#Factorio
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While working on copper, I saw the last moments of the Yamako farm on Gleba ;_; Two stompers were having a rave.
Nothing I could do from Nauvis. RIP.
is that like the next evolution of crab rave? xD
Absolutely does. It's hard to explain but you can make generic schedules using those and interrupts.
Almost finished with the copper mine, defences, and logistics.
I found this and thought it appropriate here: https://www.youtube.com/watch?v=TE8KMnGm2Xw
The factory must grow indeed, but right now you better run !
This short film was created as part of my training in the 3D designer formation at EMC Malakoff.
In the creation process I used : Blender 4.0, Golaem in Maya, Gaea, Plasticity, Embergen, After Effects, Substance Painter, Photoshop and Premiere.
The biters crowd simulation was done in...
Copper mine set up. using green channel on radars to communicate to train logistics, please don't clutter that channel with signals unless you know how it'll influence the train network.
not doing anything fancy with the unloading, just pumping it onto 1 belt, and giving the current tiny mine priority, so it empties out, then we can switch the unloading to two or more belts
Room for someone to set up a resupply train for outpost defenses, walls, guns, ammo and the like, have left the second station at the copper outpost for this purpose.
Oh no, bidirectional trains
Not much room to work with in the existing base boundaries, so it was the best option.
Kept the trains to a length of 5, so the pulling power of a single engine would not be diminished; 131 has the same force, in either direction as a 14
I always like 2-4, get them up to speed faster
or a 1-1-1 if I want to go point to point with a double header bullet train
yes I have a bi-directional train on my one way system xD
Mistakes were made
ouch - yeah, I've learned to never put an inserter down out from the hub - always put it sideways, set the filters, then rotate
note that right clicking an item laying on the platform to "pick it up" deletes it, so even if you have the less catastrophic case of the inserter dropping it on the platform you may still end up deleting a high value item
That seems to be a thing for items: Not buildings.
No worries, it's the 20th time in the last like 4 hours of the server
I'm in open war with the stompers
As I've had 6 rare assemblers drop on platform and picked them up just fine.
Also best menu secret: (CW - Spooders).
oh Steejo spoilt that, cus he was waiting on Arumba to set up the server
My base now only runs on 1 blue iron/copper belt. And a pipe of molten iron/copper.
But... time to start gathering stuff for Fulgora methinks.
you not gone there yet?
Nope. Been procrastinating on stuff and figured I should at least do some of the 'main' upgrades to keep my base running longer before going, which meant replacing all mines with big drill+foundry combos
Which then meant replacing my entire smelting setup. Which then made me want to take advantage of that with my new recipes.
I would say, mining platform, but then you haven't been Gleba yet xD
I have my suspicions of what Gleba will let me do.
I am really contemplating a fabricator ship, that I can have in orbit just making essentials
or even flying round each planet dropping off anything that is needed there
I imagine it's viable. But at the same time you could just make it on Nauvis.
but why not make it, as you're flying around
also don't forget the cost of a rocket launch for say 100 red belt, when you can just make it in the sky
I just like the idea of a self repairing ship, like in general sci fi - something that makes the parts it needs to build itself
pretty sure most Mechanicus ships have a deck that is dedicated to capturing and processing space rocks
#spoilers plastic is just the awkward one to do in space
he says with 3k plastic up there, oops
But possible
just need some coal, naturally
Bentham is at war with the Stompers, Aavak is running around trying to stem the fires of hell (the biters), and Future Planet is just "Relaxing" among the lightning xD
I'd jump on to conquer Vulcanus. But I've done that already...
imo Vulcanus was kinda boring
i did learn something by watching Bentham's "i played SA for 350h" video,, One Shot, One Kill,
but also, i need a bigger gun xD
does it involve something green?
i have no idea xD
meanwhile, my science set up needs some more work
Is it me or is this formula written weirdly... why not just change it to 100000 + 180 explosion unless it's meant to be 1000 x (100+180)
what is that for?
'something green'
i HAVE something green available, what i need it an even bigger gun xD
I was thinking of two other somethings that are green xD
the 180 is probably your bonus damage, cus mine is 30
i know how to use them in trains, and after scouring the forums i found a developer confirming it does nothing when in the stop itself. putting it in the name of a stop in an interrupt does what is expected.
it cant be 1000(100+180) because of BODMAS!
whats the O in bodmas?
ah k..
well i only learned "Punkt vor Strich" which means "dot before dash"... and that brackets are always the absolute truth
(dot before dash because multiplication is more important than addition, division is kinda aligned with multiplication, subtraction is just adding a negative number)
there is BIDMAS too, which has Indicies instead
the way i see it it is groupings are to be taken as 1 unit and other than that higher order operations take priority over lower ones. this generalises to work with tetration and above too.
this is cus it has 1000 attacks at 100+180 damage
you have to remember AoE in games isn't quite how you would expect
easier to send out 1000 traces and damage what it touches than work out an actul expanding wave
ok but then it's written wrong.
hmm havnt played AoE in a long time
it fires 1000 shots in a 360 spread
Then it should be 1000 x (100+180)
each shot does 100+180
Yes, but that's not what it says right now.
the grouping is indeed missing
its the same as the shotgun though
Then it is also miswritten over there.
but knowing what the +number is you can intuit the group
it does 280 a thousand times, not 280,000 once
it is actually rather common to omit the parenthesis in games
Yeah but if you follow the math it claims it's doing 1000180 damage.
just imagine you have an old calculator that doesnt use reverse polish notation
like I say AoE damage calculation in games usually uses traces to see what gets hit
depends. sometimes it is easier to just use a search in a circle and apply the damage
using traces is better for projectiles. AoE is easier with circle intersection
but its not an actual explosion, its just a 360 degree shot xD
then its not AoE damage but a spread of shots.
smoke and mirrors
because it technically does not have an Area
its not a math error. it just isnt using math notation. multishots are often written as either shots * damage per shot or damage per shot * shots. shots is often omitted when it is 1. damage per shot is of course base damage + bonus damage
maybe UE5 could do a proper physics simulation, but you typically don't need to be so complex just to tell the game that the character is stood too close to a grenade
Well that's just rude.
no not smoke and mirrors... imagine you were to implement AoE damage. you would not cast infinitely many rays into each direction and check for intersections. that would be inefficient and prone to floating point errors.
you would use a quad tree as spatial accelleration structure, ask for a point in the structure, let it return everything in range, calculate the distances of everything in range, scaled by the maximum distance and apply that factor to the damage taken by the object to simulate damage dropoff.
that is so much more efficient than casting rays
no physics simulations here
I guess it depends if you're making CoD or Arma
if you make arma, you would add a certain amount of shapnel, but not too much. the AoE calculation i mentioned would also apply for the physical shockwave
but in general you just return everything in range of the AoE and calculate the damage based on distance to the center
(because when you have the object thats being damaged, you can easily calculate the distance from the center of the explosion)
Literally watching Bentham slowly lose his sanity as each clone activation erodes a little more of his mind. The Stompers may be dying by the dozens, but so are Bentham's braincells. And unlike the Stompers, Bentham has a finite amount of those... -_-
and yet factorio does the shot approach as evidenced by the provided date
To SPAAAAACE once more!
