#Factorio
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Ooor just smelt the iron ore into plates with an electric furnace
But that's boring
but you get wayyyyyy too much iron as it is from the gears
Which gleba tech?
Advanced ore processing so you can dump Calcite down.
...You can make plates without it
You might as well just get a single shipment from vulcanus
There's no way for planets to make a request ala LTN is there.
One thing I do really appreciate is that you can link requests of a ship to the requests of a logi hub. Because you can give them the same group.
Oh I just realized something very dumb...
You can use concrete to to potentially duplicate iron ad infinitum. This is completely useless however.
- Grind concrete.
- Cast iron ore into molten iron.
- Cast Concrete.
- Repeat.
With all the productivity you get from casting, that might actually be a net bonus.
Like I said it is completely useless. But the fact it exists is hilarious.
I mean I cant disagree. but its so utterly useless as to not even be meme worthy
It might just be iron positive if you shove a bunch of prod modules in it. But I guess this is why concrete casting is by default the only recipe alongside LDS that is less efficient than if you just used furnaces/assemblers. But once you apply the productivity bonus it becomes slightly more efficient.
im more interesting in what aavak said about ||bootstrapping real oil on Gleba which lets you skip bio-plastic and sulphur production ||
This sounds... just so wrong ๐
how so?
Are the bio recipes that bad?
How would you skip ||sulfur||? Don't you need that for ||coal synthesis||?
||bring sulphur and calcite to gleba and then use the volcanus recipe to make heavy oil, then you dont need any more offworld resources to keep the chain going ||
can you get coal on gleba or do you actually still need shipments then?
Why the hell would you ever use the simple recipe. If you're going to bring stuff to Gleba you might as well just bring enough heavy to kickstart a normal liquefication loop ๐
Use the simple one to feed the advanced one
But why
because it would be funny to have a complete oil chain on the ickly fungus world
Cus you don't heavy oil to start the basic
But you're already shipping stuff in to start basic.
Or. You bring a single heavy oil barrel
The reason for bothering with oil processing on gleba would be that ||pentapods have zero resistance to fire||
But good luck trying to hit one with a flamethrower turret
Also unless you run nuclear you can't do advanced liquefaction in space
.> Why would you even need that... As the only thing you'll really need is plastic right.
But you wouldn't go through the effort of processing oil on gleba just to skip bio plastic and bio rocket fuel. Flamethrower turrets hardly seem worth it themselves
Can't skip bio sulfur unless you want to bring in sulfur or coal from off-world, either
You can make anything with iron ore, copper ore, plastic, and sulphur
Anything that doesn't need stone
I mean if you bring in enough Sulfur to make enough science to research advanced ore you could then stop shipping it and instead dump sulfur from a satellite.
But sulphur is for coal which is for explosives
And blue circuits
Just make more sulfur in orbit!
Now I get to smack you duffel: I haven't reached Gleba yet sir ๐
Well get there, and then we can talk sulphur on gleba
completely unrelated but I wonder if demolishers can aggro on biters? im just picturing a nauvis demolisher mod where biters try to expand into demolisher territory and get SQUISHED
... I wonder if demolishers aggro on pollution (funnily enough, I think all planets safe from Nauvis actually have spores as pollution type)
i did wonder why /evolution showed volcanus and fulgora evo rates ๐
I dont think they would, as aggro'ing seems less like a biter thing and more a biter NEST thing
It'd be fucking funny tho.
"funny" being used REAL loosely here
Pretty sure Vulc and Fulg have no pollution - why have it process something that'll never be used
imagine a starting base with yellow ammo versus a small demolisher
no idea, I guess its just something hardcoded into every layer?
I swear during my wiki trips I saw something listing it had spores.
But what does the game say
Thats not answering my question xD
I think they missed a trick on Gleba too, they should of had underground vents that occasionally spewed out spores over a wide area
But why
because it would make it more interesting?
It puts you on a time limit though.
your keeping your spores under control and a vent spews out and JUST barely connects to your spores and suddenly all the bases start to aggro on you 
im not saying ti constantly emits spores, just like once an hour or so
You two need to land on Gleba and figure it all out
I want to
my brain is rejecting it though
not the puzzle, or the pentapods.... just even starting
Go there, and work it out
Then come back with your madcap ideas xD
be nice if that was how it worked
I'm prepping for it... I just uhhh want to get some of the Fulgora techs first.
(ngl am still fucking baffled mech suit is a fulgora tech LOL )
spoiler ||the glebians want the tasty tasty fruit, not you, unless you shoot them of course||
Mech suit has that fancy fulgorian electronics
if you want to run around in the mech suit you clearly need electrolytes to replenish your energy. there aint no energy drinks on nauvis
duh
I already see what my defense is gonna be like on Gleba... and I don't like it
didnt aavak explain it? you make walls around your base, except the walls are gun turrets and the things behind the gun turrets are everything but the kitchin sink
I don't watch the gleba streams I only watch the preamble bit. I'm being a bit more specific though as in I know what I will be using
Guns, lots of guns
It may just have been an easy way if the game engine has implemented the option between spores or regular pollution, set it to spores and it will not cause any resource drain to process pollution - unlike how space exploration mod worked on its' vulcanus equivalent with no biters, where a planet wide pollution cloud would form and likely drain some CPU for calculating the pollution spread and decay. Why not an option to disable pollution all together - could be that it would be more costly with that third option depending on implementation.
I think it has something to do with planets with enemies needing a pollution type?
Because Fulgora and Aquilo don't have pollution or spores.
Likely that is the case then yes
Which reinforces my theory that demolishers aggro on pollution.
I don't think so, since they have their special case
Biters aggro if you build close to them. It is entirely possible the Demolisher uses the same logic. However instead of the area it considers being 'close to it' being around it, that area is it's territory.
Pretty sure you or bots agro the biters if you get close, not the buildings
They only attack military targets and pollution makers, typically ignoring everything else unless it is in the way
Might be military targets only. But still the demolisher might just have it's 'military targets' list expanded to be everything
I think its occams razror, and they wrote all new code
I've seen biters specifically target my kovarex enrichers
I'm sure it can be datamined.
I'm also very intrigued to see what Space Exploration's gonna do with the Space Age content.
And obviously you've had attacks on miners and smelters
Also to note ||demos will beeline to anything you build, even across territories they don't own||
While a Biter will only attack turrets and radars if they come across them
Already explained that: The area a demolisher considers 'close to itself' is linked to the territory. For biters, it's an area around themselves.
Pretty sure you could lay belts and inserters around biter nests and they won't care
then what about fulgora having it?
Fulgora has no enemies?
So no pollution.
And I don't think demos have Biter AI
Don't they attack anything that pollutes and anything that blocks their path?
There's a single exception to this rule: They'll tear up rails if they had a combat encounter with a train I believe.
The occasional destruction of rail or power poles is one of the reasons I tend to build defences around everything, not just the outposts
Even if the cost of those defences is likely higher than the lifetime cost of supplying ammo to outpost defences getting more frequent raids due to more pollution hitting spawners
I believe centrifuges cause pollution?
I tend to push my wall to a choke point and then just take everything inside of my walls, expanding said walls when I need more stuff.
4/m
I found the biter spread mechanic in space exploration to be somewhat influential on playstyle, encouraging establishing wide defence early on planets with large biter free starting areas. Once you reveal a chunk with biters they would relatively quickly (in the context of you having several planets and a space platform to manage) expand closer to your base. So walling off early was essentially a way of preventing any future biter problems on the planet.
SE planets are limited sizes though, so you could quite easily remove biters from a surface
You just gotta look out for Py Aliens
true, and that feels maybe more cheesy than putting up the early wide defence - my biggest issue with space exploration became that it was the same process of setting up defences when going to a new planet that I had just finished on Nauvis - little variation. So Space Age certainly gives a different experience with more varied enemies and new threats to overcome for factory survival.
I very much like the demolisher enemy loop instead. you HAVE to go into their territory for new resources nodes and if you need more total space. but if you leave them alone they just scream at you
technically speaking you only need to kill 1 demolisher in the entire game if the tungstun deposit there can last you to the endTM
so if i want to start farming quality stuff, do i need to use quality modules to farm quality modules of higher levels first?
and how much of the input needs to be of the correct level to get the next level?
You put all blues in, you get blue out
And you might want quality 3's first
And epic quailty
||4 T3's is 10% for common, 1% rare, 0.1% epic||
And if you start on rare...
