#Factorio
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I like how the time stamps show the progression of oh hey cool thing! Wait it doesn't work... why..... oh that's why lol
Finally satisfied with my Fulgora Scrap recycling sorter, key is having enough capacity to destroy everything if it isn't actually used to keep everything else flowing.
beautiful
Question, why the selector combinators?
Meanwhile, on hell Gleba... I'm working on an actual base. Only thing I can't make yet is the sulfur, but I can just hook that onto the end of the line. I might actually have to make spoilage, because my current bioflux design barely makes any.
What are you wanting spoilage for?
Besides sulphur
Carbon fibre.
I need to turn spoilage into carbon, but my current factory runs almost completely without making spoilage.
It only makes a little bit due to me slightly overproducing mash.
Apart from that it's basically ratio'd.
Ah carbon
Luckily there's a solution: Just recycle nutrients.
No outflow for spoilage?
What u mean no outflow.
I will be making a heating setup at the end.
For now am just setting up a biochamber that makes me more biochambers.
Ah I've done the 'nurtrients in, spoilage out' style factory
I'm pretty sure this will be a pain to upscale... I should probably redo my bioflux setup to not be inside the bus XD
Neat
Imo, just get something functional, and come back when you need something more
Lmao I got roboport twins
awww
The recyclers output to a box that is limited to one slot per item. The arithmetic combinator divides the contents by 16 so that the inserter only grabs full stacks, then the selector randomizes them if more than one is available. Allows it to restart gently in case it ever backs up
Fair. You could probably make it smarter via looking at the sushi belt, seeing what is lowest on the belt, and then feeding that through to the inserters. I'm pretty sure aavak's done something like that for his gleba trains (before he redid them all again)
Just had my old factory die for the first time... thanks to jellynut seed overflow of all things.
Was just too late to save my eggs... which sucked.
Ah yes, seeds
The most unassuming thing you never think to dispose of xD
Yeah... kinda forgot they need an overflow. I'm extremely happy that's my only 'jam' so far though.
I love cliff explosives.
Tomorrow I'll probably re-arrange some bits of my factory, split yumako/jelly products to either side of my 'fruit bus' and then hook it up.
Reason am not doing it today is plainly because I am bored. XD
And well... still just don't jive with gleba.
I really should go back to Gleeba. It works with no major hiccups, but I'd like to scale things up. Will probably leave the current base as-is and start a 2nd production line.
Oh my current Gleba absolutely works. It just... only makes science and nothing else. I haven't even bothered setting up any defenses yet.
And I've only had... one attack so far.
Like, compared to aavak, my playthrough has been SUPER calm for Gleba. I brought 100 rounds of uranium ammo with me. Haven't even used half, only now starting to see medium enemies.
Now tbf I have enough damage on my personal defense lasers that I can use them to kill even small stompers (though it's slow)
I find the enemy waves to be more tedious than challenging so I tend towards the Railworld default. Some "aggressive negotiations" at the outset and attack waves are no longer an issue.
Just gotta pave the world
Once you push the nests back, its easier
Cus in my experience the glebians are much slower to expand than biters
Just curious but would this prevent them from re nesting an area?
Slight spoiler ||they need water to put their egg rafts in||
first bit of biter wrangling here. There was a big pile of biters at some point, when i ran out of bioflux here. Now it is quite peaceful there
The Gleba vods have restarted, and as such I am back to questioning past aavak's decisions. Right now he's setting up local bioflux production for all of his modules... and I am curious as to why. Because creating bioflux locally instead of at the start means your bioflux will be less fresh (fruits only last half the time of bioflux, so using fruit with 30 minutes of lifetime cuts an hour off the bioflux time). Which then cuts into your nutrient lifetime. I wonder how others feel about this.
Then again this only matters for science. Which means you want science to be at the very front of your production queue. Which is possible on Gleba because Bioflux is the first thing you have to create. And the other ingredient are eggs. Which is a self-sustaining process mostly.
Which iteration of Aavak-Gleba is this?
though if you remember, the fruit itself has a long shelf life, its the mash and the jelly that doesn't
and I think the ultimate idea is ||that the train delivers fruits direct to the local production, where and when it is needed||
sorry if thats a spoiler
Pretty sure this is 3.0 . He's setting up modules, but all of them include local bioflux production. Still, it's better to create bioflux at the start because it has the longest shelf life. You want to be making mash/jelly on demand, but not the bioflux as you're actively doubling the lifespan of the input.
and have the fruits on a belt from the picker?
Yeah, he's got fruit on the belt. I've also gone for fruits on the belt instead of processing it. I could quite easily retrofit my designs to have localised nutrient production (in fact I probably will have a dedicated nutrient production for my eggs) but making bioflux on site sems a little ridiculous.
imo, you might need to wait for the finished design
might be that localised production means the produced bioflux is the freshest it can be
I know his final designs are different. I'm just questioning his philosophy as he goes along.
In the most recent vod 'localised production' means he creates bioflux whenever he needs it. Bioflux production is part of the module.
He only belts bioflux to places to 'kickstart' them.
I daresay he is learning by doing
I'll have to dig out my set up and see you watch on with horror xD
and you can see my nutrients in, spoilage out loop
Yeah I got no clue what's happening there
fruits come in from either side, get turned into bioflux in the middle
I've got it set to only draw bioflux for nutrients when the belt gets below a certain amount
I could do that but I'm lazy.
Besides I don't imagine I'll be overproducing too much.
alot of the spoilage out line is in case it spoils on the belts
I imagine most of my spoilage will come from fruit spoiling.
Eitherway am currently in the process of improving my factories as whilst my initial flow-like design was working pretty good, it's not scale-able.
imo, you would make enough to get the science you need, and then come back when you want a specific material
I haven't left Gleba since I first landed.
This is me creating a factory I won't have to look back at.
Oh and my FastShipGleba
and yes, you have to stagger the engines or the pipes fill up with the wrong fluid
ahhh i love long ships way cooler than wide ships
L U B E
Pretty sure it's all hooked up correctly...
Just gotta collect the stupid seeds.
๐ฑ
whatcha need all the lube for...
No clue: I just wanted to make a build that could give me all of the lube if I needed it.
Gotta say though, the Jelly builds are FAR less space-consuming than the yumako builds.
That's so much more than you're going to need in any way on Gleba, unless you're trying to make a fully self-sufficient Gleba that can scale up indefinately (in which case, nice!)
A gleba that requires no input from any other planets is a Gleba I can support.
but what do you need lube for
unless, are you shipping it to Vulcanus?
but then it would be so much easier to do that from Fulgora, hmmmm
Honestly I just built it because I wanted a double-sided lube build.
It is complete overkill. I know this.
But I frankly don't care XD
I was just wondering if I missed something
cus I remember Seablock needs much more lube, for stuff like titanium ball bearings
Tbh part of me wonders if I should just bottleneck my lube on purpose by taking away 2 jelly producers and mimicking my rocket fuel build.