He has probably spent the entirety of Nauvis' productive effort for the last few hours, on building and replacing gun turrets only to lose them all to each wave of stompers XD
and here I am chatting while my Nauvis science fills up with spoilage
from the wiki
Instead of dealing all of its damage in a single explosion, the atomic bomb creates two waves of 1000 small, high-damage explosions in an expanding ring. One wave of explosions expands to a radius of 7 with each of the 1000 explosions dealing 100 damage in a radius of 3. The second wave of explosions expands to cover a radius of 35 and each of the 1000 explosions deals 400 damage in a radius of 3. This results in high damage at the center of the atomic bomb, decreasing to lower damage at the edge of the 35 tile radius.
lmao
ah, and I told Zangiry I didn't need an 8th belt...
yes. because the atomic bomb does not technically cause an explosion, it causes shockwaves to spawn, which are then causing explosion damage. so the atomic bomb is technically not an explosive
or rather, its more of a cluster grenade
its a 360 degree double barrel shotgun
thats what i was getting at
Note to self make a group for 'new planet landing essentials'
Just catch the drop pods in your hands (or on your head)
Do not catch the landing pod with your face ๐ฎ
and it doesnt contradict my statements either so we are all happy
It's fine - if you remembered to bring a couple of energy shields that is...
I think Aavak did, and it still didn't work
Yes, yes you did xD
At least my (or well, my and @plush ginkgo 's) ship can safely make the journey to Fulgora. I did slap on some rare panels/accumulators...
I should bring quality modules.
Ship design 101: you can never have too many gun turrets
Ah the bots can get jobs to do xD
I was more concerned about power tbh.
i usually have nuclear reactors on my ships, just this one doesnt have one for space efficiency <-<
just bolt more solar panels on the sides
I am only using 1 blue belt of iron/copper for my base. But I also use a pipe.
those sticking out panels never get got, mostly anyway
seems to be 1000x(100aoe) but that i assume is just to create the shockwave visual in a simple way. if it was only to get the damage a single aoe would do where each affected entity applies the damage after a delay based on distance. its a creative solution to make it fit with existing code.
I'm planning to transition to nuclear ships eventually... I could easily do it right now but lazy.
can someone explain why 3 out of four of my asteroid collectors are working?
eigth belt of science Roadtrain xD
red computing navigation?
to remove the spoilage
Bug. Rebuild them.
yes. its also the reason why atomic bombs sometimes cause lag. because it literally spawns sub explosives
they only cause lag if you adjust the firing time to be 1000 a second
they dont cause lag for me, my computer is too good for lag
that depends on hardware
if you run factorio on a Raspberry Pi 2 you would probably get lag from a nuclear explosion
well turn the refire time down to 0.00001s then fire off an inventory full, and get back to me xD
i dont want to do that but it would probably not be too bad
you increased fire rate by 100x there
nevermind figured it out, isnt a bug, asteroid collectors only activate based on space station size
i assume 1 per tick is a limit
the delay is probably there to stop you turning it into a powerpoint presentation
yes should be good
if its not enough you can easily scale it up :D
the search feature
I just wish it had an option to show things in chests
like actual Factory Search mod does xD
yeah im debating weather i should add that mod to my server again because its just so convenient
yeah I was honestly just trying to figure out circuit stuff
I'm just happy Bobs inserters is ready for 2.0
yeah already have bobs inserters on my server because my cousin likes using it
I'm all for puzzles, but can I just have the inserter go 90 degress
i usually try out my circuits and when they dont work i just refactor them until they do
or when you made a factory and notice too late that some inserters insert to the wrong lane
yeah thats what i did, i brought up all the different circuit machines and tested them until i found the one that worked KEKW
Senior Devs just test in production
did Bentham nuke the Stomper Rave?
Other way around ):
Ugh... gotta make refined concrete again...
2 Medium stompers made their way into his main base (not sure why) while he was remote building a platform... and proceeded to stomp it out of existence.
I've had a medium stomper wreck my shit once, never again
I guess something shot them, or they wanted the fruits on the other side of the base
Meanwhile on nauvis, Bullet Train II is online and keeping the copper mining outpost supplied.
I like how I still have the remnants of my stompening
i think Discord just had a stroke
interface went black, and just a message...
"Did you Know?
BooOoOoOoOooO"
Note to self add refined concrete to list of things to bring to other planets.
I need to stop pissing about and actually make this science more than a series of assemblers
isn't refined concrete easy on at least two of the planets?
i dumped 10k blue chips on Vulcan, rocket launches were to slow xD
though I should probably forge LDS, and electrolyse blue circuits
Forging LDS is such a no brainer. It is so insanely efficient.
but when I already have a bus with copper steel and plastic
Are you casting?
and on top of that you have the efficiency +++ tech for it as well
0.4/s but I need 0.45/s xD
Pls tell me you're not still smelting iron/copper/steel XD
yes
I'm not going to redo my entire Nauvis base
You don't have to.
yes, because its fine how it is :p
Oh right I forgot you're a masochist.
what does that have to do with not fixing what isn't broken?
YES! Klonan updated KS Power to 2.0, i'm not using it now.
BUT, Diesel generators ๐
the perfect fit for the oil planet _:D
if i was to introduce casting I would need belts for gears, and copper wire
You don't have to cast everything.
Also did you consider running a pipe of molten iron/copper down instead of bussing all the products?
whats the point of not casting everything
Casting plates gives you 50% already and is easy to do.
and you don't want more copper cable and gears?
direct insertion when needed ๐
I cast wire.
^
And direct insert it for green, and put it on a belt near red circuits.
same, but bots xD
also if thats how you want to main base, thats cool
but its not how I want to xD
main is mainly belts
masochism has nothing to do with anything
well i need a nap, see you tomorrow xD
have sweet dreams
it's 4 pm but i'm exhausted.
oh no, green to red to blue circuits isn't a pretty ratio
red to blue is a nice 4 to 5, but then greens are like I can do 18/s or 24/s
Luckily I can quite literally just ship that from Vulcanus where LDS is plentiful. Ish.
but you literally dig it up from the ground...
The plastic is the main issue.
i want the abbreviation of Low Density Structures to be LSD instead of LDS just because.
Isn't that a drug...
technically its an acid but yes it is
๐
in fact, I may be having an issue with LDSes
The fact it needs plastic is pure pain.
It's annoying to make on 2/3 planets where it's not the focus.
I feel Roadtrain has more to discover
I probably do lol.
so whats it people say, hold thine judgement?
on vulcanus you probably need to use coal liquification if i remember right... on gleba... nothing is nice on gleba. gleba is hell
I need to not be looking at Fulgora right now
gleba is the gift that keeps on taking
Yeah, you need coal liquefication on Vulcanus.
Yeah you do that until you get normal coal liquefication at which point you instantly ditch it.
i really like fluids <-<
Why do simple when complicated factorio is so much more fun?
Because normal coal liquefication is just better IMO
I made something that works, and I wanted to go onto the new stuff that is not balance mixed oils
That's why not playing it for so many years is nice. Everything feels new.
You see that's one thing I like about Fulgora: Infinite heavy oil!
