#Factorio
1 messages · Page 3 of 1
So ive been watching afew factorio videos on youtube as i havent had time to play. What is this whole multiple levels of quality thing like 'rare' and such. is this a new space age thing or have they been around a while? How is higher quality obtained. the video skipped over the details and made it seem random
we haven't messed with quality stuff yet
Quality is a space age feature. On Nauvis, you get up to three qualities and unlock more as you progress through the game
The system is complicated but well polished, and completely optional (can be turned off as a mod)
@dire trout I'm finally settled back at home for the night if you're up for THE fACToRy MuST GRow
🏭
Oh what luck, and I just finished making dinner. I can join you guys in voice for a bit if you're playing.
Won't be playing tonight though
Hooray! I launched a fish into orbit
For no reason, apparently. I got no achievement or anything in return
Okay I think I can finally do the DLC part of this game now.
Today I learned I way overproduce turrets
That should Soo be a joke achievement
In Space Exploration if you launch a fish into space instead of a satellite you get a weapon in return
It used to be, iirc
In vanilla Factorio if you launch space science instead of a satellite you get fish
Lunar and I got that achievement on our current playthrough
Speaking of which, did you guys really spend like 8 hours playing last night? 
Because I fell asleep and woke up and you were still in the VC.
Yes
We went to bed at like 5 am
Lol
Oh yeah, GT, we did decide to abort the plans for that one achievement
I wake up at 4 for work
including the extra hour from the DST rollback
We're kinda making purple science now
The new planets were too hard without purple and yellow, huh?
Pretty much
It's way too difficult for a first run of Space Age when you don't know what you're getting into
Yeah, that's what I figured. Which planet did you go to?
None yet
Ah
We unlocked all of them though
We spent most of the time shoring up our supply chains at home
The kovarex loop is nearly complete, it just filling up with u235 now, it's nearly there
I like Factorio's approach to things like uranium and oil
There's actual IRL based science logic behind all of the processing of it, but it's been gamified to make sense in the context of the Factorio world.
Uranium enrichment, spent fuel reprocessing, cracking oil into different products, all things we do IRL.
Also building walls and turrets to shoot invading biters
We are on peaceful so don't have to deal with that, mostly
And the one time you tried it they ate good that night chomping on your bodies. 
Peaceful doesn't mean pacifistic in their minds. They can and will still kick engineer ass if angered.
This land is peaceful, its inhabitants kind
Aight I finally built a space platform but I have nooo idea how to play this video game now so I'm going to bed.
yeah things with the space platform are a bit complicated
I need to start doing space science sooner rather than later
So I can get requester chests and fix my mess of a base with bots
It's so bad
I should probably read up on space platforms
Instead of reading up I plan to fuck around and find out
I can barely wrap my head around oil cracking, I need someone to tell me things
I think the process of discovery, while frustrating at times, is very rewarding. So what I usually do is flounder about trying to solve a problem on my own for a bit
When I get sick of it, I look up more information
I don't necessarily want everything explained but I do like to have the basic logic and tools I'm working with clear so I'm not trying to do things the completely wrong for very long
Oh, you can open factoriopedia for that
It's a new feature
Alt left click to look up anything
This is exactly why I am going for it before yellow or purple.
Same
Whoa!!
Yeah, finally a robust solution to the FNEI problem
(FNEI fucking sucked when it came to performance)
I've done a lot of dumb things on my current base, so I'm "finding out" a lot, haha. But it's been fun. I'm hoping to collect some space later this evening.
I'm sorry, the what problem?
I am producing yellow and purple, even tho at not huge rates, because my base is a mess and biters are really annoying, but enough to get me through the tech tree at least
If I had noticed that requester chests were behind white science I would have prioritsed that a bit more tho
FNEI is Factorio's version of Not Enough Items, the Minecraft mod that allows you to select a block and see what the fuck you do with it and how you make it
I should have done this. My base has research nothing for hours now.
I see
It's a problem because it's slow to look up anything, but it's the only way in-game to look up items added by mods
The tank is really fun...did they make driving better?
Yeah!
Last time I played was a lot before they even had the spidertron, I'm enjoying all the new stuff
Also they have artilliery now? Looking forward to playing around with that
Artillery is fantastic
It is one reason I want to make a city block style base
So I can expand using an artillery train
Artillery is as fun, if not more fun, than nukes. They are AMAZING
Expensive but that's millitary budgets for ya
I should extract some uranium for the portable generator, that sounds exceedingly handy to have
With quality, using solar panels and batteries is viable again
I haven't messed with quality yet
I mean so far a modest build isn't too bad to keep up with solar
Even with a personal port
Yeah, you just can't keep everything you want working at the same time for the whole night without a portable generator
Unless you have more space or efficient equipment
If you are fighting or building a lot it's true, or if you have more than one exoskeletrons
or a ton of lasers/shields
The best time to start worrying about quality is when you unlock the later qualities
Right now basically half of the space should be batteries/panels to make it work
But as soon as you unlock the basic ones, you ought to have a simple setup to make equipment for your armor
Since that benefits you the most
oooooo good idea
Just make sure not to go in too deep. You only want the basic necessities, since you unlock better tools later.
