#Factorio
1 messages Β· Page 13 of 1
lol
if you look at Klonans 1.x mods, you can see he has tried to make Factorio into an RTS xD
theres that mod that removes the player character too
you DO have the "Spidertron Engineer"
you start with a robo port XD
this is a super cool mod
yup
why has someone made a "no more quality" mod... when quality is a mod
i have no idea xD
I just.... I cant even
then you have the "Infinite Quality" mod, which imo will just become a mess
make a radar so powerful it crashes your PC trying to load too many chunks π
there is THAT
but i were more thinking, ALL the bits
needing millions of storage chests
xD
To get rid of it in SA, since the Quality mod is required to play SA.
you DO have the Memory storage
is it? then why is it a seperate mod?
Partly so people can use it without playing SA
thats so confusingly obtuse
Why is elevated rails a separate mod when it's required for SA? ;P
you can have Quality and Elevated Rails without SA
oh well, i guess its time to try....
oooh
to bad its not updated
But you don't even need to use quality mods if you don't want to. Literally none of the quality modules are used in other recipies.
Which is why I'm finding it weird that Quality is mandatory to play SA, since they've said it's supposed to be optional, but it's only optional in the same way you could choose not to use trains. But it will always be in the technology screen, which I absolutely wouldn't want. Not to mention that a lot of gamers obviously have the viewpoint of having to optimize everything available to them, which means that if Quality has to be in SA then they feel like they have to use it to optimize, even if they don't actually want to that much.
It really wouldn't have been that difficult to make the Quality mod actually optional itself instead of just saying "You don't have to interact with quality, even if it's in the game"
you don't have to use bots either :p
maybe it'll be a 1.1 feature, or maybe someone will make a mod to remove it
but at this point in time imo, its not worth trying to hard remove something you can just not use - just don't research quality modules
Apparently, if you want to send blue chips with rockets you have to use bots XD
yeah otherwise it thinks you're feeding building resources
But one of the points I made was that it even existing in the tech tree is a problem. Because of course many people want to complete the research tree, which you couldn't if the Quality mod is enabled but you don't want quality
oh yeah, you can just put them in manually
but but but, infinite techs...
also sounds like a them problem xD
I simply don't understand why Wube didn't just make it fully optional, when that's what they claimed. Because it shouldn't be difficult to have the Quality mod be actually optional to enable for SA. And I don't really see the point in defending it with "you can just not use it" when they could have made their system so people could choose to avoid having to see it in game to begin with.
But it's saving me 35 USD, so that's good, I guess
they also claimed space science would take U238... things change, thats what QA and playtesting is for
I find those to be two very different things, but you do you, I guess
there is more to quality control than just finding bugs
So something isn't optional to use unless it's possible to make it not exist? If people feel the need to use everything even if they don't like it, then doesn't that say more about the player?
I will say, it takes a lot to make factory that consistently makes stuff of quality, and consequently make use of quality
Civilisation game-designer, Soren Johnson, once wrote on his blog, βGiven the opportunity, players will optimize the fun out of a game.β
Like I said, that says a lot about the player not the game.
then you make like Gaben and say that hitting a wall should be fun xD
also eschew realism, cus realism is not fun
I think that the players that optimize the "fun" out of something, very much find fun in doing it
some guy made an AI to play factorio FOR him.
okay, this pack is going to be a grind and a half xD
i think its included because it is very impactful on space platforms and id imagine there are some parts of space age that are designed with quality in mind
like youd probably need quality asteroid collectors for ||the shattered planet||
But they claimed you didn't have to use it, that it was optional, so it shouldn't be necessary for the platforms either
it isnt its just really really good
?
They explicitly said you could go through the expansion without quality items
you can yes
i think they just force it on to tempt the player into at least trying it. showing off "hey look your equipment grid could be thiiis much bigger give it a try" and lo and behold having a bigger equipment grid is great
i really dont get all the backlash against quality and going to such efforts to avoid it
#ThereIsAModForThat
https://mods.factorio.com/mod/no-quality
Yes, that's what started this discussion xD
well it doesn't hurt to reiterate that you can play your way
Also, i forgot an amazing mod.
"Bob's adjustable inserters"
I'm surprised you don't have that one on speedail
nice, but turret quality only increases ranges doesn't it?
Also, does anyone know what mod adds tracers to projectiles?
or was that part of krastorio
Check earendels mods
xD
"bullet trails"
increased range gives turrets more time to munch asteroids
ah yes, got to give them the earliest of noms
luckily they didn't make it so that you can only fire legendary ammo with legendary weapons
Oh, another mod you may want to look at.
https://mods.factorio.com/mod/ammo-turrets-have-at-least-two-ammo-slots
oh yeah, lasers are really bad in space for whatever reason
just get nuclear and laser damage 10
xD
true, the nuke fuel lasts long enough
the reasoning is to make you use gun turrets and do the belt logistics puzzle
also, if you play modded, this one is a must imo
Because space is meant to be spaghet heaven. Why would you even bother with anything else if you can just laser it all down and use a nuclear reactor? It nullifies a lot of the challenge
Now that i think about it, wouldn't mass drivers be perfect for the platform as well?
as a middle thing for gatling and railguns
isn't railgun essentially a massdriver?
its the magnets of it all
I always feel like a railgun would have more omph
but yeah, I guess.
just had an image of a turret shooting compressed landmass at asteroids, maybe even altering their trajectory
Bowling in space if you will
that imagine is a rather good one. but I would say it would be more like pinball. π
yes, a pinball machine randomly shooting balls everywhere
holy crap, the "Platformer" mod has increased massively the distances between planets.
Nauvis -> Vulcanis/Gleba/Fulgora -> 75000 km
Vulcanis/Gleba/Fulgor to each other as well as Aquilo -> 125000 km
Aquilo -> Edge -> 500000 km
That's good, or?
let's just say i ran out of fuel less than halfway, which meant i drifted back to starting point...
I think they really wanted you to have to manufacture ammo on the platform. So they didn't want you to just get a nuclear reactor and bunch of U-235 and then laser everything to death.
so anything other than lazors then, need to up my rocket launches then, i need to get uranium ammo up there
I mean you can still laser everything to death, just need some prep
though I've not tested it yet, but you can probably get away with yellow ammo...
It's very hard to stockpile enough uranium ammo to last a voyage, as the rocket capacity for U-238 is 20
and the rocket capacity for uranium boolets is 25, which isn't much better
You have to use red or yellow
The game is designed so that turrets with yellow can easily get you to Vulcanus, Fulgora, and Gleba, because the assumption is that you will not have any way of making more effective ammo on the platforms until after you get the researches available at those worlds.
unless you go to Gleba first
also, you're never going to see a bigger rock that you can use bullets on
Well the devs didn't want to force people going to Gleba first, so they couldn't require advanced asteroid processing for a source of sulfur and copper
Sounds like you need to adjust the efficiency of your thrusters.
You really could if you wanted, just need to up the amount being used with either more turrets, or increasing the damage and speed research.