I don't need to do anything!
Just gotta crack it a lil' and voila. I has light oil > rocket fuel.
this is why when i have enough time i will start playing pyanodons again
but the water
Just turn some oil to water, right?
Not quite.
ice ice baby
You can get ice from ||recycling||, and ||space station.||
I'm really sad that mechanic isn't used more. Not that I'm not gonna use it.
But you get stupid amounts of ice from recycling
and solid fuel, and steel
And gears oh my god so many GEARS.
also where are my modules...
ROBOTS, ATTEND ME
Is this the place to ask about to factorio community server?
#1167527626743758858 message
I kinda wanna go "No, this is the place to ask about the Eco community server"
With that much extra, might be worth shipping the unrecycled material back to nauvis before recycling.
I meant when your finished with fulgora. That and maybe shipping the oil back too.
dont tell americans that fulgora has seas of heavy oil... they will pump the planet dry
Wouldn't that be nice, so you have more area to build on?
who needs area to build on when you can just swim in oil
imo, it might be better to ship a finished product around
Ah... I see now.
are you drowning in steel beams yet?
No, but I've figured out the plastic issue
that 1% isn't as low as you think (and yet it is)
Oh. Yeah that's another way to make it.
oh sorry, I thought that was your realisation
Nah I used red circuits.
Far more efficient to break down as it gives you all the stuff you need for the 2 new items you need.
you might as well save it for that then, and just use the LDS you dig up for rockets
also I have reduced the number of buildings needed for science down to just under 20%
I myself am working out just how to ratio everything...
Actually that's a problem for future me
just get the goods, then set up science, then yet yourself to Gleba
If you plug circuits into a train stop, does it affect only that train stop, or every stop and or train connected to that rail line?
I have so little time to play these days, but it has infested my brain.
AFAIK only that train stop. If you have "send to train" only the train at that stop will get those circuit signals too
well uhh, this is awkward
Did it get destroyed, or just haven't finished building?
I can't replace it cus I don't have the parts >.<
and I'm rather far from somewhere that has them
also, something else you can do with blocking off one side of a splitter
The worst part of it is that the belt system got interrupted so it throws the whole thing out of whack.
What planet did you go to?
I was travelling between Fulgora to Gleba to solve my 'issue' when I seem to have ploughed through a bunch of asteroids
then had to creep home to nauvis to repair
Oh, is that on the community server?
no, I'm still on my own game
no belt heresies on the community server
but you can help with that
There are no heresies, everything I do is law.
Just curious, is there a reason that Factorio does the mp joining like it does instead of the way others do?
How do you mean?
Usually you can choose amongst a list of your friends, or look up the friend hosting.
I guess it doesn't have steam integration, though I'm sure I've joined a friend through steam before now
Bentham is getting murdered on Gleba again.
Damn, that's a clean solution to switching the side of things. Takes up at least 1 less space than the other solutions I can think of
it does, but as this is a standalone dedicated server and not hosted by your friend, it won't show up.
also it is set to private not public
ah nice tidy Yellow and Purple science
Em is up and running. Next task is nuclear, have to adult so I can't help clear it.
Hopping on to check the server, make sure the base isn't on fire, before doing some Abiotic Factor.
Did they get the uranium claimed yet?
No 
It's holding us back so much
I'm amazed we've got so far with only steam and solar on nauvis
Once we have nuclear I can get us spidertrons pretty quick
I tried, but was running through cannon rounds faster then they were being produced. And there was no flamer ammo being made.
Well I just took the draconian 2 stack cap off the cannon shell storage so we can actually build up the stocks for larger operations
Once we have nuclear it'll revolutionise Nauvis power, suit capability and research
If you get a chance, the oil production to the east has no resupply of turret ammo.
It's entirely flamethrower turrets right now.
Also just cause I can, i'm queueing up captivity tech and at some point i'll deliver a shipment of capture bot rockets to Nauvis so the Fun can begin
Is the bot network automated for bot resupply?
I got to space without solar/nuclear...
Sure, same, but we're waaaay into the game and down the tech tree now and still running mainly off a mercifully large coal patch inside the walls
I've gotten almost to space on only steam.
Yeah I set that up
I'm amazed the ||mech suit|| isn't Aquilo tech tbh.
The biter expansion is so fast we need multiple people dedicated to pushing them back to expand the walls.
Cleared out a good chunk to the west first, then started making my way south and east. By the time I hit the east there was a new base in the middle of the west again.
What we really need is artillery
But nobody's been to Vulcanus yet
I have half a mind to rocket over there myself and try and speedrun it so I can finally get cliff explosives
But I dare not leave Gleba because without me the stompers will wear the base down
This is what it takes to defend my farms
I could probably quite easily go and beat Vulcanus provided we have access to uranium shells.
lolnope
We got tesla turrets tho
demolishers are only like 10% resistant to them and the lightning hits 10 segments at once
Yeahhh I don't know how else to kill worms lol
Nah electric damage is actually pretty good
telsa turrets, destroyers, discharge defense, they all work decently well
Does the tesla chain down the segments of the demolisher? I just knocked out my two first with tank and poison capsules, tank barely survived
Yes it does
I had a 4 deep wall of turrets set to alpha strike xD
I would offer to go since it sounds like the worms are pretty quiet if you don't invsde their space, but with how high they have enemy saturation on this server.......
my anti-demolisher wall
Probably take one step from the landing spot and trigger 3 of them.
Worms are completely passive unless you build IN or very close to their borders
They are clarely marked on the map
it has to be actually in
No
but build one tile in, and they will beeline to it
Does it mark their territory, or just guessing?
i had worm eat part of my solar array, which were NOT in their territory
that hazard concrete on my defence line is the border
Yeah worms are less a type of enemy and more a terrain feature
they're likely completely unaffected by the map settings
Worms are not affected by Evolution rate either
only two places are, Gleba and Nauvis
Bigger ones are further out I guess?
Does the tank come with a roboport, or do you need to install one?
danger closeee
Yeah, I hop on the server today. And first thing I do is learn what not to send the Benthams platform.
Read the "only built on" line and thought it was "only created on".
unless you had the bug where their territory wasn't capped on one side, it shouldn't venture into the safe area
but I built one wall section just in its territory and it was like nope, it has to go
So you can walk through their territory without setting them off?
yup
Yeah.
Shooting them with big guns will annoy them though (they don't care about personal lasers)
That's cause they're basically immune to lasers right?
well, if you shoot them, they don't like it
but they were nice and didn't have it trigger because you didn't take your lasers off
100% resistance to lasers yes, (and fire and impact)
Oh, so if it was hit by a laser turret it'd get mad, but wouldn't be hurt.
lasers wouldn't faze it cus they wouldn't do any damage
they DO have lower resistanbce to physical, but i'm not going in there with my pick xD
Imagine capture bots that are effective on the worms.
Ride the worm!