(btw fun fact 3 jelly producers already aren't enough to keep 1 jelly lube machine fully operational)
Anyway... that's all of my 'bio' needs covered... now to make local LDS/Blue chips. Oh and slap down some absolute basic defenses around my farms.
Okay so in theory I can make rockets on gleba now instead of importing chips and LDS (I just have to set up a single foundry to make LDS but got bored). Next on the docket is surrounding all my farms with actual defenses, setting up a much better power plant, building the rest of the factory (making robots etc) and then we are leaving. At last.
Oh. And then I need to make a new space ship.
... oh god is that py
yes...
can't read.
I mean. It's something you commit to.
Doesn't it have a crap ton of machines that only do one thing.
yeah its got like a building for each thing pretty much
it does have an electric assembler but its called an automated factory and it uses 2MW, is massive and only has a crafting speed of 1
unless i get something that gives me ludicrous amounts of power, its so much more efficient to bear through the horrors of having to use burner assemblers
one of the main things thats helped me so far is someone said i should automate the basic steam turbines because most buildings use a handful of those
non
id be surprised if py doesnt have some insane version of that
but py is so much i dont think i wanna add anything else other than qol
But what about Py Hard
maybe if i beat py ill get around to that :p
i thikn if i can keep it at my current pace i might be done in a couple years
One does not simply beat Py
the ones that have are a small and secretive collective who show their power through their restraint against using such devastating knowledge
if it was willed, we would already be nothing. but they are benevolent
classic
just another day in the factory, genetically engineering some dig-o-saurus to mine stuff for me
wait until they start genetically engineering themself...
ahh look at all these beautiful fluids
this isnt a factory anymore this is a whole system
im engineering rn
constructing straight machinations

wow 2.0.39 is a patch and a half
Huh?
1.5gb patch with a buttload of fixes
not quite 2.1 but it does a few things it seems
I'll have to check it out now that I'm caught up on the vods. Work has been crazy and my factorio itch is getting bad lol
bit of baketorio to mix things up. currently making science from salted hard tack
playing on 10x science mult cause i like the pacing of it
so is 2.0.41, at least it's patch notes is
.39 was released as stable though
where are you seeing these patchnotes for .41? I only see 4 bug fixes
and as .39 was released as stable, I saw the notes on Steam
I see you commenting :p
ah if only steam listed the individual patches like separately
How do you mean?
like split up the patch notes per patch, rather as one big block
they do?
They do, don't they?
also how big was .41?
cus .39 was like 1.5gb
dunno, didn't look xD
I mean like .39 on steam includes 7 different actual patches
It includes everything between the previous patch on Steam and the current one on Steam AFAIK
aah, you mean from .32 to .39
I guess I'll see how big it is when I load up steam again
they list all the patch notes between each stable release
one big chunk sure, but if you want more details i suggest looking on their site xD
Yeah
lovely little bakery for an alternate recipe of red science
a more sustainable recipe given all ingredients for it are grown, whereas the other recipe used salt which is a finite ore
dangit they changed the icons again
this is the "everything" circuit icon
everything and each icons
these also look more matte
might have been to do with that .39 mega patch
I don't think they changed anything between .39 and .41
i hope it made the one guy on the dev team happy
maybe having the textures like this is 1% more efficient who knows
you'll have to check the patch notes and see if there is any linked issues
what was it before?
red, green and yellow * signs.
the flat colours were more glossy and the circuits had *s
yeah
and im pretty sure the tick and cross were less blocky
never figured out how to do that thing they showcased one time where you can add crafts to the front of queue
maybe they didnt add it
a star? Yeah that might be why they changed it
I'm personally finding them easier to read when used on the map ๐ but out side of that its not be much of a change
Annoyingly enough, it should probably have been the symbol โ for Everything (for all), โ for (at least one of the signals matches)
โ means (is part of the set), as in the predicate logic n โ N which refers to all the natural numbers.
(https://en.wikipedia.org/wiki/List_of_logic_symbols?useskin=vector)
I've used those symbols in my math courses when saying things like โ x โ {1, 2 , 3, 4, 5, 6, 7} โ y | x + x = y
(For all x in the set {1, 2 , 3, 4, 5, 6, 7} there exists a y such that x + x = y)
In logic, a set of symbols is commonly used to express logical representation. The following table lists many common symbols, together with their name, how they should be read out loud, and the related field of mathematics. Additionally, the subsequent columns contains an informal explanation, a short example, the Unicode location, the name for ...
that would be smart and make sense considering they already went for one of those symbols, so might as well stay on theme
the tooltip clears confusion and im sure it wouldnt be too much of an adjustment
and yet, I have no idea what logic symbols are xD
That's because you're uneducated, duffel ;P
I would rather not do that kinda math in a game ๐
sounds more like something an advanced electrician would know
I don't think electricians deal with that much XD
do they wire circuits and chips?
AFAIK electricians mostly wire electric cable in such a way as to keep the probability of things burning down to a minimum. Not much electronics work. That seems more like electrical engineer work
Though I may of course be wrong
You might be surprised at what an electrician needs to think about, it might not include circuit logic but it does involve loads, ratings and safety standards then there is high voltage for that I have no clue what is required there.
true, not that much math day to day in a workplace,
but holy hell were it a lot of math during school...
Interesting. I can see that makes sense, but I had never thought about the schooling for becoming an electrician
calculating motor efficiency based on phase variance, and having to calculate that,
as well as we also had to learn the math for electronics the first year,
in case we wanted to go that route later.
I'm sure theres more to it than just putting cables in walls xD
is certified electrician
For what kinda circuits ๐ as I may have questions ๐
while i am a certified house electrician,
my primary work has been in industrial setting,
so i more or less have the skills from both
I should return to my factory... probably rejig it again
And then turn it on...
The Gleba procrastination is real...
for an electrician at work, not really.
as we know like if the circuit uses an 16 amp/240V fuse, we need this diameter of wire/cable, and so on.
I guess I'm thinking of a different discipline with wiring up chips and such
The old N:M distribution problem is one that you've probably run into constantly in Factorio, whether or not you know what it is. Similarly, experienced players probably already have their preferred solutions. I know I have mine.
I had hoped this video wouldn't get too involved, but I couldn't discuss crossbar switches without addressing belt...
Donno, If like that personally, seems like a lot of splitters. but i do use the same kinda consent in some train base blocks purely for ascetics ๐
As for station loading/unloading I'm more a fan of the combonator way as it gets the train umloaded evely at the cost of a small throughput reduction.
i did see those and its a pretty nice looking way of doing it
but yeah, loads of splitters and i did see a comment on that noting that and the ups associated
but to my knowledge the highest ups bases are usually train based with minimal belts anyway
at least, pre space age this was the case
I guess it depends how much more you rely on trains than belts
I imagine the train path finding is rather intensive
belts are more ups friendly most of the time as for trains your routing matters for there ups goodness ๐
i have had bases where i got ups back from clocking inserters and only using filter ones ๐ it was a fun exercise ๐
id imagine with rail bridges the pathfinding might be better, what with avoiding same level crossovers
I have managed that in my base this time ๐ train can go left or keep going ๐ rights require a longer path but overall its resulted faster trains and less signals ๐
P.S that other base had train roundabouts might have affects the ups quite a bit ๐
lol that would do it
yeah but I was in real deep before it became an issue ๐ and could not get a design to fit in the space i had made for them, I might just go back once it's updated to fix that 27 ups was kinda rough.
oh wow yeah
i havent ever really built big enough for my ups to drop. probably on account of me only beating the game once
yeah but i scale ill it hurts and keep going ๐ while i froget about gleb ๐
oh someone I was watching was having an issue where if they touched the rail system, track and lights, it would hang for like 15s while it updated the entire network
i seen someone insane person that played one 10,000X science might have been the same person ๐
the builds in such bases are massive and take trains per second ๐
I presume belts are even better now with their insane throughput of 240/s
i have yet to need that but i have build for it ๐ and you get some fun set ups ๐
if we wanting to run A server idbe happy to host it ๐ might just give me a reason to upgrade to a beter cpu ๐
no, they were just playing pys
i can only think of 2-3 ppl that do bases that large and non of there name come to mind ๐
i already have one ready at a moments notice xD
I have several just not one for a big factorio base ๐
970 that there newer gens? I only have a 8700k 64gb or ram as a dedicated game server ๐
i'd need to boot them all up to see what else i have ๐
970 is ancient xD
970 Remake
oh wait, CPU not GPU
and who runs a windows server you poor soul 
games that do can get a VM ๐
also, i know windows better to set up domain controllers and DNS
else i would just run Debian
i do DNS on my pfsense router as im a big NERD! ๐
Debian is solid for stuff that requires stibilaty ๐
yeah, it were my goto when they more or less destroyed CentOS
Yeah no, i'm not machoistic
it does not brake that often...
I mean i brake it that often but that is my fault ๐
let me give it to you this way, my first unix/linux experience were OpenBSD 2.8
openBSD good times ๐
i still used it untill about 4-5 years ago mad a solid nas platform ๐
I stand corrected my router still runs it ๐
but i get what you mean been in the game a while ๐
but that said i love how factorio does async saving on linux ๐
i used to rent a server from OVH that were used as the community server here,
but after 4 years i put together my own.
4 years of $50 a month xD
i just build my server and tools to manage it ๐
so would i have done if i were rich xD
it has taken years to do... having to do a massive rewrite of some of it ๐ฆ
or rather if i had the money for it, but due to a side effect of having ADHD i can't save up....
as in, if i have money i use it
my main server hosting is just my last pc i am doing it on the cheep
it's how it works ๐
it's built in python it was not great and broke all the time which is why I'm redoing it for the ground up in a easier to deploy way ๐๐
might be a little less efficient but it looks pretty
one tiny thing they must have changed, the default lamp colour is now a very slight cream rather than stark white which i really appreciate
unchanged from placing
but i like being blinded by the light.
the py inserter splitters are infecting my normal games now...
inserter... splitter?
yeah, in py it takes an obscene amount of effort to unlock splitters so you're forced into using lines of inserters to draw off belts like splitters
oh yeah, pys... and the quest for green circuits
I guess they don't even have an equivalent to Bob's wooden circuits
oh they use wood :D
first you have to grow it, then cut the logs down, then treat it, and only then can you combine it with like 12 other ingredients to make the blank circuit board, which then needs to be turned into a circuit circuit board
ill get there, this is just like my break overhaul mod where instead of all that craziness i get to bake little cakes and stuff
I'm sure there is a joke to be made about wood hear but i just cant knock on it...
in bobs you just stick copper on some wooden logs
Pys likes to make it more complex which is why most never beat it
I mean a red science flask is like 20 steps
I have played bobs+angels but not for ages ๐ but pys seems like a step too far for me
Ah, I still have this
I remember playing Bob's Angels + another mod that did something more with the ore... I forget what it was.
ill stick to spaceExploration ๐
But but Space Age.
everything needed for the space scien pack in pys
then there is SE+K2
you know SA is like SE lite
I know and they do a lot of stuff quite diffrently as well plus i like trying to do a ship-network with only combonators in SE ๐
like trainships
If you think about it, the combinators really are just a substitute for the wait conditions.
there a bit more complexity to it when you doing an inter system network ๐
and when you load trains onto ships...
Been there, done that.
though sadly SE just has space as another surface, but that does mean space elevators, and trains going up and down them
i dont to train ships ๐
I found it really cool to do.
I mean even I can tell you trains are the quickest way to load and unload ships xD
Yeah because you unload the full train, load an empty train and off it goes.
oh there was a second half to that flowchart meme - remember the Pys part is just 1 science pack
Means ships rarely, if ever, have to idle.
what i decided to do was trains for planet->space rockers system transfers with ships for interstellar made it a bit more of a layered system that i found that fun.
Rockets are so inefficient though xD
i know but it was intresting to set that kinda limit on my self ๐
I do like how Holmium is ported basically straight from SE into SA.
Well not really but I saw it in the FFF and was like "I've seen this before..."
i wonder how space age would look like this

Probably somewhere between K2 and SE
Yeah no thank you lol
Was all I had to do was finally get time to play again for aavak to continue posting the vods?!? Lol what crazy coincidence
Say, do I really really need those last two cheevos on Space Age?
I'm thinking of doing a new run, but with small mods and tweaks (or just bobs adjustable inserters)
Space Age Plus, before Zang throws any mods at me xD
Hey, throw me the mods and i could just set up a server for you xD
my server instance IS updated to latest version
2.0.43
I'm just not looking for anything that idk, makes all biters Legendary xD
SA+ aka bunch of QoL
Which would be hella rough cus legendary spitters can out range laser turrets
I'd be happy to see a list of just QoL
And to look at any quality mods that change how it works
Hand Crafting speed research,
Inventory Size research,
warehousing,
++
No bobs inserters?
you already mentioned that, i'm just mentioning examples
Ah right, sorry I thought you had a list already
one mod i DO tend to add is "Water Turrets",
essentially early game flame thrower turrets that use water,
will hurt/kill small early biters and slow down medium+ ones.
I also need to see which of my previous mods are now 2.0
And then the biggest question, where do I go first
Cus biolabs are rather desirable, but then fulgora really doesn't have much beyond tesla turrets, plus it needs elevated rails
also this is a nice QoL
ammo-turrets-have-at-least-two-ammo-slots, makes turrets have two slots,
great when you have quality modules on ammo production,
letting you essentially skip the constant "out of ammo" message
Would be nice if they fixed that
symmetric-thruster, also a good one
What about thruster doesn't pass through fluids xD
Or at least not out of the wrong input
Its when you have the thin design you have to stagger them or it'll push liquids out of the wrong in/output
Which imo it really shouldn't
the mod makes it so same input/output are on both sides on top and bottom
say fuel top oxidizer bottom
instead of alternating them
I think just having a flipped thruster would be ok
true, but with this you don't need that xD
Idk, seems fine when you're not cramming them into the smallest space
But I'd have to actually be looking at my designs
But then new designs would make use of new inserters xD
I think I'll pass myself
But other people might want it
I probably am just going to end up with longreach and bobserters
what i need is valves i can open and close using signals, as pumps are limited for throughput.