It turned into a discussion of what exactly optional means.
wow thats a very funky looking space platform
bootstrap, also i can build more or less everything on it.
including chests
the pack has no planets
the entire game IS that platform xD
did you have to research science and stuff on it too
how are you meant to get the tech and mine the resources?
special asteroids spawn en route to and orbiting planets
thats super funky
so you have asteroids giving you scrap at fulgora, giving you tungsten ore and lavarock at volcanis
lavarock can be used to make lava
oh god so you have to process like every different planet specific thing at the same time
ahh so thats why they made the travel routes longer
because thats how you get your things
i seem to be able to build radars as well xD
very useful
on a space platform?
of course
you see everything anyways
but now you can see everything twice as much
ah yes, stone byproducts everywhere, the classic
im not sure how effective this will be but ive always wanted to try it
i wired it up so that the back station only opens up if the front station is full
im pretty sure trains should be able to pass through the back station
its so funny that i could do this to avoid having belt turns
Reverting to the good old days when the enemies were the resources. Rocks instead of biters.
yup xD
Imagine having to kill demolishers for all the calcite and tungsten ore you need.
But going all RPG loot factory sounds fun for a bit.
Quick question, if I have mods installed but deactivated, can I switch between a modded run and unmodded run to still have achievements for the vanilla run? As long as I remember to turn the mods on and off before switching.
Mods don't "pollute" the save file with information that it has been modded, no. So long as the mods aren't active it should count as unmodded, even if you had mods on the save previously
So you could start a run with mods, then shut them off and it'll reactivate the achievments?
Should do, yeah. Unless the mods use console commands in the background, which they generally shouldn't need to since they can do most of that stuff with lua as part of the mod itself
But apparently one Editor mod or such used console commands and "poisoned" the save file
Uh oh, better stay away from that one.
I wouldn't really take mods off a save, it might end up breaking things
Oh, is this going to be the next microwave? ;P
might
there is a reason it asks if you want to sync mods when the current loaded modlist is different to the save's modlist
you can do whatever the fuck you want with your save, I was just stating my opinion of what I wouldn't do
that shouldn't be true, since you can make a mod that gives you all researches, places a rocket silo and launches a rocket for you. I thought that since a save stores the mods used in it/required for it, it also saves the fact that it has been modded at any point. Unless you are of course talking only about the in-game achievements, and not the steam achievements
Microwaves are sentient and slowly killing us with radiation.
Doesn't matter that you don't think it shouldn't be true, it is. You can check different reputable sources, they'll confirm that you can get Steam achievements on a save you previously had mods on
The only thing that stores achievement-locking information is console commands
At least from what I know from reputable sources
well if it is the case then it is the case appearently, however cheaty it could be
I mean, people can use Achievement Unlocker (or whatever the actual name is) to unlock Steam achievements for any game they want if that's the thing they want
I didn't think mods locked steam achievements, only in game achievements.
Mods (while active) make it so you don't get Steam achievements, but you can get achievements in-game
Some mods even add their own achievements
Weird wonder why.
Wonder why what? Why mods don't allow you to earn Steam achievements, or why there's an in-game achievement list for a game with mods?
Why steam disables achievements with mods. Does anyone make money off collecting them or something?
It's not Steam that disables achievements with mods, it's Wube that disables Steam achievements with mods
Stardew Valley has a modding scene that still lets you earn achievements while having mods. And there's apparently a piece of code or something you can add to your Factorio install to let a modded playthrough still earn Steam achievements
But as for why they disable earning Steam achievements with mods; probably so people actually have an equal footing to compare between each other if they want to consider achievements important
I never understood why devs would choose to disable them. Skyrim I had mods for since the beginning, but they only apparently cared when they released the special edition.
Makes perfect sense to me to disable Steam achievements when people use mods, since the mods can change how easy the achievements are to earn. The point of Steam achievements would to me be that people have the same circumstances/equal footing to earn them, so if someone has that achievement on Steam you could know they went through the same thing you went through to get it.
But if a game doesn't lock it like that then they become fully worthless and they could've not even had Steam achievements. Just having in-game achievements is just as good when there's no way to be sure people had to go through the same things to earn them.
For me, achievements were simply something that gave me ideas on what to do. Or change up my play style.
Quite a few people treat them a lot more seriously
But I agree that it's a good idea to use them as inspiration more than a checklist
I feel achievements in games are their own kettle of fish (specifically the ones that are a tickbox, and not tied to an unlock (ie beat the game on hard to unlock super hard))
and yeah I'm pretty sure there is a way to allow cheevos on a modded run
Oh, yeah, I often dislike those that only allow you to play different modes or such after you have beat several other modes first
beat hard to get a harder mode
but thats usually in like RE games, where hard will change up the gameplay
It's not so bad when it's one thing that's unlocked by beating normal, but then you have those where it's: beat normal to get access to hard, beat hard to get access to brutal, beat brutal to get access to insanity, beat insanity to get access to a skin.
But I need my skin, I'm so uncomfortable without it. π€ͺ
In game challenges, on the other hand. Those are usually fun.
I like how in only 2 months, they any planet starter mod already has almost 4 million users.
i think theres like 4-5 new planet mods too
ive only seen one thats like finished and polished, which was that one water world. i dont know if the arakis one has much atm and i dont remember a lot about the other one i saw
I saw a few WIP, one was a moon of nauvis that takes over platform science, and a moon of fulgora with rebuildable tech
those both sound very cool
So many mods, not enough time to even play vanilla.
Why does vanilla SA take longer to load then modded SA?
Fire!
What's the speed in that scene?
not too fast, platform is HEAVY
how big is this platform?
"Yes"
XD best possible answer
the entire game IS the platform, so it contains my entire base
so you just have a small base on nauvis to collect uranium π ?
there are no planets, or they are there but you can't land
Uranium is made from processing asteroid chunks
Its seablock but in space
I should see where seablock is up to for 2.0
Not yet finished, but it's getting closer, no ETA yet
as Seablock is more or less based on Bob's Angels, which are not updated for 2.0...
so they would either find a workaround, or wait for them to update
Pretty sure the same kiwihawk who did seablock has taken over bobs n angels
@woeful geyser not yet, went to fulgora first
Go beat up the worm
Oh for crying out loud.
While I've been on my second tour to fulgora the coal patch for plastic production ran out...
was just watching dosh's space age video and noticed this
HE USES YELLOW LAMPS TOO
i did it in my own save cause i thought it looked nicer than cold white light
thats so cool that he did the same thing
You don't have plastic being shipped from fulgora yet?
not enough recycling of it yet
Why ship plastic and not circuits them
Then*
one could do both, i just need reds for quality modules
Big storage
also, production modules, holmium solution is still quite not enough
also also, Electromagnetic plants
Unless I set priorities for the production chains, the EM plant production would eat all the holmium.
And bigger processing.
and yes i need to visit vulcanus asap
I found that bot logistics on fulgora are not ideal. I need to redo my entire holmium production setup to prioritize what I want with belts instead.
I don't know how to do the fancy priority, so splitter brute force it is.
I do a simple wire to filtered buffer chest in this case for blue circuits and low density structure recycling, stop inserting if buffer chest goes bellow 1k
Unless you're using 1Gw to charge bots, you don't have enough
1 GW constant power use for bots only, nothing about accumulators
ohh right
sitting on 200 log bots and 7GJ of charge
and rare and uncommon lightning collerctors
Accumulators would be in Joules rather than Watts
true that
Well, I think I figured out what to use the ||abundance of gears you get from scrap on fulgora.
Belts!||
Not sure if spoiler or not for Aavak
on another note. ||holmium solution and plate production, productivity or speed modules?||
Productivity all the way. The source material is rare enough.
productivity, and maybe beacons, and ofc high quality modules/machines
Adding foundries will help too.
^
Must be the platform factory mod.
I meant that you had such a massive platform with things on it that shouldn't be on it.
aaah, yes.
it is that mod
you CAN place roboports and they work, but the tech is disabled.
i ran some tests before i started using the Creative Mod
I was wondering what that shed like structure was in the first shot.
Warehousing Mod
a really good nice to have.
exceptionally powerfull when combined with this
pity you cant just factorissimo on the space platform π
oh you can xD
you place the building, and the floors are listed on the "platform/map" list
so ypu can "enter" the factory buildings that way
downside is that if you remove said building, and/or even remove the mod,
the factory floor(s) are still listed on the side
and you can still enter them
oh really? damn thats neat
I just thought since you couldnt "enter" them it wouldnt work. good way to work around that
Factorissimo 3
You know, I like the ideas of loaders needing lubricant, balances it out a little bit
also, loaders can filter by lane.
so you can set them to put two items on the same belt with one loader,
and it puts the items on specific lanes.
like gun ammo and rocket ammo
to be fair loaders are just conveyor belts that go into a building directly. so its just a belt into a hole. "realistically" shouldnt need either electricity or lube. but they are a little too op that way.
now a mod that makes each section of belt consume a set amount of eletricity, with belts having a hardline connection to each other.... that would be interesting
lube to make the high tier ones, like the high tier belts
Yeah, the problem with loaders is that they're just too good.
They'd be real nice to have, especially because afaik they're super UPS friendly.
There is a loader mod where they need a lubricant input to operate
Its not that lube is hard to get, but you get the logistical challenge of feeding them lube
Okay but how do you balance loaders with quality.
More health xD
you don't
that's the balance.
they do not change at all with quality
however it is funny as hell having belts stack to 15 instead of 4 xD
Which is a problem because a base quality loader is better than a legendary stack inserter. Unless loaders don't stack
Stack Loader
vs Turbo Loader
Stack Loader + Belt Stack Bonus so it stacks to 15 -> two "items" out = 30 xD
soooo. 60x15
<.<
.>
SHOULD be fast enough
Ugh... I tried loading my save again. Then remembered how awful my Gleba was and how I just can't muster the willpower to fix it. I wish I could find joy in it but I genuinely just do not like Gleba. :<
which is why i just bootstrapped it for the tech and never went back...
I did the same thing but I gotta get off planet now. Thing is it's not even defended and I know it will die when I leave
Get in there and man up :p
I know how you feel about Gleba. And I feel different to that.
Just set up power, and go ham with telsa turrets
Or bump up bullet and laser damage until it doesn't matter
ooo i bet artillery would be useful on gleba
Useful for inviting the natives... xD
Also spoiler ||they can only build new bases on water||
||Just pave everything within spore range and they'll never bother you.||
Nuclear Artillery
oh yes π
Arty is only helpful I'd you can alpha strike with multiple rounds. Otherwise your still needing to trust that your other defenses can stand up to a stomper.
Just bind the manual target to mouse wheel, and spin away
what i did is unbind the click and dragging thing to move the map and replaced that with shoot an artillery shell. so i can just click and drag all over the biter nests and it will saturate them with lovely ordnance
They changed the default bindings so that you don't accidentally drag the map as you paint artillery
we need a platform weapon that can do orbital strikes
or maybe just, toss a random uranium shell off the side
You got SE for all your orbital weapons
Can you set logistic requests for your tank? Or only spidertrons.
I had thought when they added module slots to the tank that they added logistic requests, too. But now I realize I haven't seen any option for it
At least for space age you can set it for tanks, don't know if it's a tech or not.
Have set up ammo and fuel delivery for it.
Still need to put some gear on it though.
I knew I wasn't mad!
OH! I bet I know what it is. In the new game, I haven't researched logistic system yet. It must be you need it
Yeah you need the full logistics to set logistic requests on a tank xD
You can however, iirc, have a bot deliver specific cargo to specific machines and storages with just basic logistics
Yeah I can understand why because otherwise people would use tanks as requesters.
Because those are technically construction jobs.
I still think it should require full logistics to request items to a place
i guess they do that so that you can do things off planet without having to have yellow science
Isn't logistics just blue and white?
Its so early because you need it to fully automate rocket silos
Are you sure it doesn't?
In Space Age, yeah. In Vanilla, it costs yellow
As mentioned, its a construction request, not a logistics one - its not the same as using a requester chest
You basically place a ghost of the item in a machine/chest/vehicle, so that a construction bot will 'build' it
I think it's so logistics embargo isn't completely infeasible.
Its very easy to do, especially with the mentioned bot ability
I don't think it was done for any reason beyond it being part of construction bots
-# Forwarded
Actually, thinking about it more, that is blunt but probably accurate (except that many artists are autists). Satisfactory is 3d, and there is a big exploration and building component to the game, plus no enemies. Factorio has much more complicated logistics and circuits and stuff, but visuals take a back seat.
Factorio doees have an artistic side, though. If you prioritise it, you can make beautiful builds, particularly with regards to spaceships.
The difference between "Engineer beautiful" and "Artist beautiful" is also a thing
Spahgett is beautiful
The Grydd is more beautiful
Efficiency has a beauty of its own
Like I've made some builds (particularly my bio flux build) that aren't pretty. But God damn if it's not efficient
(It's a 100% direct insertion build and I'm proud of it)
efficiency is its own kind of beauty
Pics?
Side loading undergrounds? Sacrilege! π
Not sure I'm using that specific trick...
Yumako to yumako mash is sideloading spoilage into undergrounds.
which one of the 3
Pretty much everything east of the eggs is sideloading something.
Sideloading is running a belt into an underground
Sideloading is running a belt into the side of any belt that keeps being a straight belt with a belt ran into the side of it
That said, I don't think I could see any sideloading into undergrounds (which is referring to sideloading directly into the side of an underground itself, not sideloading onto a belt that then goes into an underground)
left one is the one regarded as heresy
but it were the standard for filtering a belt before you could filter splitters
I don't consider it heresy tbh.
you cant say something that was classic and useful, suddenly is heresy because you dont need it any more
It is literally a bug turned feature because people liked it.
thats like ditching a side ho
my starterbase blueprint uses it xD
then why call it heresy?
i replied based on Kayinn's comment earlier
not well versed in circuitry, but is there a "if x items in logistics, deliver to platform" or something along those lines?
Not regarded as, but actually is heresy
As for rockets, it'll only automatically launch cargo that is being requested by the platform
Though it will only launch a full rocket, unless you adjust the minimum size requested
so the platform would need a way to read a planet logistics
Which I don't think you can
what I'm looking to do is export steel from fulgora to nauvis if steel on fulgora is more than x
Though if its a case of 'only load turbo belt on a platform if you have more than 1000 in storage'
Then you would have to do some fanagling with turning boxes off or something?
Or the platform having its own logistics network
But as I say, the platform will need to be requesting it
indeed
Isn't loading and unloading with inserters onto undergrounds also heresy?
not that i know of, as that is actually needed sometimes when you have 4+ items in/out of an assembler/machine
Unless its belt braiding...
which is usually needed with Labs xD
The braiding?
yes?
Heretic
You could have the logistics chests holding steel to only be enabled for bots to take out to put into a rocket pod if the logistics system has more than 1000 in storage and always have a request for steel from Fulgora (on the spaceship), if I have understood things correctly.
1000 science per min would need a LOT of daisy chained labs if not
Can't you also just set up several spaceships that just gather asteroids and make steel in orbit of Nauvis?
ahh right, so a make storage available to network if item has >x
Though if you want to be able to use bots to move steel around "internally" on Fulgora it might not be a good solution
ah right
Draw from undergrounds yes, braiding the belts not really needed for SA science
Not to mention sushi belts and bob's adjustible inserters xD
Vanilla, not modded xD
easy fix, have the network covering the hub disconnected from main network.
Lies, bob's adjustible inserters are base game xD
You could probably put the rocket launchpads in a totally different logistics network and only export items to that logistics network (through belts or such) when you have too much of them in the production networks on Fulgora
have a chest inside main network using a combinator set to "set request"
and belt that into the other network, and then fill a provider chest there
nice
that way you can set it to request steel if over 1000
But yes, all the logistic boxes can be toggled on and off
And I believe you can set requests and filters via circuits
which then is available for ports
yep, you can
on chests, inserters and more
You could also fill the rocket launchpads only with inserters and "manual" loading to avoid bots being able to fill the rockets from logistics network
Though you can't fill a rocket with blue chips by inserter, IIRC
that is an option, but requite manual work.
also the rocket ports need to be outside main network
Don't think so. If you set them to manual no bots should interact with them, IIRC
thanks for the brainstorm, might have to move things aound to set it up properly
Wait, what do you mean by 'manual'?
oh, and ignore the hub parts, i totally brain farted.
ofc it's the rocket silos that need to be outside the network, not the hub xD
btw Khaylain, you surviving over there?
not been snowed in?
You can set rocket launchpads to automatically request items to fulfil requests from spaceships, or to manual. If set to manual they will launch automatically if a full rocket and the item is requested in that amount from a spaceship. So you should probably not do mixed rockets, since those are likely to end up not full, while single item rockets seem more likely to be able to become full
turning off the "auto send requested items" thing, and filling rockets manually and then launch them?
There's 1 to 1.5 m of snow outside, but it works fine
Snow outside means more time for the factory, right?
oh and you from the none metric world, 1.5m is ~5 feet of snow xD
Ok
I would need to test a few things - I have heard about launching rockets that match a platform request.
But I don't think 'full' matters
I'm slightly assuming with "full," but I do believe it shouldn't launch partially filled rockets unless the custom amount is set for the request for the items.
But since I'm working from watching people play and some wiki and conversations I might have some misunderstandings
So it should match a minimum request
you don't play?
HERESY! xD
I'm not actually sure a mixed rocket would launch without any modifications, something I might have to test maybe
No Zang, stop, don't do it xD
I don't have SA ;P
any Dwarves here?
Just needs an extention mod that has cave dwelling biters in pre placed burrows
I believe that one did have cave dwelling biters
^
At least if it's the one that I've seen where you're only underground and have to use walls to support the "roof" at regular intervals
i believe this one is both layers
I've seen one before that just added an extra layer
this one specifically mentiones placing a "drill" topside that you can then enter to get to the sub surface
Noo need for belt braiding or sushi belts. Just place labs in a pyramid and have a couple requester chests feeding into the top.
without using bots xD
when you are going for the "Logistics network embargo" for example
Just... no, xD
But it would be so pretty. I'm already kinda doing that with my own.
Also I have a feeling stacked turbo belts and legedary inserters will be so much faster than bots
^
unless you upgrade bot speed massively xD
like when you upgrade them so much that they just become a bluur
π
I've barely made it to Gleba after the other two. But my main base setup is bothering me so much I want to start a new one. For some reason deleting and rebuilding are almost anathema to me.
Belt braiding is nice
I've seen full belt weaving for space ships, and that seems cool
this tech + legendary bots = bots become a bluur
Does the logistics embargo also include builder bots?
I don't think I got that fast with seablock
also, i have no idea how much 18E is xD
IIRC it only requires not to research or use requester chests and active providers or such.
Isn't Exponential 1 like 12 zeros?
doesn't even cover logistic bots.
it only cover the use of Requester Chest, Active Provider and Buffer chest
so storage chests, and passive providers are fine.
for player logistics, rocket port logistics, construction bots and iirc Spidertron logistics
That's not something I've heard of before, I think
Funny thing is you can get the same effect with storage chests if you set a limit on them.
only to a point
Its a number of zeros, 6 sounds too few
the moment every other storage chest is full, a "limited" storage chest WILL be filled with everything else
Unless you have put a filter on it
that is WITH a filter
AFAIK bots will not put things that don't match the filter on a storage chest in that chest unless that item already is in there
uless every other storage chest is full
at least from my experience
including SA
I'm sure I've just gotten bots saying "we have no place to put things" when filtered storage chests still had space in them but there were no unfiltered storage chests with space left
Fulgora showed me xD
We're both meaning filter as in the thing in the bottom of the chests that says what specific item should go in the chest, right?
it may have changed in later versions, i have not played vanilla since 2.0.15
I've never had regular storage chests fill enough that I run out of space.
I'm pretty sure you're misremembering, because I don't believe bots have ever put things into a filtered chest unless that item already was in there.
my nauvis has like 1000+ Storage chests xD
From the Factorio wiki:
To place items into storage chests, the bots search for one which has its filter set to the item type, then for a storage chest that already stores items of the same type. If that can't be found, they choose the first (unfiltered) storage chest with a free slot from the list, which is sorted by the order they were built in. [1] This is to avoid having storage chests with different items inside, allowing greater organisation.
Time to for science it.
14k seems like 1000+
So 1.0e18 is 1 with 18 zeros after it
I have no idea, thus why I'm not saying that I believe I know what it is.
oh, and that there is what is left of my Nauvis base.
except the rocket launch region and the new Oil/Uranium region
Well Zangiry, what number is left on the 18E on research graph xD
huh?