Lava Dune
take a spawn with you to Gleba and let it lose on the stompers xD
you see how many gun turrets I had above xD
at least physical is better than explosive
Build a massive platform harvesting ice, the dump literal tons of ice on a worm and see what happens.
resistance listed in the factoriopedia is similar for physical and explosive (50% and 60%) - but that only applies to the head, the segments have 99% explosive resistance, so little benefit of the AoE of explosions I suppose
I think for single target you wanna focus on the non-explosive rounds anyway
5/50% physical for the body
and 50% poison
Is that like a range statistic of how much they could resist an attack?
well with the 5/50% physical resistance
you get a flat -5 damage, then whatever is left is reduced by 50%
Why 
crab rave
what are you doing to annoy them so much?
might be an idea to get a tank and go after the nests
also, seems if you sit still in a tank, the stompers have trouble actually doing significant damage
Maybe you should just give up on Gleba for now.
Wait till some people can back you up.
With how bad biters are, I'm surprised anyone left without it.
Oh lord, Nauvis went into a death spiral and i'm not sure if my remote efforts will be enough to pull it out of the dive
Okay I think we're okay 
What happened?
Don't tell me while trying to improve power, we overloaded the grid with lasers?
I simply cannot fathom not putting security first XD
Funnily enough the tipping point was the strain on the logistics network of supplying the materials to make reactor components 
It was on that much of a knife edge
First little reactor is spooling up now
Was there a specific item? Or too much bot transport?
Bot transport, cause i'm doing all the work remotely
Shipping the VAST amounts of copper needed for all things nuclear almost killed Nauvis' grid outright ๐
Yeah, hard to use bots to build when half the fleet is supplying manufacturing.
Nobody made a good bus to pull from
When expanding blue chip production i couldn't find a good way to redirect some belts and I didn't want to build too far from liquids.
Reactor online.
aaaaand breathe...
You could have the bots build belts XD
Have you seen the main base? Some of the spaghett shouldn't even work.
Sounds like a normal software development team
So what would happen if Nauvis got wiped out?
I'd have to ship in emergency supplies from Gleba
Okay, whoever designed the train that delivers copper, it ain't, and I have no idea how to make it
Yeah, I noticed that.
Will check in now.
At a guess, did someone start using the green channel on radars?
Fixed, issue was a lack of station in the interrupts.
Nuclear plant is... running down. Not sure what's up, didn't build it.
Bentham slapped it together
Took 2 tanks to clear the biters enough to claim the uranium
Bentham also had to figure out why the copper train wasn't running.
Did bentham circuit it up
Or just put fuel in it and run away?
unless you're talking about the turbines, they would work like steam engines and only produce power when needed
Does anyone know what happens to fluid in the machine when using automated recipe change? I seem to remember from playing space exploration that fluid was not lost when deconstructing pipes - at least if there was room to store it in a nearby pipe network. I've been running a single assembler minimal mini-mall with automated recipe change to make everything, but reluctant to do blue belts because of possible loss of lubricant...
I would have thought anything in the machine gets deleted as normal
since fluid isn't an item, it can't be put in the trash slot
items are moved to the output, I'll have to "for science" it now - would have to make it with more hysteresis if I include blue belt stuff (and electric motors) to avoid considrable lube spillage
you just have to turn it off when its crafting, so it only puts in the liquid you need
like you can read working or contents, or craft finished
it went back into the pipe
eh, I'd still opine on only taking what you need xD
but at least factorio is a bit considerate for what extra materials it takes for items
except for centrifuges, reactors and rocket silos
someone was complaining on the stream that a turret wouldn't hawk all the ammo for itself
it is very difficult to only put what you need in when it comes to liquid
I think the amount is some sort of multiple of the recipe? so for the very expensive one it will load in a lot extra
it'll take enough for an extra craft
so for a silo it'll absorb up to 2k concrete
and centrifuges stack to 50 D:
I think it takes more than for one extra craft for the smaller recipes?
it doesn't take into account inserter capacity though
with 3 hand size inserter I see 9 iron plates in the green circuit assembler, yet one circuit only takes one plate, so should never be more than 4 if it only took until it had enough for one extra
so it puts in 4 at a time?
puts in 3 with a hand size 1+2 I suppose, number of plates in the machine that I can see is 7, 8 and 9
Iirc it takes enough for one extra craft, or enough to satisfy production for some period (don't know exactly how long, but probably a couple of seconds), whichever is highest.
And if an inserter can put in more than required to get the machine to that level, the inserter just becomes inactive until more is needed.
Upgrading my mini mall to foundry+assembler seems more of a challenge if doing casting of both iron and copper in the same foundry as the blue belts - I guess it may be possible if alternating one of the liquid inputs using pumps
I'm doing silly things on Gleba
also I think I'm starting to dislike how bot heavy the rocket silo is
its like if you want to automate rocket launches, you have to use bots
isn't it possible to load from belts somehow? I guess you have to use an extra rocket silo to read the platform requests though?
and of course not possible to load blue, LDS and rocket fuel by insertsrs
It is a huge difference from the 500 slot Space Exploration silos
Can you hook up wires to the rocket silo? If so you can absolutely use circuitry to automate it without bots
it doesn't launch automatically unless you tell it to, and that point it will only load things that are requested
anything not requested gets trashed
Far as I can tell, a rocket launches automatically if it's loaded with something that's being requested, and if the rocket is full
You do have to turn off automatic mode on the silo, obviously
but it won't just launch a full cargo that isn't requested
Obviously not, you do have to have requests on the platform in question
far as I can tell, the only circuitry you can do is read contents and orbital requests
That's plenty
so you could load it with what is requested, but not launch
It does launch if the contents are requested though, even if automatic mode is turned off
yeah, I have had that happen several times
hmmmmm
fill it up and ready to click deliver only to hear the rumble from it launching already
but not sure how it will deal with cargo mixes that does not perfectly add up to a full rocket
That I don't know either
bots won't split load, you'll have to do that 'manually'
and it is a bit annoying to have to use a whole rocket silo just to read requests
Or if the requests the platform sends down aren't full rockets worth of items
yeah the not perfectly filling a rocket is probably why you might want to be able to send launch requests to a silo
though I think if you set the custom fill load you could sort that?
Alternatively, you could just turn any requests into full rockets worth of items with circuitry, and it should work fine
workaround is to make the bots more like loading the silo by having a local logistic network and chests around the silo(s)
also why don't requests default to the planet the platform is currently orbiting?
it tries to be smart and default requests of items to the planet they can be made on
Well that's... an interesting choice
Requests are supposed to be inactive when not around the planet they are made to
but say I want to request foundries from nauvis, the default import from will be Vulcanus
even if you're above Nauvis
Why would you request foundries from a planet they can't be made on? They can only be made on vulcanus
That one does make sense
and just then, trying to load up on blue circuits and LDS from Fulgora and its like you want to get these from Nauvis, right?
except I'm above Nauvis, and Nauvis has foundries stored on it
Oh I see what you mean now, I thought you were saying that requests were sent to the planet they can be fulfilled on for the circuit network
because I would like them on a space platform I'm building, but I'm not going to fly it to Vulcanus when I'm still building xD
Sure you can load foundries from any planet, but loading them from anywhere but vulcanus would mean you're shipping them by rocket twice
So I see the sense of defaulting those to the planet they are exclusive to
but blue circuits and LDS are not exclusive to Nauvis
That one I don't know why it would be
technically, I'm not 'making' them per se on Fulgora
Technically, you are. It's a very short production chain, but you do have to process scrap to get them
there is no assembler actually making them
if I search processing unit, it can't find it on fulgora
So that's your definition of 'making something'? One dedicated machine making a single item?