Not strictly needed, but it can pay off. I see dropping quality modules in as an almost free chance of getting an improved module out. Also I follow a similar strategy as for production modules; prioritize the machines that have the highest throughput in equivalent raw materials. Though dropping in quality modules in all the lower stages means you get flexibility in what to use the output for. Worth noting that ||LDS in foundry only require plastic as quality ingredient, so quality plastic can be used to make quality copper and steel through recycling||
so if you put all but one blue in, does it just default to the fixed chance for blue and above or does the quality of the ingredients act as modifers
It has to be the same rarity
I adore Vulcanus because of this.
Agreed
By the time I finished reading, I forgot what they were worried about spoiling.
and if you are smart about vulcanus, ||you can use the demolishers immediately after dropping to clear out all the cliffs in the starting area, giving you lots of clear space to work with||
I only realized this after starting to build out what would be my vulcanus mall, and had to be very careful not to destroy too much
for gleba: || can you make it so the planter will only plant and not harvest with circuit conditions? ||
My impression was that you get one quality roll per module, if two rolls are successful you get two level improvement etc. But that does not agree with the probabilities listed in the help section on quality I think.
not quite as I understand it; the more and higher quality quality modules you put in, the higher your chance that the quality of the product is improved relative to the input. that's the quality percentage you see when hovering over the machine. if it says 20% quality, for example, there's a 20% chance that the result is of a higher quality than the input items. if the random roll succeeds, it increases the quality by one tier. there's then successive 10% chance rolls of increasing the quality by an additional step until one fails, or the maximum researched quality is reached.
finally touched down on gleba, starting some solar panel accumulators to power things while i figure out everything
Yeah, that makes more sense with the numbers - so any machine with even a single module has a chance of making an item of max unlocked quality
Correct
My Gleba logistic network is drowning in quality items - guess I've been putting off grinding them up to higher quality for too long
playing Factorio for 180h in two weeks has taken its toll, i just slept for 22h
That line is fish, below the line they don't move but above they do.
From the earlier conversation on what demolishers would do to biters, just found this.
well that just sounds adorable, little demos just circling a nest like a guard dog
have a technical question about aquilo: ||it's about the heat mechanics|| ||does anyone know what exactly the energy drain each building is on nearby heat pipes? far as I can tell, only heat pipes next to buildings actually get drained, but I don't have a way to test if every building has the same heat drain, if it's dependent on the temp of the pipe, or if having multiple heat pipes next to a building increases the drain on the network|| if anyone knows the technical details, I'm very interested
Sounds... terrifying.
even giant murder worms need a home
That makes me sad. I would've had them on seperate teams
thanks for the clarification though Aavak
I mean mods can have seperate forces. and they have seperate forces for players in PvP
and PvP doesn't just have the two teams?
mods can do what they want
but for base game, why have them on different teams if they're never going to meet?
I agree, I was just diagreeing on the only 3 forces part
people who have to read your code will love you if you KISS
in most things KISS will help a lot
and I would think proper documentation would also be highly useful
you mean comments that say 'don't touch this or it'll break'
just watching Steejo harvest all the jellynuts...
see how long till he realises its a bad thing
@atomic aurora ||it's about how many heat pipes, not buildings.||
i said 'proper' documentation. not abysmal
||from what I've seen amount of buildings doesn't matter. As long as a building has one space connected to a pipe the whole building is considered unfrozen.||
@atomic aurora If you're really curious, feel free to look at the community server. ||You don't have to look at anything besides what's next to the landing pad if you don't want to be spoiled. Looking at the tooltip of the buildings there might give you the data you need.||
@quasi ocean sir the rockets are backlogged xD
Also: I figured I'd improve rail throughput.
I'm aware of the basic mechanics, I've made ||a whole oil processing setup to turn crude oil into rocket fuel for heating||, I'm just interested in the raw numbers of ||how much an 'unfrozen' building drains from the heat pipes as a function of time, and whether or not it increases with the temperature of the pipe itself||
I don't see that info in any tool tips, nor in the FFF that talked about Aquilo
Ngl tho I don't know who decided we should have all sky track... but whilst it's maybe safer... it makes junctions annoying
I don't care enough about the info to do a rigorous test, I only asked here in case anyone happened to know the answer, or was interested enough to do the testing themselves
seems in any case that ||may relatively large oil processing setup is, at least, fuel-positive. likely will be even more so once I put some modules in the machines||
I have a feeling it depends on how many heat pipes you have
the wiki probably has a nice formula for you
136 pipes from a 500c reactor it says
that's the maximum distance over which you can sustain a given wattage
I don't think buildings consume heat, unless its connected to the pipe (ie a heat exchanger)
I've tested at least that much ||a single heat pipe just chilling on aquilo, not near a building that needs thawing, stays at a constant temperature. as soon as I put an inserter or something next to it, the temp drops. from this I conclude it's the buildings that consume heat, and the FFF confirms this. it's just not stated anywhere how much that is. FFF just says 'a small amount per building, but it adds up ofer a large area'||
I think it mentions somewhere you just need at least 30c
still, not a statement of how much energy is consumed per second
ono
have you not got your satisfaction?
This is the community server...
maybe you might need to look at the game files to see how much heat each thing drains
someones not being satisfied by their community
you need to push them, and then just touch them, until they can get their, satisfaction
... we might need to set up quality grinding for nuclear XD
oh that song is from 2002
am pretty sure I know why we're struggling for power tho and it's the way our reactor is built: It's struggling to get the heat through all of the heat pipes.
how is it built, I'm intrigued
If you were to turn those 90 degrees this would run at full blast.
hmm, its not that bad
it is an... interesting design
It's bad enough that it can't get to full power.
I dare say it might be better than cohhcarnage's initial stab at it
its uh different than the typical four heat pipe configuration
I just recently upgraded my nuclear reactor from a standalone 2by2 to a 2byX that can be extended very easily
I still haven't put nuclear on nauvis on my game
this is my setup, with it mirrored on the bottom. just couldn't fit it on the screen.
This however is someone else's problem ๐
I've at least been kind enough to hook up a programmable speaker that will yell at people when the few accumulators we have run low.
Do heat pipes have a harder time transferring power over space compared to steam pipes?
they do have a temperature drop as far as I know - I've always tried to keep them as short as possible in my designs
Smart. Do steam pipes? Or are they like ONI insulated pipes?
I thought I could get space tech with just steam and solar like they did on the community server, but I'm hitting such a hard deadlock since it's a normal resource world. Running out of fuel to dump into steam.
ONI insulated pipes
Pipes in general, they are "instant", never drop temperature for it's content (even on Aquilo)
That's handy. Extra long pipes also mean more steam backup.
tanks works the same
Heat pipes go down 1 degree per unit distance, from what I know. At least that's how it worked in 1.1.x
luckily you don't need THAT much to keep things warm on Aquilo
other than your power gen that is
also, don't play Factorio for 180h in two weeks at the age of 45...
i've more or less slept for the last 30h xD
I'd say don't do that at any age. Unless it's your literal job.
in my mid 20's i would have no issues xD
then again, staying up for 70-80h during LAN parties were not so good either....
As the sleep doctors says, it just keeps piling on.
If you ever try space exploration you're only sensible way to meet the peak power demand is to have a huge steam backup. I'm kind of surprised to not see any steam tanks in the setups here, but maybe the heat capacity of the heat pipes and connected buildings is enough to keep the reactor from reaching peak temperature and wasting fuel.
Skyrim is the only game I ever felt the desire to add mods to, and that was after years of near constant playing.
Time for me to finally pack up and leave for Aquila - my solar powered space factory platform survived the round trip without any issues
Factorio has far less need for it these days, as a lot of early mod features are now in the base game, but there are so many great ones out there. Space Age DLC is to some degree like a light version of Space Exploration - they hired the Space Exploration mod dev for it.
except you are limited in the pipe length, somewhat
I still haven't figured out how pipe length works after the rework, but I've only had limited throughput in mine
X-BT: he also has AAI, and not to say the least, Alien Biomes
yeah, quite impressive collection
it's a VERY easy workaround btw, the pipes.
as pipes has no limit on throughput, so you can go back to the age old "Pump station" design for more, when you eventually need to add pumps to a pipeline
this thing
a tank will not negate the extension limit, a pump will reset it to 0 when added
so 330 -> pump -> 330
and so on
and i actually tested this myself
3 offshore pumps, and 3 pumps in line, and i got ~3600 water/s
The dev log said that the pipes and tanks will average based on what the input is. To increase it requires pumps.
unless they did a massive change recently, the moment you start to fill a pipe, it instantly has that fluid/gas at the other end
throughput however will be limited if you over extend
which for oil for a defence line is not a big deal, if you can manage to ignore the flashing warning message xD
That's why they recommend adding pumps, it increases the length fluids can move and splits up the pipes into chunks like train signals.