Just need more pumps.... :p
moving fast between the first 4 planets is fine, moving too fast to Aquilo or further -> carnage
Well then, less thrusters xD
Or make it wider
Width is top speed, weight is acceleration, right?
dunno xD
People complain about space drag, yet miss the part where it allows you to tune your speed
Its why my aquillo ship has the same amount of thrusters as my fast ship gleba
Whilst being 5x wider
doesn't work as well when all you have is one platform in space for everything xD
ill stick to my noddle ships ๐ 3 thrusters 14 tiles wide ๐ it makes the belt pasta feel so much worse ๐
But why not 4 thrusters
why add more when 3 does all i need for my noodels.
thiner ships also need less guns to stay safe ๐
Cus you could squeeze in a fourth and go super quick
i think i have 161 on my "Platformer" run xD
@rigid brambleit seems this will do what i need ๐
it already hits 300m/s with base engens ๐ need higher tier ones to go faster ๐ after all "space drag" is based on width ๐
You can still get 4 in 14 tiles I believe
that would need 16 as far as i could tell for fueling them, or so my build atempts needed ๐
Good news, without mods you have to stagger the four thrusters
The width you need or the best i have gotten is thruster-width*thruster-count + 2 tiles
Or maybe just 1 tile, my super slim is in here somewhere xD
Technically, you can do thrusterWidth*thrusterCount if you use the top one for fuelling.
never got that to work for both fuel types on both sides
care to share A working non modded version?
Just input fuel on 1 side oxydizer on the other?
When I work out how to search on mobile thdn maybe xD
Iirc you can feed both fuels from the same side
This ship
And I lie, its 18 across
Might be able to get away with 17 across if you get really funky with the design
oooh, new qol for discord
i clicked the "click to see attachment" and i got this
I might have replied with a reply xD
yes, but it enabled quick jump between them
Just easier to reuse an existing image xD
i have not noticed it before
but it MAY be because i'm running PTB
somehow back in win 7, win went bsod whenever discord "refreshed"
aka hung and restarted.
so i switched to PTB, and stayed there after
Windows 7 ๐ฎ
Windows 7 why still use that in this day and age ๐
this were before i got a new pc 2-3 years ago and upgraded to 10
this computer runs 10, my gaming laptop runs 11
i saw no reason to upgrade windows on old hardware unless i HAD to.
but as i built a new computer i went for 10 for a fresh install.
if its facing the internet the vulnerability might be one otherwise your logic is sound enough ๐
if i wanted to go to suspect sites on the internet i used a VN xD
All site are suspect ๐ the only way to be safe on the web is to not be on it ๐
so I'm back and can now look at mods again
also seems bobs mods are updated to 2.0
Yup, happened a few days ago
Angels are still not updated
And Seablock obviously won't be 2.0 until Angels is 2.0 along with Bobs
Heres hoping that may be soon... maybe
Soon TM
I just need to look up any SA+ mods I fancy
also, whut
I might try the only gleba mod, with a few extras
like a B17 bomber...
also latest steam patch has this
Maybe you should try https://mods.factorio.com/mod/fun_mode ?
cus I want to play factorio not stream on twitch :p
That mod is for Factorio, though ;P
mr beast plays factorio? xD
Who?
sounds like the mod you use to make content, not the mod you use to have fun
People play GregTech New Horizons for fun (according to some people who claim to play it) so I don't see why people wouldn't play Fun Mode just for their own fun
Fun with a capital S
well Ocean block was a wash
moving onto only gleba, and a flying fortress
no lighted electric poles though ๐ฆ
long and far reach forked doesn't work either
say can i force it to run a factorio 1.1 mod even in 2.0?
You can change the JSON to say that the mod is compatible with 2.0. Might give problems with how it actually works but you can have Factorio actually try to run it
^
ah so I have to tell it what version it can run on
sounds like your having fun doing some moding ๐
I think I need more help, pentapods don't respect starting area ๐ฎ
Subsurface and RPG mods, you're up
Sounds like a skill issue ๐ whos skills i do not know.
see thats why I got the RPG mod to get me some skills
duff you don't need skills just bluff it ๐
I cast.. Transport Belt!
I cast belt pasta 
i cast.... LEGENDARY BEHEMOTH BITERS!
I actually have a spell that places transport belt xD
wich craft!
time is 1234
so Gleba only is going to rough for the burner stage, since rocket fuel is a blue science tech
I have KS power on too, so I'm getting a nice 600kw
Nice
I guess I'll be running my smelting off jellynuts or something
ahhh the gleb factory ๐
Only Gleba
i see it has been growing on you you might wanna get that looked at ๐
I cast fwend
ah doesn't seem subsurface mod is letting me go underground ๐ฆ
Oh for.... I have to delete the surface drill first to enter >.<
๐คฃ
*dug
||Yes, I know it's not your fault ;P||
digdug?
what are you shocked at Khaylain? xD
I'm not here to force people to use my language
Gravd, then
Jeg er en dverg og jeg graver et hull, grave grave hull, grave grave hull
I'll just be here casting tree until I unlock greenhouses xD
and I've hit another snag, Only Gleba isn't actually on Gleba
so Raigaurds Krastario borrowed greenhouses don't work on not-Gleba ๐ฎ
it "can't be removed anymore" could have just been can't be removed ๐ฅฒ
hows Glabe treating you ๐
I need to adjust the power of the sun
also I need a boatload of green science to see if I can make a well in my cave
a sun well in a cave sounds interesting ๐
no, just a water well
my pets do nothing against the pentapods >.<
mine has gotten me eaten in meny cases ๐ hes on my knees while i try to play a game....
these kinda pets
that was not the pets i was looking for ๐
wait they are the pets i was looking for. 
so a question
is it better to burn a higher rated fuel, say 1 coal at 4.0MJ, or 2 wood at 2.0MJ each?
higher rated fuel -> less belt usage
Depends on the fuel efficiency as well.
But generally density is better.
just because it is more dense though, right?