I would have said if something is 'made' like in an assembler, as opposed to just being mined out of the ground
you see with factory Search mod, it would show you things in storage, or held by a bot
So i suppose by that definition, smelting iron ore into plates isn't 'making' the iron plates? Since you're only processing a single thing you mined out of the ground and all
I'd say scrap recycling sits on a boundary
while an ore isn't made as you're digging it from the ground
a plate is made from an ore
you're not making the ore, just picking it out of the ground
How is recycling scrap into a long list of items different from turning ore into plates, then?
as I just said, it sits on a boundary
and from a lore stance, scrap is just a bundle of various items, so throwing it in a recycler is just sorting it out
At a cursory glance in here, I'm left wondering what the point of this conversation is XD
It feels weirdly confrontational, and yet I can't see where the conflict lies lol
I'm just arguing semantics and having fun with it. If it came across as annoying or stand-offish, I'm sorry and I'll stop
I think its ok
you're just challenging my view
and I maybe suck at explaining myself as usual xD
As long as there's no actual conflict brewing, have at it, just peeking in to make sure things are going okay is all ^^
I think it might be just that SA still has that 'new car' smell and we're all still trying to explain how it smells
and I am maybe procrastinating, cus I've no idea how I want to set up my space platform
halp
There are no way of broadcasting signals between planets? Right? And platform hub can not read planet requests it seems. So only way to communicate between surfaces is through the actual items? For instance produce iron rods on the platform and if the planet eats them that is interpreted as a signal for something?
That was my read on how you could send signals between planets
Was thinking of a way of not shipping items that are not currently in demand at the destination in order to have room for more of the other items, but since there is no way to automate the platform requests that may require some sort of platform full feedback to the surface to prevent clog up of the hub - in addition to propagating the signal of what to load from the destination. It gets complicated - maybe far easier to just add quite a bit extra storage and just ship everything back and forth all the time
You sure? I set up circuit conditions to never let the temp drop below 600C
Only way it should be capable of being overwhelmed is if the entire grid is
you did use the right operator, right?
Just logged in, reactor looks fine to me
are the turbines at full whack, or just idling
I mean they're not full tilt, cause they don't need to be
I just wonder if that was what was being seen, but who knows
I'm just puzzling over a bigger space platform, with rockets and nuclear
and my Gleba is getting aggy
tank has been deployed
tank has lost its equipment grid
tank chan is hurting
also speaking of turbines, they sound kinda creepy now, with that added whine to the spinning
You can limit it now though with combinators
or a wire :p
I typically have the inserters wired up to the chest it puts them in, so it doesn't take resources if there is more than 5 in the box
Can you specify which wire they output on?
Because then there's an insanely elegant way to do it
Read ingredients on one wire, read contents on the other. Subtract contents from ingredients then hook it into an inserter with set filters
I just have a wired maximum
This way you'll never take more than 1 craft
why not just turn the inserters off?
I thought you didn't wanna stack ingredients
my issue was with the 50 stack of built centrifuges, and the resources they would consume
so if I have 5 in a box, it doesn't grab more stuff to make more centrifuges
same with the reactor, so I only have 1 built at a time
but yes that is a fancy way of making sure it only fills with 1 stack of resources
One suggestion: make sure to always limit to at least 1 stack in terms of rocket capacity
well reactors stack to 1, and I'm not going to put centrifuges on a platform
You might still wanna ship them somewhere (though I don't think they have use outside nauvis?)
needs to be where the uranium is, imo
If you were to use nuclear off of nauvis for some reason, you could reprocess the uranium on-site, but so far, nuclear doesn't seem to make sense on any planet other than nauvis
I can see a single use for centrifuge on a platform though: recycling the spent fuel cells
And even then, a single centrifuge could probably keep up with quite a large reactor setup
So you can very rarely get some uranium rounds
Exactly what I'm talking about. Recycle fuel cells, re-process into U-235
just drop the used fuel cells on Nauvis when you return
Hang on, can you use productivity modules when reprocessing spent fuel cells?
for that 1 extra green rock?
Is it only one extra? On the reprocessing? I don't mean enriching, I know that gives one extra U-235
it might be 3 actually, I'm not sure
Huh.
though remember you only get two slots on a centrifuge, which is a max prod of 50% with legendaries
What are we looking at Bentham?
A uranium train missing half the train
Yeah, you can't quite get the resources to be perfectly self-sufficient with nuclear. With full productivity on making the fuel cells and reprocessing them, you're shy 1 U-238 and the U-235 in order to get back to where you started
The front half, so less, meaning, I assume, that it ran into a biter swarm, the front half got eaten, the back half somehow survived and then someone manually reversed it home 
Environmental storytelling
Speaking of environmental storytelling:
Deathworld Gleba go brr
I had a big strafer say hi to my base
then i deployed Tank, and took on a big stomper
normal tank shells are so strong against them it seems
huh
well theres your problem right there
OH
F 
Don't you people clean up your backyard? ;P
I was worried they'd pop up back there.
Special train engine that shoots flames at a 45 degree angle while driving past biters.
at that point you just make buzzsaw trains
Bentham was right though. Someone needs to conquer volcanus so we can get artillary.
I hear you're volunteering?
I'd love to try, but I have so little time to play.
If I'm lucky I get an hour or two at a time.
oh no
The joys of adulting when gaming isn't your job.
If it's possible, I could drop into vulcanus with some power and roboports and landing pad to set up something so people could remote build.
Also my own nauvis nearly died because my filters on nuclear weren't checking for 'any' quality of fuel cell...
Which meant my base ran on coal for a good while. Luckily that's still 80% power but at least that explains why the hell I was still making so much pollution
downloading the new update now, will update server once files have been copied over to it.
first off, I wasn't aware higher quality fuel cells did anything in reactors, and second, my power died less than an hour ago because I had made a change to how fueal is braught to my nuclear setup and it broke the system. while I was on fulgora.
I only noticed because biters were suddenly destroying a lot more of my perimeter defenses, and only managed to pull it back because my roboports still had power and I could isolate a path for power to only go to the fuel loading and the reactors themselves, plonk down some solar, and let the system cold-start itself from scratch
it takes so long to update the factorio server....
SOOO many small files...
and server is back up
*nudges @quasi ocean *
i mostly rebuild the entire server every time i update it
If we generally have the steam engines fed by burner inserters, then wouldn't it be good to have the nuclear feeders have a backup pole to an independent solar accumulator system?
well for me it doesnt really take that long
because i dont have to update the files... just the server
ive got this docker-compose.yml that i wrote and it does most of the work... i just set the version i like and all the other stuff i made does the rest
the files are the server xD
changes done to bin, data and sometimes doc-html
so to make sure no bugs or conflicts i need to copy over the new files xD
from the .zip
the factorio executable has a function that automatically updates it from a zip
in headless mode as well?
thanks
no problem.
if you want to use Docker for the server i can also offer to help you with that
dedicated computer just for hosting community games, so not really needed, but thanks anyway ๐
um... that doesnt really mean you dont use docker
i only have one server and i use docker for all the servers
well i only have one server computer for all my servers
installing ALL the lightning rods
I need the bigger ones so badly...