First rocket with the starter pack is away.
And suddenly I've discovered I need to automate even more rocket stuff.
yup xD
given that the "Starter pack" essentially is just a blank slate xD
you just need something like this at first anyways
note, you do not need blue belts, nor assembler 3.
Thanks for putting in the work, I genuinly appreciate it, but sadly you broke the train yard D:
You assumed trains only go to the depot from the area just to the left of it, but that's only true of trains that deliver something directly to the main base; if they are making a delivery to a place outside the base, you've completely removed any route for them to take to get back XD
I wish I had time to fix it, but I'm on a tight schedule before I have to go to a dentist appointment. Could you please fix the blockage when you get a chance?
Will do... I might just redo the network tbh because as much as all raised rails looks cool. It's a pain in the butt for junctions
That's fine, it was raised when we were being attacked frequently and the trains kept getting caught and destroyed, now that's not an issue.
I'll focus on trains and someone else can go fix the nuclear reactor. I panic upgraded a few things to uncommon but uhhh it might need a rebuild because the heat can't get to the end XD
Which means we're about... 16-24 turbines short on power.
Fixed the rail junction. Btw @vivid jackal your ship was throwing errors about the gaps you had left, so I fixed those. For reference, space ships cannot have holes.

well, it CAN as long as you have a one tile channel to the outside xD
That's not a hole in that case. That's a slot.
Also uhhh Nauvis is out of calcite.
The space platform has to be topologically equivalent to a sphere
no i mean, BIG hole in the middle, with a tiny channel to one side xD
flying donut!
Yeah, that's, topologically speaking, not a hole. And neither is it a donut
who cares about topology and correctness, we only care what it looks like, not what it actually is
๐
I care about topology and correctness
why tf am i placing down CONCRETE and mushrooms are still poking through. tenacious little buggers
they are like dandelions
like i would get stone bricks for the cracks.... but im literally pouring concrete on top
my god I want clean floors but i also want achievements
i have a few to get, still missing the nuclear bomb and artillery ones
and i MAY make the sub 100h in my next run, but the sub 40.. THAT will be a challenge
at least alone
Does it help to turn off the "decoratives" in the settings?
...
I have never been more grateful on this discord server than I am right now in this moment
XD
thank you for telling me
I've just set decoratives off for a long time, so I know that feeling
un-ironically my brain screams dropped from an 6 to a 4. thats big
I had to get another mod in my K2 playthrough that would clean up the biter hive creep over time after I got rid of the nest
....I would also like this mod, name?
side note, does pollution absorption also count for spores? and if so my base is concrete'd will it just have a permanent thin layer of spores
The swamp is no longer swampy.
did the fish eat all the pollution?
https://mods.factorio.com/mod/CreepCleaner was the mod I used. It's not updated for 2.0.x. It might work if you just change the JSON to say it's compatible with 2.0.x, but I don't know.
Chronic lack of calcite is causing the base to produce 0 electric cable.
I actually turned mine on after seeing that I missed out on a lot of details on Gleba - I wondered why Aavak was complaining about all those imaginary rocks on Nauvis, as I had never seen any...
... I wonder if it's better to use em plants or foundries to make cable.
Actually EM plants are straight up better as you can shove in more prod modules.
Speaking of quality I've done a thing...
I think I saw a calculation in the Steam Forums that you got more cable out of foundries for the same input ore
@hearty meteor@solid pollenhttps://mods.factorio.com/mod/remove-biters-corpses?from=search
Quality recycling let's gooooo
foundries are way better for productivity I think, it has a 100% bonus in the recipe itself, then comes the bonus from 2 times 50%
Nice, and updated. Though I liked the one for 1.1 because it cleaned it up over time, giving it a sense of being a natural process of the remains being broken down by biological processes
but the electromagnetic ones can be a good option for quality, if you have tons of quality copper plates sitting around and nothing to use them for but circuits, like I do
I'm hoping that by using quality modules in recycling it'll be easier to get the stuff we want.
foundry use 1/2 worth of copper ore in molten copper for the 2 wires
Does mean you get quality holmium... which means you gotta do this lmao
Sounds like a problem with quality ;P
Would have been nice if the item to fluid recipes had higher yield for quality input
I thought liquids don't have quality?
also vice versa, they could have compensated the ease of making quality LDS by requiring more of the liquids for higher quality recipes
They don't but you can still set a quality recipe for liquids to use quality ingredients.
They don't, he's saying that when using quality ingredients to make fluid it would make more fluid
Which is the only way to consume quality holmium ore.
the fluid step is sort of annoying for holium quality - for everything else I try to put quality in each step for more quality rolls, but there it doesn't do any good
They should've made tungsten solution instead.
btw, does anyone need epic carbon, my logicstics storage on Gleba is flooded after another biofactory incident
ill just wait and see if it gets updated, since I cant do modded till ive finished this vanilla anyway
Would've made way more sense given Vulcanus is 'liquid planet'.
community server will be shut down in 10-15 min for update to 2.0.20
Noted.
Am the only one here :<
Weeeeeeee
Am hoping that by doing this we'll make more quality modules.
Just managed to put down a furnace to smelt the silly amount of iron ore into plate...
so how do you get higher qaulity wild biter spawners?
Yeah... I'm wondering that as well. I am also terrified of the possible solution.
random legendary biter spawner pumping out legendary big biters
Gleba nerfs/buffs
Now you saw me xD
I just didn't respond the first time xd
Yeah I'm not sure about that change tbh...
How the hell are you meant to get better captive spawners now other than crafting the spawners.
... even then ain't no way people gonna risk grinding quality spawners because y'know behemoths

This is so much better than a dropdown lmao
Oh wow they completely changed those.
I also really love that they actually made the red look like an R and the green like a G
just build the grinder away from main base, surround it with railguns and lasers
I was in the middle of designing it, but got distracted trying to fix supply line issues with blue chips and haven't been on since.
Yeah... blue chips dying is a direct result of a Calcite shortage
There's a platform over Nauvid who's while purpose is to farm calcite using advanced asteroid processing and chunk reprocessing
Feel free to try to improve it. It's the on with Nauvis and calcite pictures in the name.
Noticed it but for our factory we just need... more Calcite xD
I know, but quality collectors grinders and storage should help with production. At least keep it from stalling entirely.
Huh... so grinding the holmium rods is... super easy.
Because it spits out itself XD
But think about the "infinite quality levels" mods
but calcite is free on vulcanus
also I keep pressing delete planner instead of red wire
Plus the blue chip production on vulcanus is so good I set the trade ship to pick up both chips and calcite for Nauvis. Blue chips have been terrible on Nauvis since the beginning.
back to the sofa i go, watching YT
need to stay away from Factorio for a while xD
or it WILL kill me
If you need a factorio hit, just watch Aavak getting a drop pod landed on him.
@umbral meteor Fixed it ๐
It's not free, you have to mine it. After freeing it from its overbearing boss monsieur wormy.
it's free in that there's just so much of it, compared to how much you need as a function of time
also you should have Calcite in your "Starting Area"
think about it this way: in the time I was dealing with my gleba, my fulgora ran out of the 1 million ~ish scrap I had tapped into before leaving. meanwhile, I don't think the 1.2 mil calcite I see in my vulcanus starting area were more than 1.3 mil when I arrived there, something like 100 hours ago
and by then you have advanced asteroid processing, and infinite calcite
What's the optimal way to have a single smelter stop for a train station? I had several ideas, but they all seemed to be way more complicated and annoying to build than was worth it. Smelters themselves don't connect to the circuit network, which meant all my ideas involved a mess of chests and combinators
@umbral meteor until you use it up. By the time you need to send it anywhere you also will need the tungsten anyways.
And I told roadtrain about the platform mining it, it just needs to be boosted with quality buildings.
Or made bigger. It's only got two crushers making calcite. Just to keep things from stalling on Nauvis.
You mean train directly to electric furnace directly to train, where electric furnace will process whatever is in the train?
Need to ensure that iron plates and rocks doesn't get stuck, might be done by hand size set depending on cargo and only allow iron plates or rocks to be unloaded into the smelter if there is enough for a full hand on each inserter.
Return it back to the same train?