Worker robot speed: 2 ^ ( Level - 6 ) * 1000
64 => 2 ^ ( 64 - 6 ) * 1000
=> 2 ^ (58) * 1000
=> 2.8823e17 *1000
= 2.8823e20
Are you not researching that bot speed?
18E is the number of science packs it needs
oh xD
Which is 2.8823e20 science packs according to the wiki
well, THAT's a big number xD
Yup
Of course, I may have calculated wrong, or other errors in my thingy
18 zeroes behind the 18'
Ah, it's Exa
Ah so its 18e18
18 Exascience
^
18 quintillion
Exa- is a prefix used in the metric system to denote a quantity that is 10^18 times larger than the base unit.
I quite like when the metric prefixes are used
The frig does exa even mean
Like having 22 megadollars
#1167527626743758858 message
duffel, computers.
Mega, Giga, Terra, Peta, Exa and so on xD
See cus quintillion is a million raised to the power of 5
An exabyte (EB) is a unit of measurement for data equal to 1000 petabytes (PB) or a million trillion (1,000,000,000,000,000,000) bytes. An exabyte is large enough that it would take about 250,000 high-end home computers or 1,000,000 average home computers to store this amount of data.
1 exabyte is equal to 1000 petabyte. For context, 1 petabytes...
Oh, fuck off with your long scale ;P
Wait, no it isn't. A million is 10^6. (10^6)^5 is 10^30, which is 1 nonillion in the short scale, and #1167527626743758858 message seemed to be you saying that 10^18 was quintillion, which it is in the short scale, but 1 million to the power of 5 is as previously shown 10^30, not 10^18.
In the long scale 10^30 is "quintillion", with the prefix quetta- as in "quettabytes"
google's datacentres has a multitude of exabyte of data xD
10 to the 18 is the modern definition of quintillion
So the short scale. Not a million to power 5
The long and short scales are two powers of ten number naming systems that are consistent with each other for smaller numbers, but are contradictory for larger numbers. Other numbering systems, particularly in East Asia and South Asia, have large number naming that differs from both the long and short scales. Such numbering systems include the I...
Originially it was, hence quint
Long and short scales are both used currently, in different countries
I'm not sure long is used as much here
Seems the english government picked the short scale in '74
But thats going off topic xD
I don't see no cops around!
Just need to say boardgames three times...
@cyan raft on the topic of 'overflow export', there's an easier (but probably quite space expensive) solution: Dedicated cargo rockets. Apart from the components needed to build a rocket (LDS/Rocket Fuel/Blue chips), you can straight up insert cargo into rockets (if not set to auto request) and they will launch if a ship enters orbit and requests that cargo. So, depending on how you've set up your base there's a variety of methods you can employ to launch overflow.
Simplest solution would be to have the inserters feeding the steel ino the rocket be hooked into the logistics network with a condition if steel > 1000
ahh, that is a perfect "low tech" solution, especially if you only have a few platforms visiting the supplier
or a good one at least
i saw nilaus's new video today on trying to work around the landing pad bottleneck, for getting high throughput out of it without bots... its truly cursed. i really want any kind of mod to add some way to scale that in a good looking way
er, yesterday i mean
The thing is he can make it even faster: you can fit long handed inserters in the gap between the cars and the pad for even more speed
faster than bulk inserters?
Stack inserters + long handed inserters...
yeah, just struggling to imagine how you fit both of those in the same space
You can do some TRULY cursed shit with cargo wagons. Dosh has a great video on it
Yeah now apply that logic to the build from Nilaus
Lemme ASCII smth
H=hub
S=stack
L=Long
R=Rail
HHSLRR
HHSLRR
@topaz tide see what I mean? The Dosh video has 4 inserters between wagons. Just swap 2 bulk inserters for long handed and you can pull from the hub
Dear fucking god legendary stack inserters with that...
oh wow, yeah i guess the wagon would extend that much. thank you
yup, each can reach 3 both ways....
also 90 degree turns
One thing I didn't like is how Nilaus snapped at a commenter for claiming he was doing a Dosh. I'm sorry man but even if you did it first he popularised it
heck, even 180 degree turns
which works very well with crushers where they output extra asteroid chunks
The dumb angles you can get with Bob's would allow for unloading a train in seconds
Yeah I've heard bad things about Nilaus tbh
That's a 0 radius
He's got too much pride
iirc KoS stopped playing with him for a reason....
Oh dear
I'm gonna take a guess and say it's because his playstyle is incredibly monotonous
i won't go into details, but less about playstyle, more about personality
He probably just drinks too much coffee.
His builds are neat. But my God can he be boring to watch especially with how he will turn every game he can into factorio
then it's more fun to watch Zisteau and Dosh xD
He can turn a game like Stardew or CoD into Factorio?
well, Klonan has done his best to turn Factorio into an RTS xD
He doesn't play those. But like his satisfactory series. I watched it but... meh?
Ah, does he make every game all about efficency?
No he literally turned it into factorio when satisfactory is a different game.
Bus, module, done. He barely even made use of the 3D aspect of satisfactory apart from his stacked bus.
That's boring. If I had the game I'd be all spaghett everywhere.
with satisfactory i watch imkibitz and WhatDarrenPlays
I prefer organised spaghet
Wanderbots seemed to have fun with it, at least when he tried it with Aavak
Nah, gordian knot belts sounds more fun.
My bio flux build is what I enjoy. It has clear in and outs but it's a cluster fuck inside
who were the guy that made the beltnado in Satisfactory?
I need to think like that, individualized sections dedicated to making something that then gets belted to the main bus. My current build is too contained.
I was just thinking of that.
"Let's game it out" π
Pretty sure his bullshit made it into their trailer.
I'd like to watch a full release of Satisfactory, I just don't enjoy watching others because I don't enjoy the goofing off. Spoofs or accidents, puns and jokes, sure. But just being silly?
WhatDarrenPlays doesn't do much if any of that actually
Of all the people to watch play Satisfactory, I watched cohhcarnage xD
He also actually did Space Age for a bit, but I'm not sure he made it off planet
There's got to be some cursed way to make Stardew factorio
But I don't have much input on specific streamers, unless it is Aavak. That's the only one I watch. KoS kindlly answered some stuff on the forum back in the day, so I guess I am predisposed to take their side. Also it does surprise me the number of people who pay for factorio blueprints. It's a sandbox game. Why are you paying to not play the game?
Some people pay for Factorio blueprints?
How many people do you know that actually did that?
there is also factory floor
Personally? No one. But I first heard of Nilaus from all the people on reddit who bought his blueprints and then complained things didn;'t workn right
It's called Gleba
on a side note, i apparently entered hibernation mode xD
3am -> ~4:30pm sleep
Speaking of Nilaus... his latest video deeply amuses me.
Also apparently they've changed recyclers so that the nifty little circuit we made for our recyclers is no longer needed... though tbh it'd be nice if recyclers got a 'only output fully stacked items onto belts' option
I feel if you get the belt stacking research it will output stacks (presuming enough resouces are made to make a stack)
True, but the way the recycler decided what to output made it so that it would rarely stack stuff.