Right now I have rolling blackouts
helps that i have a BUNCH of rare accumulators xD
I have... 2
put up 10 or so quality grinders making them, set at 10k limit xD
let the game run over night and all day today
I should...
But I wanna at least get one research done before I start trying to do things properly
i have finally protected my base and got up power,
time to actually do the thing with recycling
i don't even have a rocket silo here yet xD
anyways, back to the grind it is
quite literally this time xD
Ngl I still don't see a reason to make engines on any planet other than Nauvis and just ship them. I guess it's easier on Fulgora but still
it seems it's also time to pave the world xD
I'm making engines on all four colonized planets... most made on Gleba now for the science
FREE CONCRETE!
Ngl I'm sad you get basic stone. I was hoping you'd have to grind concrete into stone
xD
Too much stone in my Fulguro, keep clogging up
I suppose I can make bricks and throw them back in the recyclers
oh, that works? I tried it with the solid fuel, but they didn't want it it seemed
i put solid fuel in recyclers to get rid of excess
you probably had something in the output already. each possible result from recycling gets its own spot. if that is different from what is already there it seems to reject the new input until it is cleared
I just tested, put a stack of solid fuel in, and got 5 back xD
but, they do spit it out thew front, so the trick to destroy things surely, is putting two recyclers face to face
like we do with Burner Miners on coal
that works but isnt optimal use of recyclers. and as we all know. perfect isnt even good enough
hows this for a ship to Volcanus?
ill remove the extra space station bits to reduce weight
i have completed my maiden flight to volcanus! the only bug in the entire operation? I forgot to send the engineer and and now need to make 2 more trips 
or reset to before I fucked up
1:1 smelting/assembling? Mhm.
good for space and the smelters are 100 iron plate storage
Fair
I've started to look into the thruster mechanics - would be interesting to get at least an idea about optimizing thrust to weight ratio. First strange discovery as I've been disconnecting a thruster in flight to note the speed reduction - well before it reduces, it goes up?!
The community server now has Vulcanis set up with all the basic materials. But it's pretty slow right now.
Did you play with the demolisher yet?
From another discord I've seen that the thrusters are most efficient at between 0 and 10% filled, and apparently got to 90 % efficient with a lot more thrust at around 50% filled or something like that
There's a chart for it in Factoripedia
I got to watch one patrol his border, but spent most of my daily play time trying to figure out what the heck I was doing. Without Bentham helping at the start I don't know if I would have gotten half that done.
Foundry production is automated with copper and iron plates being produced from lava and calcite.
yeah, I saw it, so expected better efficiency as it runs dry, but still did not expect to see more thrust than when full - that just doesn't make much sense - guess it is off to run pumps in PWM to control the supply then
Combination of density making separation more difficult, combined with weight/mass?
Someone was running the pump every 10th tick to get the fuel flow they wanted
But yeah, more thrust at lower fill than when full does seem strange.
I thought someone wrote that the thrust always went up with percentage filled
Shoot, @pliant crystal I forgot to change the concrete production to allow for the lavacrete being used.
yeah, according to the chart the thrust should be max when fully fuled - guess it is something strange with how the game calculates efficiency and that efficiency affects the thrust maybe?
so doesnt that mean its better to use a pump to keep it as low as possible? that seems.... not as intended
yeah, it is quite strange - and it will rely on blind forward control - there is no way to know the amount of fuel in the thruster
I'm also not sure how the fluid mechancs works now with regards to how fluids split between different sinks on the pipe network - might need one pump per thruster to keep them balanced
efficiency goes down at higher thrust per thruster. if you look at the values, you get lowest thrust at 6/s, and highest at 120/s. but even though 120/s is 20 times as much as 6/s, the maximum thrust is only 10 times as high. so while higher flow does increas thrust, it isn't proportional to the amount of flow
so ideally, you only want as much flow as you can sustain at a constant rate until the platform stops and has time to restore fuel reserves
cuz if you go full bore but can't sustain that, you'll slow down massively in the middle of the journey, and overall, take longer to make the trip
I'll take a look, but I don't know much about Vulcanus yet.
Just need to change the fancy concrete to allow the regular concrete being made by the lava pool to be sent to it.
Without iron ore, the standard concrete building can just go away.
Gotcha, set up a logistics chest requesting from the lavacrete production?
Righto. 
The surprising part was the observed increase in speed though - according to the graphs the thrust is at max when fully fueled. And yeah - trickle feeding the thrusters can certainly make for a more efficient trip - not that I'm running out of fuel, but turnaround is quite slow, waiting for the chem plants to refill the buffer. Hence why I wanted to look into what is a sensible ratio of thrust to mass, and now possibly trickle feeding the thrusters. Might be possible to do something clever with the speed feedback from the hub
was it always possible to set crusher recipe with the asteroid chunk signal instead of having to use the recipe signal? my thing broke and that was the cause. but it has worked for so long
It's like the problem with traveling at light speed. The faster you go, the energy required to move increases exponentially.
All done, you can tidy it up when you next log on, but put down two fancy concrete producers instead of the one so you'd have plenty to play with when you get back :)
Tidy? What's that?
Another word for clean, but less about dirt and more about mess.
"Tidy your room" >> "Put your room in order" instead of "Clean the dirt off the floor"
Lol, I went there to help by prepping a base for remote players. But it's lots of fun.
Getting to play with logistics bots was fun, too bad I didn't have time to play with the spidertron.
Too busy getting iron and copper production set up before I ran out of ore.
might be that the strange speed increase I observed is unrelated to the fuel in the thruster - does speed depend on location in the solar system?
I've heard that there's "gravity" that's pulling the platform towards the nearest planet at least
Observations of a wide range of different thrusts is consistent with max speed proportional to the square root of thrust. For my 430 ton platform v_max = 8 * sqrt(F_thrust), values in default units of km/s and MN
I know that means square ratio, but I read it as squirt.
I always read sqrt as squirt too
First we take the squirt of 2, then we multiply that by pi
Blastoise
Blastoff!
I think the best efficiency to speed is probably about 80% fill
I mean yes 10% is the most efficient, but you won't be going anywhere fast
Someone wrote:
Thrusters are powered by materials collected on the platform right? Then shouldn't the only thing that matters be speed? Fast enough not to be late, but slow enough to break up large asteroids?
Apparently there's some fun interactions on Gleba:
I feel I'm missing something
With that thing I put up?
just seems kinda ordinary xD
More like it seems a bit like unintended effects to help avoid some of the things of that planet.
At least from what I understood ||that machine would be making the "pollution" equivalent|| and avoiding that would be a sort of "workaround" or possibly even "exploit"
||it creates spores when you harvest a plant|| So not harvesting when you don't need it is kinda how you do it xD
Anyway thrusters, so the advanced recipe makes 150 fuel/s (assuming constant supply of resources) and one common engine uses 120/s, so 6 would use 720/s on full burn
Yup. The equivalent of not mining ore if you don't need it, while managing pollution on an extreme death world start.