I plan to just improve my power armor, my batteries and my exoskeleton legs (plus power generation if I run out too fast)
Yep, sounds good. Plus it sounds like the perfect way to dip my toe into this and learn.
Behold my "I don't know what the fuck I'm doing" solution to white science
Oh oh oh I just got my first space science too!
Here's mine. I have no idea what I'm doing either.
That mixed belt is giving me an anxiety attack
Right now the absolute priority for me is getting logistic system done so I can start fixing the absolute chaos I have in my base
Everything else is a bonus
After I can do stuff like auto repair turrets and shit, and it becomes a bit more feasible to consider leaving the planet for another and actually start the space age stuff
I do like that pyramid setup for the science, I will definitely copy it
i think we just have a single chain of 30 labs
our white science setup is a bit more compact and uses circuits to turn off grabbers if they're being overwhelmed
there's basically 3 grabbers, then a mixed circle belt with 3 crushers inside it and inserters move crushed stuff to the hub, and on the other side of the hub there's a furnace and assembler to make the science
actually i can load it up for a moment to grab a screencap
I dunno how to use circuits tbh
This would be helpful
someone had a good tutorial overview on it the last time there was a manechat server
chip maybe?
Yeah it was probably me, lol. Dosh has a great tutorial
i use them very basically
mostly just to turn off inserters when their container is full or assembler is stopped
oh, looks like lunar expanded the science bit
grabber is turned off when its associated finished product has more than 50 units in the hub
similar to the science assemblers
so the hub doesn't fill up with stuff
Oh you're using the base in a smart way for passing items. That's clever
rockets take down extra iron ore and white science, we set the requests planet-side
Okay I'm basically just gonna copy this. This is great.
the initial ring design was mine, the assemblers and circuitry were lunar
my kovarex multiplication setup, all processed u-235 and u-239 enter at the yellow arrow. i have yet to add an inserter to remove the u-235
I will definitely have to improve the white science eventually, but I don't plan to leave the plant anytime soon, at least until I've found some sort of balance with the biters, so I have time to accumulate science even tho inefficently
i think i will wire an inserter to the belt, set to "hold (all belts)" and turn the inserter on when the signal is > 80 (to allow 80 extra u-235 to hang around if i need to expand the setup to add more centrifuges
the current wire is to a speaker so it makes an alert once a u-235 finally makes it past the last centrifuge, but we hit that already
Yep
The hub is your only "storage" outside of the belts
You cant build chests in space
I wired everything so that it doesn't just completely fill the hub with asteroid products or white science. White space science is being dropped to the surface, but we were making it faster than we were using it, so I had to tell the assemblers to turn off eventually or the whole hub storage would end up being nothing but white science.
of course we could just offload the white science into planetside storage too
i think there's already an entire steel chest full of it, plus like 2k more in the cargo landing pad inventory. 
o
you make it really fast, each craft of it gives 5 science.
of course the actual solution is to balance the other science production and lab research speeds so that they are all being used at the rate at which they are made
but that sounds like a lot of math
that does sound like a lot of math
i want game, not homework assignment 
You could have something do the math for you
Factory Planner and/or Rate Calculator are indispensable here
Oh that's cool!
Maybe it's time I get back to the grind
Did you know that it's possible to complete vanilla Factorio without ever using belts? https://www.youtube.com/watch?v=6mgQwzom0Xo
In this video, I lose my pants.
Consider supporting what I do
https://www.patreon.com/Zyllius
0:00 Intro
1:11 Run Starts
5:40 Heresy
10:45 Automated Science
16:21 Blue Science
25:14 New Base™ Rises
31:10 Green Circuits
40:53 Real Science
45:33 Rocket Launch
47:06 Final Thoughts
Music Used:
System Shock Soundtrack - Elevator
RuneScape - Trawl...
Classic
I discovered Dosh not that long ago, and I've been binging his content ever since. Not only does he have an excellent taste in montage music (and he posts the song names in the description, hallelujah), but he also has a superb sense of dry humor and his expertise in the game is actually helping me relearn the stuff I had forgotten as well as help me sort of understand the more advanced stuff too.
Dude's a legend.
He was invited to be part of the private beta testing. It's my theory that's why the new content is so hard 🤣
He truly is amazing. Check out his video on roguelikes later, too. It's so good.
I've been thinking about a challenge in Factorio
I mean, he literally torments himself for fun and for content with this game, such as making a base with no belts, putting every item on the same belt, or even playing extremely difficult mods.
yeah Dosh does some pretty epic videos. super insane challenges to
Object oriented factory:
1- Make a factory that is modular. Each module, or class has a fixed entrance where it takes in inputs and an exit where it spits out outputs.
2- Encapsulate the classes. Walls are free, and you must use one of a few templates to enclose each class depending on the size.
3- Apply Inheritance. Classes should have template blueprints that are adjusted to fit needs.
4- