeah like my 400 thousand coal...
My Logistics Trains now handle Items and Fluids, Prioritize Stations that stray further from the their target, Refuel trains automatically and dispatch trains from the depot without causing hickups in the system, considering the minimum and maximum train ID of all trains parked at the depot and all that with 3 Interrupts and the green wire.
For every possible Item and Fluid
Has anyone played around with large area base-wide logistic networks now with the ability to request bots to the roboports - seems there is less need to segment in order to avoid all bots gathering in one end of the base after construction work or repairs there
Aavak had a problem finding stone in Gleba.
there is more than enough stone on Gleba xD
what about quality landfill? sound stupid enough to make it worth doing
Legendary Stone Furnaces
if recycler is unlocked i would definitely send excess stone into quality refinement when on volcanus
just have a quality furnace, and chuck the common rock into the lava
@rigid bramble but how long did he struggle with finding it first? 2-3 streams?
Oh that's right, I started watching the stream in the morning and came back to it after work.
whelp, back to the grind i go
btw, can you get legendary quality without having unlocked T3 "Legendary" Modules?
there are science unlocks for the quality levels I think
at least Epic has it's own entry, looks like a dice
Research says "Legendary" but unlocks T3 Quality modules
Nevermind xD
it is actually a standalone unlock
Epic and Legendary.
yeah, uncommon and rare was unlocked with the T1 module
well, i need to change my quality grinder then, or it will endlessly just grind everything xD
Rare is better than none, especially for the Collectors and Solar Panels ๐
accumulators has 100% of original in increase for each quality tier - I think that is one of the most significant ones
i just need better solar panels for early Fulgora xD
until i can get up some power xD
oh - i didn't notice the effect on miners - wow
yeah, makes a difference when collecting from asteroid fields I would think
I just noticed miners drain the mined resource slower - so I guess a productivity bonus sort of
at least i managed to escape from Fulgora, had enough items brought with me to hand craft a silo, and send some grinders up, as well as myself xD
just
took an age though, as crafting were dependent on lightning strikes xD
i didn't have any solar panels with me.......
but the -80% makes them barely usable anyways
my base there really only runs off lightning strikes, worked pretty well - also relatively easy to make the silo and rocket parts from the scrap recycle output
I had a setup to consume solid fuel - but found a more reliable way than a ton of boilers relying on ice delivery from space
Vulcanus is OP for power xD
1 chem plant, tiny amount of Calcite and can feed ~33 Turbines xD
SPACE
Don't the native lightning rods provide power?
Yeah, they are just there to protect you when you first land. xD
Other then solar panels and player lightnig rods, what else doesn't use water for power?
Both solid fuel and nuclear need water.
The wiki's don't have a lot of SA stuff fully mapped out yet, and I don't have a lot of time to play lately.
Found this while looking around for Remote Radar outposts for Fulgora xD
Solar/Accumulator Ratios for the different planets, including Quality effects
holy shit
tbf, it IS protected by a LARGE Demolisher
i have not tweaked any settings for other planets,
i DID select "Railworld" setting, but it did not change any on other planets as i saw
other than Nauvis that is
i noticed something similar on Fulgora, scrap close to spawn were all sub 10 mill,
but while looking for the other material i found a 300+ million scrap "mine"
quite a bit away from spawn, but still
Nice. I should go fulgora soon
does anyone know if using these in stop names has any use? it feels like it will only break stuff to put it in a name. havent gotten around to using the placeholders yet but got curious when i noticed them as an option for stop names.
ahhh I wanna go to fulgora first so bad, but not having cliff explosives on nauvis makes me want to commit homocide
Eeep, i managed to completely tank power on Vulcanus xD
luckily i had power left in my roboports and solar panels available xD
damn it takes so long to get a science base up and running just trying to ferry shit up there
as in constructing my first space platform
aah
i ehm "borrowed" the one made in the Community Server
at first, and then i expanded from there xD
im just annoyed at the 1 tonne cargo limit ๐
and because i though i needed to craft asteroid miner and crusher up there, so i sent all the resources up KEKW
yes, i sent blue chips, electric engines and low density structures up.
i just sent a hauler to pick up 10k blue chips from Nauvis....
yeah but im build my first station, not sending it to another world
i thought i had to send them to the station, so the station could build the asteroid collector
yeah, i did the same at first xD
then i noticed i could actually hand craft it and facepalmed myself xD
yup 
Community Server update:
-Fulgora is going well: Both EM Science & Rare T3 Quality Mods are being exported
-Nauvis has a few Resource Problems: Iron & Copper were running low, I built an Iron outpost, but the Copper Outpost still needs to be built (please ๐ฅบ )
-Gleba's Residents are revolting & keep destroying the base, so we started Agri Research for the Rocket Turret
-Vulcanus is still not colonized and the lack of its goodies is getting noticable
if you want more people, an option is for Bentham to announce the server to "his people" xD