You can't use the typical factory "produce until you can't fit any more on the belt" approach in a dead world start because that pollution will get your base wrecked before you can do anything about it.
Kinda like in Rimworld, where on high difficulty, you have to manage your wealth. You'll sometimes hear me talking about buying/selling in terms of "is this wealth going to help me defend the colony? If not, get rid of it." So increasing wealth by buying shock lances, or shield packs is good. Increasing wealth by making art is bad... at least until later on when you have the means to defend it.
Gotta keep the military-industrial complex well fuelled first
On highest difficulty I'll even strictly manage food produced, so I only have enough to cover me for a day or two at most, as food in a freezer is wealth that doesn't protect itself.
Yeah I just didn't get what was so devious about the plan xD
May just be that I didn't understand all about Glebora, since I don't have the expansion
So when it comes to Gleba, my solution so far is, where possible (avoiding letting biological processes stall, like bacteria propagation, etc) only harvest fruit when I'm starting to run low.
Then during the down time the farm has between harvesting, I hope that some of the spores will settle harmlessly, in lands where no pentapods are present. Let it naturally dissapate as much as possible before kicking up more spores.
I might need to turn ammo production back on, but then I'll need to harvest more, hmm
soooo, i just started my processing xD
Belting scrap to my "hub" and then this...
๐
Miners are set to mine until i have 10k scrap, then stop until i have less than 1000
but why not mine it all
my new ship is almost ready to roll out, still need to decide how to do the front of it
i will, just don't want to clog storage xD
make more boxes, or put it on a belt xD
i already have 375 boxes xD
Mines are actually VERY effective for facetanking asteroids xD
I am planning to shoot them before then
Nauvis Space Agency
Needs more rockets
its time... I need to go deeper.. into space
Science on Fulgora automated, next step Gleba.....
but first expand solar on Nauvis....
how did you solve the drowning in steel problem?
steam engines kicked in during the day, as apparently i used over 1.2 GW
recycle, recycle, recycle
I just have belts of blue circuits and holmium, hmm
Recycle Steel into Iron Plate, Into Iron Ore, into nothing
steel doesn't become iron plate, does it?
cus steel is forged rather than assembled
you use iron plate to make steel normally
Recycler doesn't care if you forged it, or made it from lava xD
I don't think it does, if you look at the recipe as its grinding
my logic is that you can't unforge something, its one of those reactions, like toast, that you can't reverse
Yes, but you are using real life logic on a game,
they have to simplify some things to make it usable xD
but still, Recycle Steel = Less Steel
if you ask me about concrete, I'll suddenly find I have no internet connection...
have you got a steelpocalypse?
Steel -> 15k
I'm going to check something whilst I load up
huh, was there not a indepth FFF about recycling?
agg, whats with the weird hidden priority of logistic requests
6 more rocket launches hopefully, and I get to start my maiden voyage
Icy hell?
I gotta make a stop at the other three first
no reason
Alcarondas, flagship of the Numenor Navy
hopefully won't fall to hubris, like its namesake
gonna take a hot moment to get all 729 tons to Aquillo
welp, I live here now
there we go
expanded my uncrafting, am now down to 14k gears, from 750k xD
360k iron plates though xD
I was setting up a new science area to make it easier to remove rot from sceince labs and noticed a HUGE amount of rot was due to the fact a single military science building was a bottleneck in our science use. I've scaled it up to 3, with speed modules installed, but don't have time to take it any further. Still this seems to have made a massive improvement, but can certainly use some love if someone has the time.
Also switched our main defences to use uranium ammo.
Well in my game I'm just waiting for my ship to rebuild, so it can come back and save me xD
uhm, that bad?
I got no power, no resources, and everything is frozen xD
and apparently so is space, frozen that is
1% light, no surprise there xD
the problems all feed in to each other
||power to make fuel, fuel to make heat, heat to make power||
I have 41.4kw
Uhhh... wat? How??
Spitters?
they really don't like that train
The timing must have been hilariously bad.
Unless you got one of those special biters that only appears in multiplayer games...
you'll have to watch that train like a hawk
I'm joking
I was implying a player was being less than dapper
lol, ahhh XD
I was excited by the prospect of multiplayer scaling with rare biters.
invisible biters that just deconstruct and steal random items xD
I haven't actually done nuclear on my nauvis yet, because I've been using 3 heating towers instead
anyone else getting the issue where a power pole won't automatically connect to a large power pole with multiple connections?
Okay, used a fleet of trained fighting spiders to clear up some of Nauvis, mostly bases to the north. It likely won't last super long, but will give a short reprieve. But if the next time someone's on, they'd like to take the squad out to clear one of the other directions, it'd be apreciated. Just pushing bases back past the pollution is more than enough :)
If you do take the fight-o-trons out, be sure not to accidentally snag the build-o-tron in the grouping. It's... not as robust.
can't you make spidertron groups?
so it will only direct the group you pick?
Ah right, nothing more nuanced, that must have been a mod I had
I mean, once you've made it, it stays, but initial creation you need to tell it which spidotrons to control.
no actually I am thinking of the shift drag RTS style selection you just mentioned, that is new for 2.0
although "You can also save selections on the quickbar, so you can control your favorite group of pals at a moments notice."
biters come and steal your quality modules and you start getting uncommon and rare spitters with more range and HP... hmmm
Nevermind this, it is intended behaviour
it won't automatically connect to a pole that already has 5 connections
They really can spawn somehow? I've been wondering how certain entities can get higher quality, enemies being one of them. Of course some can result from spoiling of a quality item
I have a feeling it is in there to be able to be used, say if you wanted to make a mod for quality biters
I don't think ||legendary biter eggs|| hatch into quality biters xD
IIRC Large power poles have a maximum of 5 connections.
Oh, you got to that 20 minutes ago XD
you can manually add them though, which is the disconnect (badum tish)
You can manually add more than 5 connections to the large power poles?
That's weird
Why would Wube do this?
well the limit is on any pole
Huh?
cus this isn't satisfactory with its hard limits xD
harder to show on smalls and woodens
but here is it not connecting
and yet you can manually wire up like this
but anyway, I solved my issue with a substation
tbf the LEP is a leftover from where I had my main train line, away from the bus, but the bus has caught up with and overtaken the train line xD
when i'm "done" with Gleba i'm going to destroy everything on Nauvis and rebuild xD
but I'm kinda attached to my mess

but hey you can send calcite and legendary big mining dills to nauvis
how is Mordor doing.. another 1200 space platform to go
no use taking laser turrets with me to Gleba, so Gun, Flame and Lightning it is
why not laser?
enemies has 50-80% resistance
son of a.. worm
Artillery?
kinda of a dick move game >.>
to let it spawn in the ideal range
artillery is expensive
Yeah the only science packs ever set up properly were red, green, blue and white. black, purple and yellow were all bodged on by me because nobody had made them, I was already in space and they were needed so we could do some science
#ILoveTheSmellOfBurningBiterInTheMorning
Well, quality bacteria spoils to quality ore so - in the process of turning my smoothly running Gleba into quality madness
Interesting. I would kinda expect that to be a bug, since https://wiki.factorio.com/Big_electric_pole and https://wiki.factorio.com/Medium_electric_pole both makes it sound like they should automatically connect to more than 5 other poles if that is needed.
well its NotABug according to boskid
https://forums.factorio.com/viewtopic.php?p=627276#p627276
When adding electrical pole, it links wires but doesn't transfer power. See attached save. This has happened before, seems to especially happen when I over-bโฆ
Huh. Well, they're free to say that, I still think it's actually a bug, though
it must be that you can manually increase the connections in 2.0
if a dev says its not a bug, its not a bug xD
If a dev says it's not a bug that just means they don't consider it a bug, not that it actually isn't a bug.