That would also require some circuit for controlling inserter filter, identifying that it is an iron ore train at the station and preventing loading the produced iron plates back in the smelters. And might need to reserve one slot for the products in the wagons.
i placed a bigger one, using normal quality entities
Feel free to modify the one I made. The whole point of community servers is that people use, expand, or even rebuild what's there to fit, especially a game like Factorio. Was planning to widen it and add more collectors and crushers to increase calcite production on top of increasing the quality of buildings.. I'd feel bad if people were hesitant to change stuff I built, especially if it's to improve it.
You can just set it up so that a train only stops at the station if all the input belts are empty, and stagger trains based on what their unloading and what the overall network requires? This is predicated on the belief that trains only carry one type of smeltable material at a time, and that output is being directly funneled into the main factory.
You can also check Aavaks stream vods for the one where he set up the omni smelter, for ideas on how to ensure to blockage with stone and steel.
The issue with setting hand size is that bulk inserters will pick up less than their hand size if there is not enough nearby them fast enough. So it would be possible for only one iron plate to get stuck in the smelter
i quite literally just jumped in, plopped down a BP and left xD
My idea was to unload the train into chests and then release the contents of the chests only in blocks of 10*number of smelters, so that there should be enough on the belts to always divide evenly into steel or brick ingredients, so that you shouldn't get singletons clogging the line. That should be only a memory cell to count up to the current to the amount you want released and then one to confirm there is nothing on the belt after a full load was previously signaled.
Because I worried that you would not get a train loading to precisely an amount of plates or stone that wouldn't lead to singletons. Two inserters could theoretically add something to the train or belt at the same tick. So you'd end up with slightly more supply than you'd want
Stack inserteds don't move without a full stack. And you can tell it what a full stack is.
What's a BP?
Blueprint
Ah
True. Although it would be nice to have something that doesn't require Gleba
As already mentioned here, stack inserters don't move until they have a hand size load, so could be an option. You'll likely end up with the stack inserter being stuck instead though, which can be detected, but both detecting it being stuck and setting the filter may require at least one combinator per inserter.
Aavak presented one solution for Omni smelter using stack inserter and chests further up here.
Using a buffer chest I think you can use a static combinator with negative values one less than hand size to set the filter only when there are enough items for a full hand - though not sure how changing filter during picking affects the inserter.
Direct train to smelter inserter seems difficult unless you can ensure full load, as with more than one wagon it is not possible to know how the items reported by the station are distributed between the wagons
For a belt based system, you may be able to enforce only picking full hands by stopping the belt in the pick phase and only enable the inserter if it has a full hand on the segment it is picking from.
you can use the inserters extra function "Read hand content" as part of it
that way, same goes for machines with their "read completed craft" thing they have
Can you set a condition for the train to only unload a specific amount of material?
can use it on the inserters by reading target chests and enable/disable
But they've got to pick up the amount you want on the last go through.
Does every smelter have to smelt everything, or is it just you want to dump everything at the same stop?
I mean it doesn't have to. I just thought it would be cool, and it would be except for the worry about less than a full recipe of stone or iron getting stuck and not having a good way to view what is currently in a smelter.
I also had wanted to see how few technologies you could use to make it.
Knowing what is in it can be solved with a memory cell logic combinator and pulse for hand content on the inserters feeding in and out, with one of them through a *-1. Question is what good will it do to know it in the circuit - only way to unstuck is to feed in exact amount of raw.
Another thought I had was to unload it all and sort the contents into individual lines of chests, with only the last chests in line being read to allow you to signal when the station is empty enough for another train load.
Can you unload ingredients? I thought you could only unload products
From the train I mean.
For loading the smelters, have a looped belt feeding into specified chests, the inserters of which only load the ingredients into if there's enough in the chest for at least one job. Or if there's more then a specific amount. Can work with regular or sushi belts, double sided with one side having them unloaded, since there's only three things you put in an electric smelter. Others might be harder with the need for fuel.
If bulk inserters will move even if it's not full, then just make it so that is has enough to fill a full stack, thus only activating if there is more then enough in the input chest.
After a whole days worth of laying out and testing, I finally automated aquilo science on my solo save. Probably the most interesting science to set up in the expansion so far, but it sure was daunting to get started
Nice, it is fun trying to get it running.
Figured out why were so low on calcite on the CS. Aavak is building a massive foundry base fed by train. That's a lot of calcite.
But now begins the huge process of rebuilding most of nauvis and redesigning my space platforms again in preparation of end-game
Hey, great job ๐
i were struggling with setting up "Rocket Parts"
aka, Rocket Fuel, Blue Chips and Low Density Structures
or well, the rocket fuel were easy xD
as while it isn't specified, i assume the "rocket fuel" you make from the Ammonia is "Ammonium Perchlorate"
I wonder why the rocket fuel on aquilo is ammonium based, anyway. I faintly remember a rocket engine concept that makes use of liquid lithium and fluorine as the oxidizer, both of which can be found on-site, and is no less theoretical than sustained fusion power. Though maybe I'm conflating some different concepts I've seen, the point stands that they could have done something more interesting here
Also, if it's ammonium perchlorate, where's the chlorine coming from?
true, but it's the only "logical" option for me given it's based on Ammonia xD
as it's the only rocket fuel i know of that is based on that
and oh boy is that nasty stuff
In any case, aquilo is a pretty cool planet, imo
in both sense of the word xD
Personally I don't even think it's worth it anymore to try and make omnismelters simply because the foundry exists and it just does smelting so much better XD
It'd have been cool if foundries could make bricks. Because you could absolutely make an omni foundry.
It actually could still make sense depending on your approach to quality. Normal ore goes in the foundry, quality in electric furnaces. My Gleba does it that way - and with quality in the picture there are even more ways for a furnace to be stuck. In my Vulcanus I also decided to do quality stone for quality bricks - there I opted for the simple solution of having a sushi belt around the brick makers, of which most are omni quality, but I have one dedicated for each quality level to make sure to prevent the unlikely event of the sushi belt being populated by a single quality while all furnaces are stuck on a different quality.
Honestly that is quite smart.
And I do omni foundry as part of an omni mall - rather I put two foundries for the complete mall since it is 4 differnt liquids
so far haven't used omni on the smelting end of the foundry, but could make a lot of sense for my space factory. Though would need to either cut supply in or use a feedback of sort for handling ingredients on recipe change
for the platform I now have 6 omni assemblers working off a sushi belt that is exchanging items with the hub depending on what recipe is currently active, same with the electromagnetic thingies, and one foundry to make belts and pipes
I did a quick experiment and you're able to safely quality grind a biolab as it will spit out itself.
Prod modules are... less safe.
Though given the recipe having the biter egg as lowest chance it should still be grindable methinks.
For prod modules, one might have to grind the red and blue chips, as well as the T2s, separately, so there's always enough intermediate components to use up the eggs immediately
Can't believe I want to physically go back to nauvis. Haven't been back there in like 100+ hours, only in map view or removing into a tank or spidertron. But I guess distance really does make the heart grow fonder
The thing is the recipe for prod 3's will always spit out at least 1 of the other components I believe. The egg is the only one that is less than 4.
Yes, but there's a very real chance that the recycler spits out a high quality ||egg||, then nothing of that quality for long enough that ||the egg hatches||. So, one should have enough materials of the appropriate quality to use them up immediately, or the grinding is worthless
Unless, of course, there's a reliable way to farm them at high quality
Do as I do in my egg farm where I only ramp up egg production if the other ingredients are available, so only recycle modules if you have the ingredients to use any quality egg that may come out. For being on the safe side: only insert a single egg in a machine if it has the other ingredients already loaded. Otherwise throw the egg in the incinerator.
And for quality grinding circuits I've gone with blue circuit recycling, as they have higher production bonus (tech) and relatively high raw equivalent throughput. For iron plates I ended up grinding underground pipes.
I call it ghost click because of the little ghost icon, but is it called something else?
it literally says "Place Ghost" if you talk about the placement of buildings while in overview/remote view mode
Oh good, but I didn't know that placing items directly in a building with that wouldn't pull from tanks.
Are the construction or logistic bots fulfilling it when placing it in a building?
Construction, I think
I just thought of something. You can set an inserter to pick up only a single item at a time. Now you don't want all the inserters doing that, as that would make things take forever. But what you could do is keep track of what goes into the furnace mod 5 for iron and mod 2 for stone and have an extra inserter whose sole job is to load the remainder on the belt. Use a set/reset switch that will activate the check remainder signal once only X items are left on the belt, and then the inserter will make up the difference. I think you still need to ensure 3 plates don't go into one furnace and two plates into another so they don't both jam. So you probably need to do this check per furnace.
You're using the building command, so I'd guess construction.
do Gleebians expand the same way biters do?