Though you can also have the problem of something having a higher fuel value per item, but lower fuel value per stack (if the stack size is lower) which would impact train logistics
I can turn wood into coal, but its at a ratio of 2:1
I would probably say that's a good thing, although the energy cost of transformation basically means you lose some energy in the conversion
I mean eventually I would have bio-rocketfuel and/or electric furnaces
unless you have unlimited wood, and use wood as fuel for the conversion
well, about that
That's a point
I've been adjusting a little to counter the lack of blue science xD
though you forget how kinda necessary the heating tower is
well shit, I'll have to convert the wood to coal to stop it trying to smelt the fuel instead of the ore
I forget if it was bobs or angels that added the filtered furnace
ohh sounds like the space exploration devs are making lots of progress ๐
Is it devs? I thought earendel worked on it solo
i can only imagine how much work it is to port that to 2.0 and space age
or maybe it wont even work with space age
excited to see what thye come up with
man that "speedrun" is a crazy time investment
especially if you do all that just to be too slow
the madness
I have a feeling SE will just need the base game
like Seablock, and by extension BobsAngels probably too
BA might have an SA integration or fork at some point
or like a SA compatibility patch
they still have a lot of work to do according to the public notes. but seem they will have a lot of performance gains which will be nice ๐
though Earendel is saying like people on their patreon will get a sneak peek ahead of time
Yup. which makes sense since it is such a big project
i just want to get more UPS on my SE base ๐
you'll get less, I'm sure
yup it is where the fun stuff is' ๐
zero during testing at times I'm sure ๐
(sidenote, you can reply without tagging the person xD)
old habits for busy servers and chats ๐
I've had some horrid interactions due to ppl thinking I was talking to them when I was not, so I end up just playing it safe out of habit.
AFAIK it's been explicitly stated that SE won't be compatible with SA
Which I think sucks. SE is interesting but without the space age ship QoL... meh.
it should get a lot of the QOL as thats more engin side but we need to wait as see
I just think SA space ships are a lot more interesting than SE space ships.
they both have different challenges that's for sure
Eh. I think SE shps are just tedious. Because the only real challenge is supplying enough power and setting up the combinators. I'd MUCH rather use the SA system where this is done with the train-esque system and the challenge is fitting enough production on your ships for the trip.
or defences, never forget the defences xD
Yeah, that was implied. But in SE defences is just... spam laser turrets/shields.
yeah i was fairly sure i had heard that
It is mega boring.
I'll be disappointed if that's the case. I don't want to make SE space ships now that I've tasted SA.
Like it like programing SE (ltn style) ships to be more flexible than the SA ones but its also a pain to do any updates ๐
The thing is that SA gives you the option. You can totally program an SA spaceship like an SE one.
got any examples? ๐
Aavak did something similar to it. But you can get your current location from the hub.
And you can use the route signals to trigger interrupts.
but you can't use signals to decide where to go next as far as i know anyway
You can: Just trigger an interrupt.
that's still limited compared to what you can manage with pure circuits for more complex routes.
SA does not need that level of complexity for ships ๐


we the robed people
also @dapper monolith, just be glad i didn't robe you for a year, like i did with duffelfish xD
why would you want to make me suffer so ๐
It's not limited. Instead of setting the destination via combinator, you have to trigger an interrupt by sending a signal to the hub. But you can also forego the combinators and use the actual scheduler instead.
tying a total conversion mod to SA means that people need to have SA to play it
also to note, Earendel's idea of SA space ships might be wildy different to what they actually landed on
Still: I feel that it just makes sense for it to be at least compatible with SA.
Like I say, there might be a compatibility patch, but at the same time it might just be extra unneeded work
probably a lot of extra work
imagine all the conflicts between just the spaceships
let alone the new planets system
there are a lot of things you can't do in space that they might wish you could
it would be awesome but it absolutely makes sense why it would be separate
Sneaky pentapods, the hatchling broke the inserter feeding nutrients into the machine making more eggs so they would hatch and escape
it must have been their plan all this time ๐
if you can believe it, I still don't have bullet damage 1
that might be a small over sight ๐
welp, I need to work out how to do basic enough iron and copper with bacteria
I'm tempted to brute force it with assemblers
though as an aside, if you do plan on playing Only Gleba too, you will need to bring your own form of stone generation
In this video, I reuse and recycle, but I certainly don't reduce.
Consider supporting what I do: https://www.patreon.com/Zyllius
Music Used:
Factorio Space Age OST
Lizardking - Popcorn
All the sushi. Sushi pipes, sushi belts
aw yess new dosh video is a good day
ah wait, my numbers were off cus subsurface mod adds more productivity the deeper down you go
not broken at all, right? xD
though maybe there are more dangers the deeper down you go
so you got 6 mash and 12 jelly a second, and the bioflux wants 5 and 4 respectively
"They dug too deep and too greedily"
enemies can apparently be found underground, but not sure how that works with Only Gleba
my god dosh's genuis just astounds me
he is 100% a computer nerd of doom and everything he does shows that so much
he loves clocks and circuits and i love seeing them
this is the best
also just want to say how nicely Dectorio wooden boards fit with Gleba swamp
woah thats super sweet
also neat didnt know the rpg mod gave you a little level indicator
it does, when it wants to
Dectorio is a pretty fancy mod tbh
though would be really cool if you could place the wooden boards on actual swamp
can you place other tiles on swamp?
oh wow, I've truely automated.... red science, its only been 25hrs on Only Gleba
bleh, why do I need to research robotics to launch a rocket, if I don't then plan on using robots until later >.<
So I'm kinda curious as I'm in my first play through. I've hit fulgura and the recyclers have a 25% return yield. There is also the infinite research to increase the return. What is the actual math behind that increase? If I hit 10x of that research am I now at a 50% yield? And then another 10x gets you to 75%?
I know that you can get to a max of 100% of item cost returned from recyclers, but I have no idea about how the researches work
I believe that research only affects scrap itself
I'll have to check when I get up, but I don't think you can increase other resouces beyond the initial 25% return
Infact, placing two recyclers facing each other is a nice way to void a resource
I've been using a ring of 4 for some extra speedy trash
Usually 2 is enough for a basic resource
Over flowing on concrete and it's stone and iron ore so 4 ring seems to clog less ๐คทโโ๏ธ
You are right it's only for scrap I wasn't reading the details
Yeah, more complex resouces need more
Though, why not save the concrete to pave over Gleba xD
Need more chests then lol not enough island space as haven't made it far enough to pave fulgura lol
so a question, but how do I reliably get 5 rot a second O.o
much waste ๐
but with what exactly
If you recycle nutrients it produces more spoilage than if you allow them to decay naturally.
huh, thats a nice little cheat
though I'm a bit far off recyclers
I need to set up bioflux, then figure out proper bacteria shuffling
and then I should have blue science automated
and thennnn I can go into space
though I wonder who told Khaylain you can get 100% of the material back from recycling
Probably thinking of recycling/production loops with 300% productivity on the production stage.
As to spoilage without recycling nutrients, I think that Yumako mash is the fastest to spoil, so make 5/sec of that and put it in a box with filtered outputs?
Certain recipes allow this.
I'm probably going to have lots of bioflux though, so I could just turn some of that into nutrients to spoil
I have a mod that adds a greenhouse for spoilage, and one for rock and spoilage, but thats like 0.4/s
though I've seen a mod to add a machine to make things spoil, hmmm
What was this in relation to?