There was a mod which changed how the recycler prioritized outputs, giving it a much higher chance to stack stuff. This has been made vanilla.
i have, after i got the stacking tech
I guess my loop was so slow it was able to back up
stable is still .28
Hmm, kinda wish they would label them so on the releases forum
No I mean when looking at patchnotes on the forums
They're not labelled stable or experimental
That involves knowing about the other boards on a steam forum xD
I'm not at my computer so my view of steam is a mobile app
literally when you click the game on steam, the "news feed"
Steam isn't something I look at on a phone I will admit xD
Back to the recyclers though, I feel there is a chance for it to jam if it was set to only output full stacks
Although you could just output to a chest that then is emptied via stack inserter
What circuit are you guys talking about?
Whilst watching the latest aavak vod I just ratio'd the bioflux perfectly:
Yumako:jelly:bioflux = 5:2:6. Not sure how you'd make that into a build but...
... I wonder if you can make dedicated 'planting' and 'harvesting' towers.
I think people were complaining you can't.
How come you can't. Will towers get stuck trying to harvest?
Not sure, only barely made it to gleba myself. It came up in Twitch chat before we got distracted. Planting doesn't spread spores, just harvesting.
i have no enemies other than asteroids xD
also, i MAY have gone a bit too far with modded....
and each of those God modules cost 3 x t3 of the same type to make, as well as a crapton of water xD
AND they have Quality
lol whats with the water
thats gonna still be a really low amount per second
and you can even just pump that much by slapping down like 8 pumps
i suppose it adds complexity a little
oh it is cheap as heck, but the modules are essentially cheaty as heck as well xD
i'm using them because i'm on a platform in space, and instead of having to build a HUGE platform i can now make it smaller xD
also, all my water comes from ice asteroid chunks so....
ohh you know what that makes it sound like a more real limitation
Wait, what?!
enough?
Can never have too much thrust
random question, how far has the youtube uploads gotten compared to the twitch vods?
A guess would be that he's about 1/3rd of the way through his Gleba saga. In comparison, he's finished Fulgora in the vods.
Sounds like Stream 2? Maybe 3?
I have no clue as I purposefully avoided the streams of Gleba so I could explore it on my own.
have you escaped Gleba yet?
No.
with as many stack inserters and rocket turrets as you can carry
I haven't researched those yet.
I just like to have it on my second screen while I prep for vulcanis, already done fulgora
Vulcanus is the easiest planet IMO
so I've heard, with gleba being hardest but most rewarding
thats why you go vulcanus without yellow or purple tech...
my reason for going to fulgora first:
quality modules
but Gleba has an Epic research
I do find that Gleba fits better as last planet as the stuff it gives is more QoL.
plastic and rocket fuel prod too iirc, and space copper
Rocket fuel is the easiest of the 3 ingredients to make IMO
rocket fuel is increadibly easy to make on fulgora as well
heck, you get all 3 rocket part ingredients from scrap
Not exactly.
more productive bio rocket fuel means less fruit picking
also helps for nauvis, vulcanus and [REDACTED]
Just feed it into 2 recyclers facing one another
or put it in a heating tower
ah right, just deleteing them works
If you haven't gone to Gleba that's not an option.
launch them at the sun... oh wait you can only do that in SE
Speaking of I can't wait to see what Earendel will do with SE to make it SA compliant.
I don't think that would have much point, would it?
Lots of stuff from SA could replace the janky mechanics in SE. Like. All of the spaceship stuff.
yeah but SE has space elevators and trainships
I though Earendel said he wouldn't make SE use SA
Honestly that'd be a giant bummer.
why, then people can play it without the dlc
He's working on making it compatible with 2.0 AFAIK
I don't want to make SE space ships after I've seen the SA spaceships.
Because the SE ones are JANK.
Anyway movie time
maybe Earandel likes them that way xD
"Elsewhere, and subject to change, he has stated that he's not looking to make it compatible with the Space Age mod, the main point of the DLC. He has said nothing about the elevated rails or quality, however."
That's what I've seen people say about SE
just have to remember SA was agreed upon by all of Wube, while with SE, Earendel only has to agree with themself
currently rebuilding my factory (again) due to new tech
ALL the empty space
also, they fixed the Platformer mod, added back in power poles.
because transferring signals all over the place without them were a pain.
oh dear, they removed power poles with the mod O.o
originally yeah
Power poles and bot tech
now they added in standalone techs for Steel Poles and the Substations one
bots I can understand as not having them is kinda the point of plaforms
weeel, they actually work xD
i tested it when i used Creative Mod to add inn Power Poles
duffelfish's interest has left the chat
bots are disabled, but if you MANUALLY add them in using "Creative Mode", they WILL work xD
ah ok
they are extremely slow, as there is no speed tech, nor cargo size tech
but you could add those too with creative mode?
instead i just added a mod that allows you to endlessly research stack size (including belt stack size)
i probably could add the tech back with the mod named Creative Mod, but i've never delved too deep into it other than making a chest containing ALL game items, including modded items
You could probably add in rainbow unicorns if you wanted. Change all enemies to ra8nbow unicorns maybe.
did you see someone was playing with spoilage mechanics to make a dancing miku item on belts?
i have spoilage disabled
not in your mod, just general shenanigans
didn't see a point to it as i'm constantly in the vacuum of space
tbh am pretty sure the only reason spoilage is a thing in space is for the final science pack.
But at the same time the fact that biters don't need to breathe raises some VERY interesting questions about why they consume pollution...
the achievement for biter attacks is "It smells and they don't like it"
while the one for pentapod attacks is "It smells and they like it"
I like Aavak's idea that they like the taste and thats why they attack the player xD
btw, there IS a mod that will make spawners evolve, eventually becoming legendary and spwning legendary enemies xD
Does anyone know if carbon fibre can be recycled into it's components?
Not sure. But the internet suggests it cannot.
A shame. I saw Nilaus' video on how to make legendary agri science and figured that if you could make legendary mash easily then legendary bio flux would be a lot easier
the alt-click factoriopedia should tell you down toward the lower part of the page it shows
Anybody point me in the direction of a good guide for trains? Playing my first run and hitting a point that belts are taking to long to bring in resources but I'm more of a visual learner so the pedia helps but doesn't.
https://www.youtube.com/watch?v=DG4oD4iGVoY is always a hoot
Is this video, trains.
Consider supporting what I do: https://www.patreon.com/Zyllius
Yes, is it actually under three minutes.
Music Used:
Kirby Nightmare in Dreamland - Butter Building
Though what do you need to know about trains?
I daresay you need to try them out, and see which bits you get stuck on
There's even some tutorial parts for trains in-game that helps explain a few things with hands on experience
Honestly it's more the smart trains that can pick up any material and take it to the station that needs it. I can make simple loops but it would be nice to have multiple trains on the same lines so to say.