I have absolutely no clue but I'll soon find out... though I'm very much procrastinating via just... not going to Gleba (trying to sort out Fulgora/Defenses first)
Also researching literally every Fulgora tech and such.
At the very least I want a mech suit before I go.
(I can make them)
all you need is tank
But I want the funny mech suit.
Legendary mech GO!
Is it ratio'd? No. Is it pretty? YES.
actually, that would be telling
EM plants having pass through connections is amazing
just roll it again, and again
you spin me right round...
Shipping it from Fulgora sounds like pain lol
Besides. I don't think this is a bad layout?
I'd rather keep my shields XD
One thing I do know though. it's too late for me to land on Gleeeeeba today. Tomorrow? I guess I gotta go at some point...
But at the very least I can get the ship ready...
want a small tip? ||Bring Landfill||
flash comic, or flash TV show?
8 legendary ๐
It'll be FINEEEE
i have to turn them off when i need to actually do something xD
thats straight copium and I look forward to you realising that KEKW
๐
You do make a good point in that I almost left without miners.
OR POWER POLES. NO. NOT AGAIN.
WHAT THE FUCK ZANG XD
it's an achievement!
Legendary Mech suit filled with legendary equipment
also, the tool belts!
ALL the inventory
reason for all the batteries?
THE FUCKING ROBOTS EAT POWER
oh, and that's my build suit....
the whole thing
Casual almost 1200 robots.
No night vision?
not on that one no xD
if i need one i remove a laser and borrow from the other suit
i want that 5 GJ shield xD
i'm in a frozen wasteland, and you talk about hell xD
If you scream on Aquila, does anyone care?
yes, me xD
@woeful geyser need more gleba
I'M TRYING TO SLEEB
Oops, lol
Can you believe I survived on only 6 steel smelters for steel all the way until I was making the first platform?
Regarding the latest stream, watching the recording from where I had to get off, if the fruits start spoiling after they are harvested then why not set the harvesters to only harvest when a train is in the station, and have the train only go to the station when the main factory needs a full train of fruit?
Is that a thing you can do?
Not sure, don't have access to factorio right now.
Trying to find out, keep getting distracted by people who've spent countless hours on Factorio whining that Gleba is too hard and ruins the entire game for them.
I keep laughing.
Most important thing I learned on the community server starting two different planets. Rush the non science research for the planet as fast as you can.
Absolutely. Have the station read train ID and turn on the harvesters if T!=0
The train part I knew, just wasn't sure about the specifics of how the tower works. Also, @woeful geyser I thought you needed sleeb?
I think Aavak set them to harvest as soon as a train was on the way? I'm just belting my fruit in, with some crude logic to turn off harvesting if the belt has too much fruit. As long as the factory keeps running it eats fruits as fast as my farms (3+2) produce them.
That moment when artillery range research finishes...
Oh I wanna see the aftermath of that.
Huh. I thought they were always on. I had no idea they could be controlled.
That's my theory. I haven't been to gleeba.
Planning to in the near future tho
But for now I am clearing up a giant mess because I rebuilt some stations on the community server. Unfortunately someone had connected said stations and they were FULL of stuff... pain...
I am genuinely really happy with how the new stations have turned out tho
I connect my farms to the station, and use C as the trigger rather than T (C is the default signal for the count of trains heading to, or in, the station; while T only shows the ID of a train in the station) that way the farm starts harvesting the moment a train is on route, not just when it pulls into the station.
@pliant crystal The new stations. (Removing all those items was PAIN)
Sleebs?
The one arty is shooting straight across the lake to the north west.
@pliant crystal how do you determine when the train needs to head to the farms? If there's too much fruit spoiling maybe it's set too high?
So. I want to replace the dropoff stations for the mines with new, better ones... but they're all full and I don't wanna clean them up again aaaaaa
Make a trash collection train and sort it back into the main base logistics system?
... yeah no am not touching the smart trains lol
Besides the server timed me out (my connection is just not behaving) soooo problem for someone else.
i usually put doen logistics storage chests with the resource of the train station there and just remove the train station, then rebuild the station with storage chests instead of the normal ones, then destroy the previous storage chests, then replace the storage chests of the train station with normal steel chests again, then connect the station up
When the unloading chests that take the fruit from the train are getting low.
You see that'd have been smart...
i guess
Why the chests and not the belt?
Isn't the whole idea of Gleba's spoilage to keep backlog at a bare minimum?
also got to make sure the belts don't run dry - spoilage isn't that fast - the over engineer solution would be to wire up logic to measure the current fruit consumption rate and predict when to dispatch the train based on that I suppose
so you've passed Gleba-Rehab?
Oh I still don't like it here.... ||WHY ARE THE TREES EXPLODING||
BUT at least my suit is MORE than capable of dealing with the small threats.
Checklist:
- Cargo landing pad + expansions
- Concrete
- Thermal power plant with lots of extra heat pipes
- Oil processing buildings
- Solid fuel
- Warm clothes
- Prayers that the factory ship will survive in orbit and produce anything else as needed
The option to select red/green or both on the combinators is really nice, but would have been nice to have that on production buildings as well - to output recipe ingredients or contents on different channel than the set recipe input
Aquilo?
yup, finally packed up and ready to go I hope
just got to iron out some bugs in the factory ship after I reworked it to be able to supply carbon to the surface
Yeah... I started on Gleba. Then quickly quit. Because ugh... trying to even get started here is gonna be PAIN
time for a mining ship?
Nah. I'm not gonna do that. Looking for copper/iron at the start was annoying
jury rig some science, get advanced asteroid processing, go to town
one does not simply jury rig gleba science
I think given he started with Gleba I think he knows what he's doing...
I mean you only need ||two renewable resources||
oh you mean Aavak?
or me
he is the cats... father?
I mean you ๐
though Vulcanus was a slow start to actually ||get four foundries built for your basic resources||
From all the 3 planets, Vulcanus was the easiest by far.
bashing enough rocks to get enough ore to actually make stuff?
Oh yeah I had to bash many a rock.
doing the challenge of going in bare hands and make rocket silo from the resources on the planet?
Oh no, I'm not dropping in without anything. But I won't be taking space iron.
I mean thats what the research is there for
space copper and space calcite
and ||space plastic||
I can now recycle the things.
plus all the stuff you make the latter with
recycling is hella lossy though
probably only really useful if combined with quality modules
I meant cultivate
oh, not the recycler then
I do have the recycler.
also also, hot tips ||other machines can do gleba stuff and... green modules exist||
and you thought biochamber would be the primary unlock for Gleba xD
Heating tower good
Starting Vulcanud was slow to stabilize, but really easy with since future and bentham had gotten fulgora and gleba science done. Lots of bots, and a spidertron to allow quick movement.
@woeful geyser The trees explode because their Boom plants. It's in the name.
I know. But it was funny as hell. I'm glad I didn't know that before going in.
It got Aavak too. Since you're their now, check the clip from his stream when he first landed.
Oh no I saw that one. I made sure to run from the pod...
Aavaks first death, self inflicted.
Part of the stream where daemonworks wants centipede trains. Spidertrons stuck face to back.
wth, somehow one of my turrets in the middle of my protected base on Gleba got destroyed, just as I focused on dodging the orbital drops
... you didn't bring a cargo landing pad?
Just go stand on the farthest part of the starting area, they don't drop near you just where you first landed.
I did, but I had to drop it and some concrete to build it on
I was quite far from the landing spot on Gleba when I almost got knocked out by one of them
I always drop the landing pad first so I don't have to play 'dodge the landing pad'
Wiki lied to me.
Hadn't thought of that.
yeah, I learned that the hard way on Gleba
luckily my shields held
After working with bots on my save and community server, I will never start a planet but Nauvis without them.
I forgot to bring them on Fulgora... definitely brought them to Gleba though and it's real nice.
I almost want to BP the train depots and stations from the community server to keep. If Aavak is okay with me using it.
I did ask him to drop the BP's in game BP's for ease of use...
Go for it Kayinn :)
I keep forgetting the logic boxes let you choose between using the red or green inputs.
Anything on the community server is for the community, however, I won't put BPs in the game BP's until I'm certain they work and have polished them up. It's one thing to be cool with someone copying your homework, it's another thing to publish your thesis and invite peer review :P
Like when the combinators you set up had missing wire connections and the wrong output command?