Being able to get 100% of ingredients back via recycling... ish.
You get 1/4th back but with prod. research you can get 300% productivity, allowing you to use that 1/4th of resources to make 1 unit again
Also if you need spoilage: Just make iron bacteria.
Guaranteed 4 spoilage/cycle
sounds more like you would have 400% productivity on your production rather than the recycling
(or +300%?)
so if you weren't recycling then you you would get 4x as much
Yes.
so to me thats still a quarter of what you could be getting
Mind you that takes... 20-30 levels of prod research depending on how many/what tier of quality modules ur using
I was just about to ask how you even get to 400% total prod
though you would only need 15-20 levels with the appropiate modules
heck, is there any point going past 15?
@rigid bramble Going to 30 lets you stop using prod modules altogether and focus purely on speed/quality.
Though... for most recipes you'll only have to go to 25 (thanks to innate prod) but for like plastic you'd have to go to 30.
bioplastic?
Gleba-only tho
Okay for YOU it doesn't matter.
you know fruits are infinite
But other people tend to not make all plastic on Gleba.
like actually infinite
I suppose space plastic is also infinite
plus you say that, but you want to go from 15 to 30 on all productivity research xD
You know your Gleba defence woes can be solved with tesla turrets and artillery, right?
or laser damage 30 xD
meanwhile I have two entire levels of physical projectile damage... and I can see a medium stomper within spitting distance of my egg reprocessing
eyyyyy blue science
-# I feel like I should yeet duffel and/or roadtrain at archipelago factorio xD
-# this is a late night thought (tm) pay it no mind 
no no, Roadtrain needs to play Only Gleba for his crimes of throwing Dredge under the bus
Mai that sounds like a great idea lets have them do it in co-op ๐
I'd rather throw myself under an actual bus
You cheated.
how is it me cheating
if I wanted play Dredge, I'd go play it myself xD
say Roadtrain, how many plants do I need to support the 6:2:5 ratio of bioflux?
Define 'plants'.
trees, jellystems, the things that bear fruit
cus I don't think 8 Yamako is enough
According to the jellystam wiki, 1 biochamber (without modules) can process 12 jellystams/yumako trees.
So if you want nonstop production you need:
24 jellystams
72 yumako trees
An agricultural tower with optimal placement can support 48 trees I believe.
So you need 0.5 a tower's worth of jelly, and 1.5 towers farming mash. By this logic, it make sense to double up the setup, which comes to 3 mash farms and 1 jelly farm for 12 plants non-stop producing bioflux.
Or you can use the overflow for other recipes. Probably that.
@rigid bramble satisfied? ๐
47 trees, if you plan to add in and outputs
... Ah right fuck I forgot to account for the tower itself XD
No I discounted the fact you needed to add inputs and outputs. I just forgot the tower also takes a spot
this map ain't looking good O.o
Better get to unlocking that artificial soil
you mean the stuff that needs purple and yellow and biter eggs?
I mean you get artificial soil not long after you land
That was the one I was aiming for. But you see, the challenge of designing/ratio'ing Gleba was fun to me. I just dread any kind of defensive setup. Which is why I hate Gleba. Because it's nauvis but worse
just ratio up some bio-rocketfuel, and spam tesla turrets
It is interesting that Gleba is the only planet that will actually run forever.
I just have a slight bug problem
Stone isn't critical, and the other things are all farm-able and as such, literally infinite. Assuming no attacks manage to wipe out the power grid, Gleba would run forever. All other factories require the player to find the next ore patch (okay except for space platforms that don't require nuclear/fusion, they are also infinite)
normal Gleba, they shouldn't be attacking the power grid
hmm, might be that some modules help with my lack of yamako
My calculations were done without any modules.
well if I add 4% to every stage, the ratio should hold, right?
I haven't made or sourced any more yamako xD
I just need my iron to not stop because it ran out of bioflux
Not exactly. You'd have to account for that. And with a boost that small that gets... ugly
but I can also make better use of the iron ore
and efficiency means I use less for nutrients
Were u not talking 4% prod?
a little bit of both
I need to balance the consumption
so just 1 prod 1 in each biochamber, and 2 prord 1 eff
we both know what we mean though xD
Which means u only need 60 yumako trees
it makes 6 mash, but only needs 5 per, right?
More like it makes 18 but needs 15
But the ratio is correct (if my typing seems slow it's cuz several of my keys don't always work and I have to use the windows keyboard to fill those in. Said keys are I, L, Y & the enter key...)
Well 30 is the common number between them
That's how I found it. 6x5=30
ILY
-# come on, you can say you only see me as a friend ;P
I mean, I kinda assumed you weren't joking, but it was just too good of a setup not to capitalize on
๐
question, is there a mod to add an auto-sorting chest?
I think a problem with my iron bacteria setup is the chest is full of single or small stacks of iron ore
the sort of setup I'm running now
there IS an option without mods xD
Vehicle, like car or use a Cargo Wagon
they have filtered inventories
here
but does it combine stacks, like the player inventory does?
i assume so?`i though chests did that regardless
but then again, you can filter what you want stored
and it will only fill sayy ore in those slots
so you can filter two row for bacteria, and rest ore,
or the other way around
might be a mod I have to use regardless, at least the build separate fitler chests
with this mod ALL chests become filtered xD
I mean a chest will get loaded smartly and fill stacks before starting new ones
but with the bacteria into ore, I've got it to put the bacteria into a chest until it spoils into ore, so naturally bacteria doesn't stack with ore
which i assume will affect warehouses as well, as they are essentially a modded chest
looks like it has options to me
context aware quick filter looks nice too, very much like DSP
this might be what I want, plus notnotamelon is good people I hear
https://mods.factorio.com/mod/chest-auto-sort
notnotmelon has a lot of great mods
meanwhile I'm just tripping up on the in game mod UI
and the fact you can't change settings until you reload the game with the mods installed, and then you have to reload the game again if you change any 'on startup' settings
works a treat when I actually click install first and not confirm xD
bleh, Fliter helper doesn't quite work as well as it does in DSP
hey pentapodssss... guess what
It wouldn't be as tight of a build but if you have a filtered arm moving just the ore to a second chest it should stack neatly. I'm assuming the random size stacks you are getting is bc bacteria with different levels of decay don't combine into stacks when added to the chest. Pulling just the ore out of the chest should then ignore decay as ore no longer has decay
thats a big cat ๐

Legitimate question, is that even an issue to be solved? If you have that many partial stacks, that just means your potential iron production is greater than your iron consumption, in which case it doesn't really matter that the bacteria don't have anywhere to go at the moment
As soon as iron consumption increases, chest slots will become free, bacteria can go into the chest again, and there's likely a reasonable buffer of iron down-stream so the bacteria have time to decay
Unless you rely on continuous bacteria breeding, in which case the system will eventually lock up anyway, even with filtered and auto-sorting chests
I have the idea you have to keep passing and processing the bacteria so it doesn't spoil inside a machine.