Ah, the complex stuff
Aavak I believe got that up and running in the current Vod series
Thanks I'll check it out
Yeah I've been watching it but trying to go back to the various times he reworked it is harder than asking for tutorials lol
i dont think id recommend aavak's version if you've never done smart trains before
have you messed with combinators before and have like, a basic grasp of programming?
not language specific but you know the sort of structure you're working with, inputs process output type thing
id recommend thinking about the problem in terms of the inputs, how you use them and what you want your outputs to be
theres a lot of ways around it varying in simplicity and capabilities
like you could simply only enable a station if it has however much cargo you specify, or enable it if it has less than that for requesters, that's one simple way i can think of for working with stations of the same name
The way I'm currently building the "base" is more of various outposts. Science production over here, logistics over there and combat in the corner. I'm basically trying my best at the ratio math and building from the end product I want to the plate or oil product I need to deliver
yea that makes sense. im more talking about just the stations and using those to control the trains.
I guess I was almost hoping to make more like aavak's daka train that could get loaded with the materials requested for the different stations and only drop off the needed items
like an all materials in one train deal?
thats good for outposts but i wouldn't really want that for supplying production, adds a lot of complication with routing all the items to the one train, setting limits/filters on the wagons, setting the train schedule specifically for x amount of x item
i remember thats something i tried in one of my first worlds and it was quite a headache for me
since then ive always been in the park of separate trains for separate resources
that said, its possible and you can do it
oooh this is a very interesting video
while its covering a pretty niche topic that i dont think is a common use for trains the ideas behind it are useful for a lot of situations with trains
https://youtu.be/cAiZPOgqqSo?si=6ZWKjAqmts0vsgJK
Advances in laziness technology.
BLUEPRINTS:
https://factoriobin.com/post/nif6cr
00:00 Happens to the Best of Us
00:21 Quickly Retrieving Your Gear
00:47 Setting Up a Taxi Service
03:28 Proximity Sensor Stations
04:36 Arrival Alarms
05:08 Musical Alarms
06:36 Indicator Lamps
07:02 Recurring Alarms
07:20 Musical Timing
08:04 But Why Use Musical...
ahh that almost makes me want to play more factorio
im sure ill just launch it up, get overwhelmed and decide not to though
That's how I've been this whole playthru lol. I'll check out that video and see if it helps. If someone reminds me next week I'll try and post whatever I managed to assemble
Watching the aavak vods I'm suddenly wondering... can you set a constant combinator to the values of *-1 a group.
you could do a combinator after multiplying it all by -1
an arithmetic combinator after*
i dont think you could do it all in just a constant combinator by itself
save for manually making a second group and assigning all the values to the negative values of the original group
When you set u a group, you can request 'multiples' of that group. Like. I have a request group for... 100 walls. But I have 1 perimeter that is very big and needs 300 walls. I can then go into the constant combinator, select my 'walls' request, and then triple it (look in the top right). I wonder if you can make that -1
OHHH i completely forgot about that
i feel like ive seen it used like that actually yeah
i can just test it real quick and see what happens
Because if that works, that's 1 combinator saved.
(not that you can't just set the requests to be negative)
We'll have to inform aavak when he next plays factorio.
I feel like I just stumbled into a high level physics lecture when I'm just over here trying not to make my trains crash
Trains don't have to crash?
You people crash trains?
ive crashed a train before :D
i've crashed with a train a few times xD
It's my first playthru and trying to understand when to use a signal or chain signal is kinda hard when a child also wants your attention
Chain signal when you want the train to wait in front of it for clear path, and rail signal when you don't care if the train goes past.
But generally; if you use signals at all you shouldn't end up with crashes, only deadlocks
and don't manually drive trains on your automated rail system xD
would be happy to join your game and show you some basics
If you've watched MASA you may have seen Steejo accidentally take out an entire train by accident
+1; I consider myself an expert on trains.
i'm no expert, but i've had 100's of trains running on the same network without issues.
I think we need to tie Roadtrain to...
wait, R A O D train?
Blame Belial for that one.
It's a joke that came from the latest stream thanks to an aavak tpyo.
well I've quite forgotten what we were tying you to now, or why
I appreciate the offers but I think most of my "problem" is I work full time and am a parent so I don't get to sit and think about how to work out solutions. I also don't know how well my little surface pro would do hosting a game as it likes to get toasty just playing
https://www.youtube.com/watch?v=DG4oD4iGVoY is only 3 minutes long and explains things well, IMO
Is this video, trains.
Consider supporting what I do: https://www.patreon.com/Zyllius
Yes, is it actually under three minutes.
Music Used:
Kirby Nightmare in Dreamland - Butter Building
thatll do
Ok a question about trains that the above videos don't mention. I went with just basic loops of shared rails. Where my trains only circle between pick up and drop off with an interrupt for fuel if below threshold. One of my trains keeps trying to path through a station that is occupied instead of taking the bypass right next to it. Can you reset the pathing or do I have to remove the train and re build once the station is temporarily disconnected? Literally every other train sees and uses the bypass but because this one trys to go through a station it blocks the intersection and I get grid lock
a picture would help understand what you mean
it sounds initially like an issue of needing a chain signal
is it trying to go to the station, or is through the station conveniently the best path
I tend to have stations be an off shoot, rather than a through path if that makes sense
I've deleted the a fending train to keep the system flowing. It was pathing into the blue arrow where every other train took red
Re building train re created problem...
I would check on your signals like someone mentioned
but I would try and make the station less attractive to path through - either that or the bypass just doesn't go where it wants to go
if you look it wants to go through the station to go on the rightmost path, while the bypass doesn't path to that line
also hot tip, if you have discord and factorio on the same windows PC, you can use Windows + Shift + S to screenshot part of the screen
it doesnt look like it should be a problem. though it might be that the train cant reach the way it wants to go from your bypass
Yup bypass was missing the connection out to the station. Thanks everyone!
My little surface pro barely likes running factorio on low settings that I'm scared to run discord in the back.
Unrelated to your setup here however: Most of those signals should probably be chain signals.
chain signal on the entry, rail signal on the exit
I believe there's even a mod that can do signalling junctions for you.
i wouldnt worry too much, it doesnt have to be perfect as long as it works :p
its great to see really
The stations are weighted so that trains should never try to go through them if there is another way to get to the destination. If they are trying to go through to get somewhere else, you might have accidentally set the signals up such that the main line is registering as always blocked
Eh, not "never", but they will "prefer" a path without a station unless the station-filled path is a lot shorter. I'm wondering if the station penalty is something like 1000 tiles equivalent. I'd bet the wiki has the answer.
I think it's 2000 tiles, but I could be misremembering
Anyhow, it's a fairly large distance, so if a train is going through a station it doesn't need to (given that a path without a station exists) then it means the path without a station is so much longer that it doesn't make sense to take that route. Though I also make sure all my stations have chain signals going into them so a train can't get stuck sitting and waiting for the train currently in the station to move out. In addition to stations generally being branched off of a mainline and merging back onto that exact same mainline so going through a station shouldn't ever be a faster route anywhere.