I'm just glad I know how parameterization works so I could 'fix' the BP's you gave me ๐
Kinda assumed everyone knew that, didn't even occur to me that would be considered knowledge some people wouldn't have XD
I do need to join the server and steal everyone's designs
i think my total knowledge of circuits is "if this has more/less than this number of this item. turn this on or off" 
oh and i managed to figure out the asteroid filtering thanks to watching aavak do it
Just learn to make a general computer from scratch with combinators
That is actually the same circuit as a very basic omni-mall assembler that changes recipes automatically, but takes a bit extra to give it some hysteresis to not alternate back and forth if you try to use it to craft intermediates for itself.
I'm using only 1 of each combinator type for my basic omni mall, it will craft twice the amount given by the static combinator, then not craft that item again until it is less than the amount given by the static combinator
As long as any intermediates are set to high enough amounts that works quite well
about that
https://www.youtube.com/watch?v=0bAuP0gO5pc
Facto-RayO is a 3D game-engine I made in #Factorio 1.1, in v2.1 I've added a UI. The doom UI to be specific, including view-models.
you can download the save file here: [todo factorio forum link]
previous versions: https://www.youtube.com/playlist?list=PLxR_6RD8er_3esLidLgC5SjpHlkVScJfZ
some explanatory videos (not specific to v2.1): https:/...
Oh my, why did I not setup my space factory to make concrete in space sooner, saves so many rockets. 500 stone bricks per rocket turned to 1500 concrete in a foundry vs 100 concrete per rocket, so just 15 times more per rocket. Omni mall with pumps to swap out liquids is not that hard to make...
Why wouldn't you want exploding trees? Boompuffs are pure genius
im just sad because there is a tree that says its a carnivorous one with teeth, you should legit take damage standing close to it
also, why is spore reduction just flat over land and sea? stuff on the ground makes almost no difference(other than the land types that dont absorb pollution.... because?)
Or why they don't change based on ground elevation?
do they even have ground elevation in the game? arnt cliffs just things that exist as independent entities
They don't, but it could use your idea of differing ground absorption to mimic it, high ground being significantly faster than mid, that's faster than low.
So what modifiers did they add to the community server?
Watching the AAH of the stream made me realize that every research that introduces a core mechanic of the game seems to unlock based on actions. Research, space, planets, nuclear.
yeah, they have changed it so it is typically to gather a few items of a new resource or smelt a few new plates, etc for the tech that unlocks further use of those resources - I suppose it makes sense to narrow down what the player should focus on, instead of researching a tech that can't be used until you are on planet X - it is a bit similar to some of the unlocks in satisfactory
its a new way of doing science for Space Age
to promote more discovery based unlocking
"If a planet is unlocked by a technology on some science tier, then the starting resources of the planet would also be gated behind these same science packs - because what else, you don't have anything else available yet. This would mean that you could (and most typically would) already be researching ways to process the new unique resource that you have not even seen yet.
Another most fundamental conflict was that we wanted the progress on each planet to result in a single new science pack, resulting in a chicken-or-egg situation. The problem would be, this science pack should need most of the new unique processing steps on that planet, therefore you need to somehow get to discovering the processing first."
I had to abandon Gleba temporarily because I stupidly forgot to roboport Volcanus and thus couldnt have cliff explosives and artillery and artillery shells delivered to me on demand. This has now been rectified.
this "import from" function is real annoying. really like if it had a toggle on/off functionality
well it needs to know which planet to get it from
I understand that, but it shouldnt be automatically ON with every request
how often is there something you want from one place but not another?
you would need to be making the same item on two worlds with a limited supply on one or both thats connected to the bot net to be requested
if it wasn't on a planet it would never fullfill it xD
or do you mean it should default to the planet the platform is orbiting at the time?
yes
i wanted artillery to get sent up, its only made on volcanus for me and yet it wouldnt send up and I had forgotton it had a filter that was just automatically nauvis
and also if your request is on another planet, it won't sit there trying to fulfill a request it can't do
yeah
its just oddly counter-intuitive, because the filter is on each individual item
cus as I said, it would never pick it up if it didn't have a location xD
it is smart and knows what items are locked to a planet
But there should also be any anywhere option. It can already determine whether an item is not available or on the way, by the red and yellow backgeound, why not make it so it checks every planet for available.
It makes sense as a mechanism to prevent automatically loading the unloaded stuff back into a rocket to send it back up to the platform.
I think surface to surface signals could have been useful to better manage the inventory on transport platforms.
The way it is you need a lot of extra inventory slots since there is no guarantee it is able to unload before the return trip, thus carrying items both ways may need room for the total amount of items possible, not only the maximums in either direction
And the lack of sensing of spoilage state makes keeping a fresh stockpile of food difficult to optimize
Just have it return to the source if spoilage is more than zero
Also would be nice to tell it to drop cargo
problem is that if there is spoilage on the ship, then the food on the target planet has also spoiled and it is a race against the clock to bring in fresh food in time
usually it is no problem in my current setup - ship will go fetch more food when empty and in such carefully adjusted amount that it will have to make 2 or 3 trips to bring the amount that is eaten in the time it takes a fresh unit of food to spoil, just sometimes it can get close if the loaded food is not fresh due to Gleba backing up due to low production of other items - a more reliable solution is perhaps to mainly run it on a timer with frequent deliveries, since travel is free
What's the hardest part of doing yellow and purple science when off planet?
As in delay yellow and purple until after going to the first planet? I set them both up on Nauvis before I left, but moved all science production later, mostly to Gleba. Purple and gray I do on Vulcanus, with plastic shipped in from Gleba. I'll have to take a look at the tech tree to see what I have really used there in the early stage off of Nauvis.
Portable fission reactor and power armor MK2 are likely the techs I would have missed the most. Perhaps also damage upgrades.
Trying for the no yellow or purple science achievement. Even if it's just to quickly do it by hand as much as possible. Was just wondering if setting up their production lines is a pain when not on world.
What about the unique resources/buildings that you can only make on certain planets.
... you can just delete the spoilage though.
You can specifically force a ship to 'ditch' cargo by giving it a request of 0 maximum. Combined with the import from this allows you to push the resources into the planet. Just uhhh... be careful with that...
Naaah, it's fiiiine xD
just a LOT of gubbins around when hub storage is full
๐
that being said, you can also dump MUCH faster if you have many cargo bays connected to planetary hub
oh, and a Legendary Planetary Hub gives you a MASSIVE active radar coverage
for no power cost
I mean to determine if an item is about to expire. If the ship still has food on board, but it is almost expired, it should go fetch new food. But there is no way to determine that the food is about to expire as far as I can tell.
2k requests needing robots...
Well... you say that but you could make a timer?
That requires the input food to have known spoilage state, that the freshness is guaranteed.
If Gleba has been running slow, the fruit may be half expired before being processed.
Sounds like this may explain the overflow of calcite I have experienced at Nauvis, I may have played with the request settings in one of the ships to prevent it from reaching zero, not fully realizing how it works.
"Cal Tek" is designed to just keep full in orbit, as it only holds Calcite xD
and will dump on request from planet
Zangiry is back on the Factorio addiction?
not really, taking it much more relaxing now.
I just had a 5 recycler chain stop working. something made it through 5 recyclers and then something ELSE made it through it to. dafuq
what were you trying to recycle?
That's statistically inevitable, I think
Ive set it so splitters fill a chest for each item and then overflow gets recycled away
all the overflow lands on one belt
you have a quarter chance to get something out
i had an issue with suddenly 3 million gears on Fulgora xD
im pretty sure somehow a blue circuit went into the overflow because it was plastic blocking it up
You probably need to feed two recyclers into each other at the end
of course, if something uses 4 plates, you'll always get 1 out
I'm understanding it like you having 5 recyclers in a line, not the last ones feeding into each other,
remember though a red circuit has 3 outputs, and one of those has 2
and they both have something with an extra output
so you might have got unlucky (or lucky) and got 7 outputs
yeah that sounds like it
so yeah. funny 
to fix it i had to hand craft a rocket silo with stuff from nauvis and build the rocket from bits from nauvis too to just get off the planet ๐
Statistically I think you're basically always going to get something that goes through all the recyclers in a row with the last two feeding each other in such a way that it will block. The only difference is the average time until/percentage chance that it happens
Which for all practical purposes can be close enough to "in forever" or 0 that you can think of it as never going to happen, but it's not actually that way
like I say, I think you have a 25% chance of getting a resource back
After one failed attempt which I barely limped back to Nauvis, I have just completed a successful stop and go test trip to my first planet. Still haven't researched purple or yellow science.
The challenge is fun.
I think i researched purple before going offworld, literally just for electric furnaces. I could probably cut that out next time
Insufficient fuel or insufficient firepower?
huh. then why did I get purple tech?
wait.... purple tech needs electric furnances.
fuck knows then.