But hopefully by the time it does lock up, I have multiple steel chests of ore as a buffer, or a second chest could sort the issue of not auto sorting
Personally, my gleba setup consists of a tiny starter setup that seeds both the main nutrient and bacteria cycles, and a return line for all the spoilage.
The bacteria cycles themselves use feeder breeders to populate a rondel which gets filtered of iron continuously. From there, it really doesn't matter how long iron consumption stops, or how long the bacteria sit in the machines.
Thing is, I've got it modded for only Gleba
I have to make my iron and copper on Gleba, and I have to do my science on Gleba
So you need a buttload of ores xD
But I have made it into space now, so that might help some
But oh boy, factorio really is a game that turns free time into endorphins at a scary pace. My last 20-ish hours of gameplay have been re-designing my space platforms, but I kept getting side-tracked fixing one or another system, dealing with quality products, and just generally being distracted
they why we call it cracktorio now and then ๐
Oh lawd they comin
Starro has entered the building
but guess what... I can remote drive the hovercraft
I'm avoiding gleba as long as possible lol fulgura was fun Vulcanus is annoying but about to have the cliff explosives to make placing everything easier lol
You can just juke one of the demolishers to clear the cliffs for you, you just need some power armor with shields and enough legs to out speed the demo even in their slowdown AOE
Dunno if the mech armor lets you ignore that slowdown or not, but if you went to fulgora first it certainly wouldn't hurt with all the lava lakes
I feel the mech suit only jumps over obstacles, not sure a demolisher counts as such
though I wonder if they can affect 'flying' units
||Mech armour will NOT be able to fly when affected by a demolisher||
but what about a B17 bomber...
well I've automated Purple, kinda, I'm a bit short on iron
though I have massively increased the smelting, I just need to figure out the ore
might be time to start up that mining platform in space
Hey, what's people's stance on where to make quantum processors, aquilo or space platforms?
Why not Nauvis?
idk, I didn't get that far xD
tbh when I saw the prize of doing Prom science was more science productivity (spend all that time doing science to unlock the ability to do yet more science)
that was the point I was like, welp I'm done
Can't make them on nauvis, only space plat and aquilo
I looked, and it might be due to Only Gleba mod, but it says gravity of zero
nothing on the wiki about crafting requirements though :/
I think making it in space would make sense as you have that slight extra fuss with not being able to transfer between platforms
also, hey fellas....
Has anyone let eggs spoil on a platform yet just to find out if they spawn?
I also see the press enter to leave vehicle while in the rocket going between a planet and platform. Anyone try that one yet lol?
Yes. Not me, but I have gotten confirmation that eggs spoiling on space platforms spawn their relevant entity.
lol
biters in spaaaaace
Spiters?
Just proves that biters are only one BSP away from conquering all of space
right, I think I'm winning
though I still think combat is mismatched
found this from someone doing 1k science multiplier space age
Monumental tasks require monumental builds
im wondering if its expandable :p
though id personally do multiple smaller setups for looks
I'd never considered staggering the boilers like that, that's actually pretty sick, and I might nab that idea for the future
Try that in 1.1.110 ;P
so whats the play on beacons and power usage?
I have 3 going currently, maxing out at 1.3mw usage, I add a fourth and suddenly it needs 8.6mw
How do beacons interact with each other, do any modules affect other beacons?
normally no, modded however... all bets are off xD
no mods for beacons on my end
though the building I'm trying to buff is added by a mod
I wonder if it is calculating the effect on the buildings as part of the beacon power rather than the building power
also in case you're ever wondering, you can't use a subsurface drill on a space platform, well you can, you can't delete it afterwards, and it doesn't create a new layer
So does anyone know if there is a mod on 2.0 that will set inserters to use an empty filter when placed? or starting in an inactive state
just so it doesn't start trying to take whatever it feels like from a box or machine
I usually just build inserters angled where they won't pull from anywhere when that's an issue, so I don'#t see why there would need to be such a mod. alternatively, you could use a blueprint or copy/paste an inserter that's already set up properly
or, better, a blueprint where the filter is a parameter
that is also an option
if there was a mod to set inserters to not pull anything I didn't set them to, Id find having to remove that block 90% of the time to be way more annoying
more annoying than having just thrown all your grabber arms off th side of your space platform? xD
or setting it to enabled when ๐ฅ = 1 ๐
i do the same with my station blueprints just to ensure that its all good ๐
it doesn't even need anything to be set as the filter, it just needs to be ticked to use filters
true but i like having it disabled so i can ensure they get set right ๐ when doing build that need it
but it is disabled if it has nothing set to filter
it'll only pick up what you set to filter, so if you don't set anything...
If it starts as disabled, I can go over the filters and make sure they are correct before things go sideways ๐ and i end up with sushi belts
I just want it to start like this
That only works if you don't need filters on them, in the first place.
same result different use cases, that all
imma be honest, if you build an inserter on a space platform, able to grab from the hub and pointing at empty space, that's kinda your own fault. not doing that is like, space platform 101
i just limit the input of my ships ๐ means i don't overflow but it does cause other issues when you don't get enough of some rocks ๐
with the space plat hub, I always make sure the inserter is either parallel to the hub, or pointing at solid ground, so it'll pull a few items at most, which I can just deconstruct and they will find thir way back into the hub
well I grabbed before it did any harm
this is because I do need them filtered?
I want to have a chance to set the filter before it starts working
if you do this, it won't pick anything up because you haven't told it what it can pick up
I'm about re design my ships again as I have yet to rebuild them since i got the better tech for rock prossesing ๐
I'm away that a empty white list will do that but it falls flat when its not an empty white list ๐ and you messed up the filter.
That why I said same result different use case,
I just want to be able to place them with that checkbox ticked
BP or mod is likely your best bet for that.
yeah my question was if anyone knew such a mod xD
i need to redo most of my gleb base one day ๐ข I made it in such a horrid way ๐
i only know of filter_assistant but thats for chests
DSP did it an awseome way btw
how so?
you select what you want it to grab as you place it
that seems like a unneeded extra step most of the time.
its not going to do it unless it has a choice of items to pick
yeah, I really don't think the 5-10% of cases where you don't want an inserter to start working immediately is worth a mod that would require you to fiddle with all the other inserters you place, while fixing a problem that already has 2 to 3 solutions with the tools available in an unmodded game
and th 5-10% is being very generous
I do it when designing/test my factory blocks but BP prams solve most of it once the block is done
I feel it doing something you don't want to is worth more than the 10% of times you need a filtered inserter
plus mods let you tailor the game to how you want it to function
also a heck of a lot of Gleba is filtering inserters and absolutely sending the right thing down the right lane
I'm not saying you shouldn't want a mod for this if it's really what you want, I'm just saying I find it very unlikely such a mod exists.
ony gleba I do use a lot of filtered inserters, but also a lot of filtered splitters
you know there is like a dozen mods to hard remove quality xD
but you can disable that easly so why make a mod for it ๐
and maybe twice that to prevent you doing asteroid shuffle cheese
to play SA you need the quality module active
but yes it is easy to just not research quality modules 1
oh look i can do what a mod wanted done in base in a few clicks ๐
try to run it without a required mod, I dare you xD
now i dont get why you would need it for SA tbh
because of the recycler
more detail?
the elavated rails are also required why?
well i get it would be good for fug but not 100% hard required
if you want to automate Fulgora you need elevated rails
technically you can origami your science onto the starting island
Unless you want to wait until foundations.
the recycler is part of the quality mod, so that you can recycle if you just enabled quality and not SA
otherwise I believe they would have to have the recycler be an entirely separate mod
But why was it not a updated building in the quality mod, it would have removed the dependency that seems like a odd but deliberate choice
What do u mean exactly.