It's 1000 I believe
Stations should never be far from the main line unless it's a dead end station. As in it loops back into the same spot it left the main line.
Legendary production mall is now (mostly) operational. Need to scale up production of the new intermediate mats.
I still wish the foundry wasn't useless for quality
When it comes to casting plates etc I know about the LDS shuffle
why is it useless for quality?
Casting liquids won't let you select a quality filter
So long as there's one 'item' in the recipe you can select quality. This is why LDS is so incredibly amazing for getting legendary steel/copper.
But casting plates from molten iron will only give you base quality.
Even if you load it up with quality modules?
It'll spit out quality products, but you cannot select the quality.
Thats not what I'd call 'only giving base quality' xD
Cus like you can't gaurentee quality ores
So I'd opine that casting is better since lava is infinite
You can consistently get quality stuff from space.
Shuffling space rocks sounds a bit cheaty imo
Is it though?
Maybe that reciepe shouldn't allow quality modules
Every recipe allows it. That'd feel wrong
Liquids don't
Ignoring mining, ignoring casting, embracing gleba
That sounds wrong
Case in point, you think casting plates is useless for quality
Factorio is still quantity over quality. So grinder setups do work. Asteroid shuffling just allows you to get high quality niche stuff.
Space can't get you everything after all. Case in point the unique materials only found on planets.
Still sucks you cannot get quality mash easily.
Its less niche, more overpowered meta
How do you think we're meant to get quality items then.
Hey, if i can OP i will OP
Are we not allowed to use scrappers?
i will cheese the everloving heck of a game to win xD
Recyclers are hella lossey by design
Then why not bypass the quality mechanic and mod in everything at legendary level
i could, using creative mod
I mean that everything gets produced at legendary quality
but that's not cheese, thats a definite cheat
Sounds like it could be interesting, playing with stuff with better stats
I just wish there was a way to upcycle mash tbh.
Cus really, are you going to mass produce legendary power poles, and rebuild your factory around them?
Why not.
So you are going to then
I still haven't escaped Gleba. My base is due a reboot.
well get in there, and give me 20 soldier!
and as a spoiler tip ||spam power and tesla turrets||
I am both busy with real life and I just dread doing more gleba stuff.
that tip though, should sort out your defence issue
also arty, also paving the world (so to speak)
big stompers stop being an issue when you can alpha strike them
I know. But BLEGH
I did just have a revelation: If legendary bioflux was easier to get, Gleba would be king of quality.
Cause you can just... shove quality modules into the breeding until you have legendary bacteria and from then on you have infinite legendary bacteria.
Gleba just needs one recipe that allows us to get mash from the recycler. Just one.
ooooo
Either that, or let us grow quality fruit with quality seeds.
how would you deal with the infinite amounts of non quality ore
just recycle it into nothing?
Yes. Because you'll eventually get legendary and then you can shut down the upcycler.
ohhh
i didnt even think of that
yeah thats pretty sweet
just gotta use it before it expires
Direct insertion.
whats wrong with getting lucky?
Because it's not reliable.
Upcycling.
You can get the egg from recycling.
and you can't do that with mash or jelly I take it
You can do it with Jelly, the stack inserter takes it as an ingredient.
There's however no recipe for mash that lets you recycle it back into mash.
Which means the best way to get quality bioflux is recycling the capture bot rockets. Which is an awful recipe.
That's an interesting idea. Byproducts of extracting legendary bioflux via upcycling capture rockets would be Blue Chips, Robot Frames, and Steel. Import or make LDS and use that to make a smattering of legendary yellow science. Would be nice if you could use something other than a basic assembly machine to make them, though.
From what I've seen across the community is everyone shipping science off of gleba I feel like to better take advantage of the spoilage factor science should be shiped to gleba instead. This may be a hot take but I also have not left novis on my first playthru
There are advanced science labs that can only be built on Nauvis, that's why all science is shipped there from everywhere else.
I'd be curious on the math if the reduced science from spoilage out weights the different lab then
I mean you can ship and/or make everything on Gleba if you want, there is no right or wrong way
True
though Glebian coal is a bit awkward
Yes. It absolutely does. The biolab is an instantx2 science productivity boost.
The labs also have 2x the module slots for even more productivity. They are that good.
... ngl that's not a bad idea actually. I forget what yellow science needs... is it actually just LDS, robot frames and blue chips?
well technically it uses half as many science packs
Yes it is.
Wanna know an even funnier thing: whilst I forget how fast it crafts (there's a formula for it but I forgor), the recipe for the rocket and the bioflux are the same in terms of robot frame and blue chip cost so this would be a valid way to craft utility science (just craft LDS via LDS shuffle and use the steel for... something else cause fuck trying to create that much legendary copper on gleba lol)
I still want to see Aavak tackle Vulcanus and Aquillo some day
if the wheel decides it, it shall be
im sure factorio is one of the games stream chat would settle on rather than going for the mystery deal
Aquilo is a while away. He's gonna redo nauvis first after he gets back from Vulcanus
just get your plates from Vulcanus xD
though they might be at Aquillo within three streams
ahh i just had the coolest idea for a planetary distribution system
ah wait no its useless
well, the idea was to have the planet send up a signal containing all its requests to the ship, which gets stored on some combinators. the idea being that you wouldnt be carrying a ton of cargo when the planet is only asking for a little bit, compared to the default logistic group method where a ship would just pick up a full load and drop however much the planet needs
so you would only pick up from the provider planet an amount the requester planet wants, then you drop it off and have an empty inventory for the next load
Maybe we could convince @pliant crystal to make a third wheel with only factorio on it
Factorio 2.0, Factorio 2.0 + SA, Factorio Seablock, Factorio Pyanodons, Factorio Krastorio2, Factorio Warptorio2, Factorio Nullius, Factorio Spaceblock...
Don't forget the cube one
CUBEEEE.
@pliant crystal I'm looking at the latest vod and am not sure if you ever figured it out in a later VOD, but can you not achieve the desired thruster efficiency by calculating how often you have to pulse the pump based on a formula along the lines of Tick rate = pump capacity / (thruster fluid usage at desired efficiency * amount of thrusters)?
Ngl am actually quite happy I came up with that equation on my own.
Biter upcycling at moderate scale. We are definitely the baddies.
... what are you upcycling them for? Just curious.
Productivity modules, mostly.
Why not upcycle the modules then.
I do, this is supplemental.
I can see how that would be TOO productive.
Wasn't that in regards to capture bot rocket quality affecting the quality of the spawner.
I still hate how capture bot rockets are the best way to get legendary bioflux.
hmm, maybe
just gotta roll that dice, then bin anything you don't want
though, what do you need legendary bioflux for?
huh, factorio forums are dead for me O.o
Legendary science, I'd imagine. That's my (eventual) plan for it
sounds like a megafactory chasing an SPM plan xD
I'd check the wiki, but that is also having issues for me
working fine for me