Yup, eats them like crazy
I've grinded quite a few quality furnaces from the purple science production chain
Elevated rails are purple tech.
Insufficient ammo production, and if you make it at least halfway you done need propulsion. You'll still head to the closest planet at 10 units of speed.
What is the requirement for completing your no purple/yellow challenge?
Don't research the science packs until doing at least one research using other planet science.
Ok, then it shouldn't be that hard, of course depending on which planet you pick
I think I've never run completely out of fuel before, but I did at one point reduce the number of active engines on my first ship from 9 to 3 to save fuel and make the turnaround faster
But if your just going for the achievement, then just do as much of the science production out of pocket first, then get the yellow and purple tech done remotely.
Just make sure to not take a drop pod to the head, as I think my MK2 armor with shields was what saved me there
Someone said they drop the receiver first.
You could even prepare the production lines, just don't hook them up to all the resources
Yeah, safe way is to drop the cargo landing pad before dropping yourself, if that is allowed
It's not about making yellow and purple, you can't even research them until after.
No idea if it's allowed, but I'll try. Also, is the Fulgora landing area always fully covered in lightning rods?
I can't know for sure if it is the case for all seeds, but I would think so.
Someone said on Aavaks stream that inserters won't fail to grab, but my experience is that they fail to grab on corner belts.
Depends on type of inserter and belt I suppose, in general I try to avoid picking from corners because of such experience
They will also struggle if power is low
It is actually interesting how detailed the game seemingly simulates the behavior of an inserter picking off a belt
I know, I love how you can tell when your power production is too low by it. Slowing rather then just shutting down.
I just almost killed the factory by mixing up my right and left on splitter priority and shunting the coal away from the power plant to the smelters
Confirmed, you can drop things on the planets before you drop yourself.
@umbral meteor the calcite BP you put down completely backed up so I had to set some conditions on it.
backed up on Calcite or something else*?
You kinda wanna keep some free space just so that you can shoot stuff up at it.
Nope, the belts were jammed.
Completely out of calcite.
Had to limit the inserters feeding the main loop before dumping a bunch off it. May need to upgrade the stuff on it and add modules to increase throughput.
My platform is packed and my character loaded. Soon I will try to colonize Fulgora.
It almost feels like heresy to put this many different items in a single train car, but I designed this station to read logistics requests from the remote stations, load up as many available resources that can satisfy them, and unload any items that are not being requested.
Oh I need to look at that because that's what I want to do on my fulgora.
Anyone know if you can ship items between orbiting platforms? (without dropping them down to a planet and launching them back into space)
I could send you the blueprint codes if you like, would just need to clean them up a bit.
Not in vanilla but I can see mods doing that
In which case where are people building their platforms? I'd begun to set Fulgora up for it (mostly as an overflow for steel), but having a platform bombarded by asteroids during construction was mildly inconvenient
I'd build in Nauvis orbit, then move it to wherever. You can always deconstruct the thrusters afterwards.
I've put mine up at Nauvis, get them equipped to gather and process asteroids into platform tiles there (initially sent up copper plates before copper was available in space), then give them basic propulsion and firepower to go to the other planets to pick up more parts, then back to Nauvis for any major rework. With that strategy you need to plan ahead, as it takes quite some time to gather ore in space for a small stationary platform, but I usually had lots of other things to do on the other planets while waiting for the platform to grow.
As long as you don't let the platform travel too far, you can have it thrust a bit away from nauvis to generate chunks, then shut off the thrusters to let gravity slowly draw you back to the planet. Even when traveling negative speed it treats it as if you were going forward, just occasionally activate thrusters to keep chunks spawning.
I'm really liking the new train logic system and the Radar sending signals to other Radar.
They've come a long ways, when they first had trains you needed circuit logic to automate it at all.
So I've looked through Aavaks train stations on the community server to try to figure out the logic. And while I can follow what the combinators are doing and how they're connected, the reason why is eluding me. I have his explanation screen spot to look over, but that was just an explanation of why he sets it that way. I understand the section that sets the numbers for chest stacks and train storage amounts. Even following how he sets the amounts for requesting items, but it's what's connected to the radar. I think.
Maybe it's the signal to determine if a train is on route to that specific stop? How do trains determine where to park at a depot?
Nauvis, then fly it to where you need it.
Check the depot names. One is specifically for cargo, one is specifically for liquids, one is specifically for the ammo train.
Anything in particular you'd like me to explain?
Got on to look up the station for reference, the game updated in the last 11 hours and the community server hasn't been updated yet.
20.0.21 is main branch now
also its happening, I'm throwing copper plates in the lava
i have my Steam Factorio locked on x.15 so i would not notice a game update xD
they jumped up to 20/21 it seems
server is x.20
but why
it seems you need more power xD
I had plenty of power, I don't remember needing that much
my biggest power user is beacons, then tesla turrets
my nauvis idles at 300 MW
its alive!
and now, its just peachy
Nuclear workers went on strike?
imo there is no point doing nuclear on gleba when rocket fuel is so accessible
But for real, I've noticed that when I do big rearranges or straight up building, the power draw of roboports spikes extremely high as every bot is being recharged.
I've got a simple circuit set to make sure there's 10 logistic bots and 5 construction for every port in the network.
yeah I didn't see those spike cus it was set to 10m
Set to a larger time frame, then left click the ports to single it out.
Love that you can single out, or remove specific items from the chart.
yeah but over that time frame it wouldn't have been spiking
cus of averages and all that
Shame you can't scroll through the history.
I am curious how you tell the system that a train is going, to cancel the request for a train.
It looks like on the community server, each train only does one thing. And each station only accepts or gives the same.
@pliant crystal the outpost supply train is stuck at a station unloading and reloading the same thing.
I remember building a train dispatcher like that long time ago on Angelbob's, with smarter trains mod to be able to send them to specific stations. Should be a lot of more options now with the improved combinators. The possibility of multiplying each red with each green was missed back then I remember. I'm thinking of building one again, but I honestly don't see that much need for it in vanilla space age, not enough different items on the same surface to really need omni trains to take anything from any provider to any requester
I started playing around with it myself for fun. For example, I set my trains to have a go signal when the chests they are collecting from have less than 50 items. Becasue the old way you set it to go when full or when inactive, and it would just sit around collecting the trickle object by object as it is produced.
That makes sense. I find the wait condiion options lacking for dealing with mixed quality ore, but I guess a very short inactivity timer will actually be good enough - waiting for full is not usable, as it may never get full load if you have a few epic or legendary items taking up some slots...
just crank the inactivity timer down to 1?
I guess that should do, but not if you want the train to leave half full when there is still a flow of items coming in
Though that can also be solved with synchronized buffer chest loaders, it will prevent trickle loading the train
Just aquired the rush to space achievement.
I'll hop on the community server and check what's happening; but if the train isn't getting a full supply of materials, it will bounce between the stations, that's normal.
Nah, it keeps unloading an underground belt, the putting it back on at the same station.
I had to decide between only letting the train deliver supplies if /everything/ was available, or, allow it to potentially get stuck visiting the station without the supplies it might need because it couldn't load them, but potentially still dropping off other needed things, like bullets.
Oooh, I'll check now.
Should be fixed.
Even that wasn't fast enough. The trickle coming in was enough to make the train active. I suppose you can say sitting long term somewhere slowly collecting stuff at 1 item a second or so is just as helpful as coming to pick up the most and leaving. Eventually, it will drop off the increased load, and it will be a while before the base can burn through everything picked up last time. But it just looked better to get the train out of there and keep it moving. So I did it.
Instead of the inactivity timer, use the total time waited.
What was the problem?
I mean I could have done that, but I didn't know how long the loading and unloading would take. Plus I wanted to experiment with what signals I could send to a train and how to send them
Aavak has his stations on the community server set up to request when the receiving chests have enough room for at least one full train, and vice versa. Otherwhise they sit at a depot with the fuel reloaders.
I probably would do that once I had a base capable of filling a train. This is an early base setup, and I don't have that amount of gubbins yet
Problem is that the chests don't autobalance empty so the train can sit a bit.
Ah, makes sense.
Maybe there's a way to make it so chests balance between each other?
You can make chests load or unload in a balanced way. Often referred to as a Madzuri design
Is there a way to circuit splitters to change input priority based on amounts?
Like to chests?
Was just about to write how that method (deactivate inserters which has a chest above/below average) is difficult for mixed items such as output from quality miners. Then it struck me that the solution is as simple as setting blacklist filter instead of using circuit condition.