So rather than having the building as part of Quality mod, why not have it in base and update it with the Quality mod to have the quality mechanic (with the modules like every thing else) so it would not be a must have dep for space age
you can't have it part of the base mod as that would mean its not part of the dlc (and doesn't have any use besides recycling unwanted junk caused by gambling with quality)
and the obvious use for scrap processing
that not my point duff, my point as it like elavated rails should not be required to play space age even if would it make some stuff horrid ๐
its a game about automation, and without elevated rails its next to impossible to fully automate Fulgora
and no I wouldn't class my solution of a remote driven tank to be a solution xD
remote spidertrons and bots can cover a lot ๐
until foundations
and yes i treat them as walking logi chests currently ๐
alas i going to re turn to my spider ran scrap base ๐ and maybe manage to get foundations and better trains going ๐
now my next issue is an electric boiler xD
so question, does the landing pad still operate as a one way logistics chest?
(you can take out, but not put in etc)
seems like it
hmm, one of my mods must be interferring with it
I got 99 crafts but a U-235 ain't one
it could be worse... you could have a power shortage ๐ with 25GW reactor not providing enough power...
seem i need to upgrade it soon
I just saw it had done exactly 99 crafts, and so... xD
Fair ๐ i need to work on my 100 GW reactor ๐ i hope it does not explode ๐ i will be sad if it does
you should get it to temperature, then shoot it, for science
it would go boom ๐
like...
https://tenor.com/view/incident-gif-2918735537143349347
diregard top text i did not see it
"Tell the guardsmen the cavalry has arrived!"
I may have a few tanks
its demolisher cannon can actually destroy cliffs too
but now you're tempting me to get the P.1000 Ratte
A bigger tank you say...
no-one ever designed a bigger tank xD
thats ridiculous
at that point theyre just gonna make bigger landmines and lay em while they run away
I mean the Landkreuzer design was ridiculous xD
and the ingame version guzzles fuel about as fast as its reported to have needed were it to ever have been made
what is this tiny little thing? xD
Only the largest tank ever designed
moves at a speedy 21km/h, has 100k hitpoints, one shots big stompers for breakfast...
didn't manage to fully test it, because it ran out of fuel just outside my base
yes
woo I have a garage..
also if you wondering why I'm messing about its cus I'm waiting for those 40 glowy green rocks
but where do you park the big one ๐
it needs research, and I'm waiting for the biolabs
rip
that was a quick run
take two, and I don't know why it isn't pathing now
that's not great.
I can never seem to get dual track system to marry to a single track system
Really? I haven't had any problems with that. I generally don't do it much, but it works fine.
1 line continues going straight, the other merges into it.
Or, if you're using 1 tile spacing, you can make an actual Y junction. Which I think looks pretty.
That normal rail signal on the bidirectional line should probably be a chain signal...
The basic thing would be that only the ends of bidirectional track can get a normal rail signal, everywhere else on the bidirectional track needs to be chain signals.
there is only going to be one train down that line at any point anyway
though, won't it stop it going down there if the single rail is blocked?
I really don't know enough of your full railway system to answer that, I'm afraid
but if the block after the normal signal is occupied, it show up as red?
That sounds correct
so it'll stop a train trying to go down there on the first chain signal, right?
Depends on what's further down the line would be my initial answer
@rigid bramble are there any more signals along that single track line or does it lead straight to a station.
would have gone down to a station with a switchback
... so there are more signals?
probably not needed on the switchback
Question: Why the fuck do you even need a switchback lmao.
I'm now way too intrigued. @rigid bramble show me where that track goes I wanna see this.
soi it can go back along the rails? xD
I don't do double header trains
this was what it would look like, but I've got two rails now
it goes round and back the way it came
A switchback is an actual railroading term.
There's several variations of it but it involves either making large, sweeping bends across a hill so you get a less steep grade, or literally having pieces of track that dead-end, but allow you to go back and forth along a series of switches to get up that hill.
Lemme pull up paint.
Spoilered to hopefully make it less of an eyesore immediately but these are switchbacks. The idea is that you use the extra space to achieve a more gradual incline.
well I'm trying to work how to use subways with subsurface mod
Isn't there a tunnel building?
Sorry but, if you don't use double-headed trains, why do you even bother with bi-directional rail sections?
Seems like an entirely unnecessary hassle for no good reason
why is it an extra hassle?
its just an off-set station that uses the same entry and exit rail
I can get a train to go up, but not down
"why is it extra hassle" in the midst of a conversation on how to get it to work properly...
Sorry, that's not very helpful. Ignore me, I'm just feeling a bit spicy today.
I don't know why it wasn't pathing through my junction, its working now
its a case of this
but my bigger issue is the subsurface subway not letting trains go down a layer
it seems to just bounce back out again
eh sod it, now to work out how I can transfer logi requests between layers
I can't actually transfer signals between surfaces can I >.<
you can using AAI
logi requests, or just bot orders?
Well, if there are mods that let you transfer signals you could, I guess. But those mods would have to be explicitly for that, I think.
oh I've seen Steejo attempt to program vehicles with AAI before
I remember wanting to try programming AAI after watching Steejo et al do such stuff
Arumba was all like but I've got all these other fun things for you to discover xD
but you say mods exist to transfer signals between surfaces?
No, I didn't say that, I really have no idea if such mods exist. They might
well Zang said AAi
the big dish you used for signals in Space Exploration is from AAI
for transferring signals cross surfaces
any idea off hand how big it is?
the dish or the mod?
The dish is like... rocket silo sized?
sounds a bit heavy weight just to transfer a request from the surface to one level underground xD
though I have an idea
nvm
but there is a version of AAI signal transfer that has a smaller footprint
Though I'm seeing the AAI mod uses and inordinate amount of power
Holy multi-functional mining brick batman
rip trains
Oh no, an engineer didn't plan well enough ;P
one would assume the left hand train would go down the right hand line
It probably will, in time, if the place it actually wants to go is accessible from that branch