I can still consider it a bug since it really doesn't make sense that they won't connect to more than 5 by automatic placement when you can manually make it connect to more
and it does make sense in an effort to not let this happen automatically
You'd have to place those manually to begin with since they are circuit wires, though
No, but you copy pasted them or something (which now somehow tries to keep circuit connections)
they were all connected to a pole behind them like this
Then that absolutely seems like a bug
but you can see how they might want to prevent power poles doing that, if they just connected infinitely to anything in range
Not just connecting infinitely to anything in range, just being able to have more connections to one pole when that pole is the only one that makes sense to connect a new pole to
and side note, no point arguing with me about what is a bug a or not, if a dev has decided it isn't a bug [sic] then it means they are not going to fix it
I'm not arguing with you about what is a bug or not, I'm just saying that I'm still going to consider it a bug, no matter what anyone else says on the matter, whether they be dev or not. You're more arguing about it than I am, to my eyes
its not a bug, its a feature
First for science result from quality test on Gleba: ||Quality seeds do not produce quality fruits, so no upping it all to legendary by planting legendary trees producing legendary fruits producing legendary seeds||
power poles stop autoconnecting if there are five copper wires going to it. I think you can manually connect more, but im not sure about that
didn't see this one
The main base was so hilariously slap dashed together. Everyone only did the bare minimum to go to space, and of not for Bentham there wouldn't have been any decent defenses to keep it together.
I only left for Volcanus so that we could get artillery for the base.
Otherwise why make an ore to liquid recipie right?
I think its just so each planet has its own exclusive resource
lava for Vulcanus, fruits for Gleba, scrap(?) for Fulgora
though if I'm honest I do feel Fulgora is lacking a bit
@quasi ocean I noticed you had two recyclers feeding into each other with science being fed after a certain amount, what does that do?
Fulgora feels like a source of permanent large amount of oil. But I do like how different each one is.
you all about that oil huh
two recyclers feeding into each other is just a voiding set up
since you lose 75% of the input each recycle
Hence no spoilage to deal with, smart. Considering Vulcanis is struggling with not enough oil to get rockets running, kinda.
Prevents buildup of agri science, which leads to near-spoiled science packs being shipped to Nauvis and gumming up with works with spoilage
just make an eigth belt for taking out spoilage into a burner
though my agri packs usually spoil on Gleba
We have that too
But I always try and make agri science faster than I can transport it
I just make it ad infinitum and send a ship over when I need some
Yeah exactly
though I'm getting green belts to make it go brrr faster
so when there's too much, I toss the most spoiled stuff in a recycler
though I need to look into the new beacon restrictions
stacking beacons still adds some to the effect, right?
Yeah
Yes, I think it shows graphs for it in the factoriopedia for beacons
so I don't lose any transmission strength
Diminishing returns for additional beacons
who do I get to scare with my Beacon-ta-gram?
Beacons are the meatballs of your spaghetti?
I usually never allocate space for beacons in my layouts, tend to build for easily adding more machines instead of speed
I used them quite a bit in my space exploration game, those beacons are quite different
And different types, some wide area ones, some short range but many modules iirc
But if you have multiple machines with the boosts, and then beacons, do the boosts stack with each other. Like with one beacon and 4 machines with 4 boosts your bow spreading a bost worth 16 to each machine?
I should probably do my Tungsten plate properly
I've expanded the walls to tap into the stone mine that was under one of them.
Graphs above shows the effect when multiple beacons cover the same machine
That's the number of beacons, I'm asking if the number of total boosts split between machines is calculated or if they only pull one boost of each type from what's available.
no, it doesn't split the boost
That's because there's a limit of 5 connections per pole
I'll let you explain that to Khaylain xD
but thats never communicated anywhere, is it?
Not really...
though now you can manually add more than 5
but anyway, my rescue ship is ready, I just want to add stack inserters and some asteroid reprocessing
To be fair, they changed it so you can manually add a lot more than 5 connections now, see the notes on 2.0.7 for https://wiki.factorio.com/Medium_electric_pole
That language does indeed imply that it shouldn't limit the automatic connections to 5 either, though
Aaaaanyway
its time for operation save our duffelfish
before he freezes his nads off
It's just November
this fish is stuck to the power pole
Can I recommend not licking the power poles?
I was only holding it for moral support
as I watched the Alcarandos break up in orbit
you know those 529 rocket launchers I had? well they're all gone now...
now thats something else I have to automate...
how did you lose rocket launchers?
I used them
how?
certain things have rocket launchers on them
how do you think spoodertron fires rockets xD
so volcanus is hell. my life for the clean floor mod
So iron on Nauvis has once again run out cause the train responsible for it simple isn't getting it
And this system is too fancy for me to decipher and fix
Just build a new train system parallel to the old one? XD
We have the iron on volcanus
ping the builder and tell him to fix it or it gets taken down entirely 
The builder is Aavak.
exactly 
Lol
either learn his system, or tear it down
and who would dare to tear down Aavak's system?
wields deconstruction planner
fair point, i forgot the obvious "Roadtrain and I would tear it down" we have no fear
I messed with the science platform to try to add the advanced products, and got so confused and stressed about messing it up.
download a copy of the server and play it singleplayer to mess about and figure stuff out?

Think I got it fixed enough that it won't stall in science production till someone else can make it better.
I need to get to space on my own game, staying from scratch is so much easier for me to understand. And I don't stall everyone else's progress.
am I blind, is there a place where it implicitly tells you "you can drop stuff on a new planet even without a receiving platform"
ive been fecking mining rocks just to get iron and copper and I could have been using my station the entire time?
Yeah, hover over the ui for space platform's central hub, the lil satelite looking things.
Yep...
so basically, you send yourself up with nothing in your inventory, just to send yourself down without inventory, but then send down everything you had stored on the ship for 0 cost other than getting it up there
that feels needlessly convoluted
@wooden escarp Why are you continuously extracting everything from the nauvis landing pad that isn't space science or fulgora science 
sorry. seemed to be stuck, so was trying to get things moving again.
There's now 9000 superconductors in the Nauvis logistics network 
If you just pull everything from the pad, it's going to continuously request items from space forever until whatever's extracting from them jams
How was it stuck?
Was it full?
The inventory has a scrollbar, you know
sorry. didn't see the scroll bar. nothing appeared to be moving and looked to be full.
Quality grind them? Or are they a Fulgora only craft.
They will eventually get used, probably
But most of them were meant for Gleba, until I suddenly found my platform drained of most of it's cargo on a quick stop over nauvis 
i see Aavak is running on 2.0.16 Experimental, want me to update to it, or wait until it reaches stable?