You can't connect splitters, but you can connect the output belts and stop or start those... Which can do some of what you want, I think
I remember doing balanced loading/unloading of mixed items using splitters only, with the tricky problem of number of chests/inserters not being a power of 2. Needed to do a balanced 3 to 2 or 2 to 3 to account for 3 being a factor in the number of inserters.
Since it's for unloading a train with multiple cars, input belts would be better.
Oh, I missed the "input" part of the priority. Same deal, though
target production for main bus, take note of the power usage for that build xD
972 MW
๐
Where can you see the stats in that format?
mod i run on a secondary instance of Factorio,
it's called helmod
i use it to plan my builds without actually running the main (steam) game modded xD
do you not listen to Bentham when he says not to go chasing achievements on your first run xD
too late for that xD
i am only missing 11, and some of those i can't get now.
would need to restart, also speed run? xD
I mean I don't agree tbh
like if you LB first run, it puts you in the automation mindset
speed run if you molest the world gen to let you skip mill science
or cheat like your life depended on it xD
just turn biter expansion off
yes, i can xD
tbh, I don't see the point of biters if they're not going to expand
they still attack xD
only if you pollute them
they don't expand towards you then
and then you destroy their bases and they don't attack ever again xD
further you go, the bigger the bases get.
also taking on big bases with basic gear and no vehicles? xD
prod all the mines
hmm?
so you get more resources and have to expand less
need to get to prod first xD
did you start a new save?
anyways, even IF i turned on expansion now they would not stand a chance against my wall defences anyways xD
no, i'm still on the same save xD
but no modules ๐ฎ
oh, i were talking about with the start of the run, when pollution and attacks were an issue xD
right now i don't even need laser turrets, i have gun turrets with uranium ammo, and rocket turrets at my walls.
with some flame throwers thrown in the mix
they don't even reach my walls
though I think I've lost my momentum
oh, i'm just playing on and off now.
still need to go back to gleba and actually finish it, rather than just a bootstrap base to get science needed to unlock the things i needed to progress xD
its like I'v done everything, all that is left is to breach the outer edge
i need to go towards the "after end" prometheum or whatever it's called
but all that gets you is science prod
yep, but there is also achievements there xD
but you don't need promethium science for anything else as far as I can see
"go X amount of km towards shattered planet" multiple, and "research using promethium"
and no you do not need it for anything else, that is all.
so it's essentially the new "Space Science"
to speed up the endless research
more prod, less cost, bigger numbers, numbers go BRRRRRRRR
Robots become a blur
๐
I guess I'm not a fan of incremental games xD
so I'm at the point where I have conquered all the planets, and its like well thats it
in the helmod instance i used Console Commands to unlock all tech, and then Creative Mod to increase bot speed to 4000% xD
bots go blur xD
I've done everything new, now its time to do more of the same
tbh, i got bored of Factorio, which is why i just rushed to the end after playing for too long
yeah I'm done I think
I don't do the megabasing. I just make a new base from the start and say "this time I want to play around with this setting or this silly idea" Like train bus or poison capsules or whatnot. I think I annoyed my brother with factorio. He won't play with me anymore
They said don't do the "rush to space" achievement on a first SA run. I did it on my first SA run and the first time I got past blue science. I liked the challenge.
I like bootstrap bases, it's the expanding into mega bases that is hard for me.
normally i would have no real problem with it, but with all the new production buildings and qualities, things have changed xD
I bootstraped Fulgora science for the achievement, now I'm struggling with motivation to make a good base that can self support and remote grow. Same problem I had with the community server with vulcanus and aquilo. Heck, aquilo still isn't auto trading anything. Just in perpetual heating and fueling the heaters mode.
oh, heat and fuel were quite easy
Bentham was the one who grew vulcanus, and only cause he wanted arty for gleba.
Standalone small builds that take care of itself for heating and fuel, as well as give excess Rocket Fuel for the base
Yeah, rocket fuel on aquilo I'd so easy to set up. Over a week running with no changes and it's still going.
with only Crude in and an Offshore Pump
so i just placed a bunch of those all over to heat the base itself
Adding the ammonia isn't that hard, really. One pump with two production buildings is supplying the while thing from fuel to science. Just no rail gun production yet.
I love Aquilo, making a functional base in as tiny a spot as you can.
i got five legendary rails, used them to take out big worm on Vulcanis xD
Question for everyone. When building a full production line that doesn't use bots for delivery of part or all input products, do you start with the first item in the line, or the last and work backwards?
Modded is going to be easy i see xD
i'm just playing around with mods, and i found a function of the "Creative Mod"
i should be able to design a scenario where an island on Nauvis has a volcano that had an eruption, which you then can tap once you've been to Vulcanis.
I often start from the last one and work backwards
I don't know, it'd also have to reduce how much you'd get out of it. Or even slow it down. The only reason it ain't op on vulcanis is because you can't get iron ore or stone any other way.
Or copper ore.
Arumba is trying to gleba.
it were nice knowing him xD
Shows how impressive Aavak is at factory games. Maybe my next playthrough I'll do gleba first. After conquering it third this playthrough.
He tried to take multiple strikers and a stomper with a pistol.
Gleba is love, gleba is life
Ah, he's playing marathon mode on an mp server.
If you can balance it right, Gleba is infinite resources, with no need to expand
And as such, the productivity of foundries and electrolysers isn't really needed - thats more useful on Nauvis as you start to run low on starting resources
Gleba is the only one, since everything can be grown. Tungsten and Fulgoras ore are the only ones you need constant supplies of that need to be mined.
Aquilo specific materials are effectively infinite, but everything you make from them needs mats from the other planets.
Stone is only regular infinite there though
Just watch those spoilers though, some people haven't got there yet xD
I just realized, the lags on the community server are probably my fault. I have DSL, which is half a step up from dial up. I'm not on a much now for anyone who wants to play.
inserters insert to both sides
I would think it is the game engine that has an option to add offset to the display of entities, mainly intended for decoratives, like trees and stones, to make them appear less regular
Messy? noooooo....
That looks like each inserter just puts on the upper side of the belt they put it on with the sideloading making the lower one end up on the lower lane of the upper belt
and that is exactly what is happening
yeah its a compact way of loading on to both sides
you can go more compact with this
now use Stack inserters and quadruple your throughput xD
ah thats not mine, cus you see its a dirty sideloaded underground
i have used those many times xD
oh no
before you could filter splitters that is xD
sus
it's how we all did it back in the day, unless you wanted to use a slow filter inserter
don't be a Bentham xD
I like this kind of unloader for throughput
if only I had thought of that before I instead shifted all my foundries one tile just to fit in loading of my dual ammo belts on my space platform
pollution from ONE mine xD
had a uranium patch close to a somewhat big oil field,
so i placed the Nuclear processing next to the oil build.
and when i started "grinding" 235's.......
xD
STACKED!
You know that used to be a bug
But then it got fixed and many people got angry
Dirty sideloaded undergrounds...
Its funny cus I was up to the point in MASA when Steejo realised Bentham was doing it everywhere xD
Hey duffel, if there are multiple achievements regarding how close to the edge you get, doesn't that mean it's a test on how well you can build a platform?
Also, watching the end of the stream. Once you have rocket turrets, it's probably best to have mines only inside their minimum range for protection.
Its not a goal I care to try an attain
Fair. Random thought, if you drive a tank fast enough through a boom tree, can you avoid the exploding pollen?
Its like if 1mil spm was an achievement, I'd be like cool... not going to do it
I get it. I did the get every other achievement in the game achievement for Prototype 2. That was a small achievement list, and I said, never again on any game.
its just if only prometium science actually did more than the one tiny thing
It's a freeform game. Everyone can develop the factory as long as they want to and set their own goals
Make the other infinite researches go faster? Use up resources to convince you to make the factory grow?
True Moriarty
Did Aavak forget ctrl shift allows to force build? Or just doesn't want to?
what I put on another server
||I guess I wish promethium science was either earlier, or it unlocked more things,||
||Orrr the 10+ on infinite sciences needed it, or aquilo researches||
cus like prom science is basically ||you did all the research, and you win... the ability to do it more||
That's a very valid way of looking at it.
Wait, wasn't that basically space science in the base game? Only used for infinite researches, that you only needed if you kept playing?
||Prom sci only unlocks the research productivity||
i'm sorry if anyone were on the community server and were kicked out.
main breaker upstairs went out, did not affect my power as i have a separate meter and breakers, but it did however turn off the internet as that does come in upstairs.
When do you want a larger train limit than 1?






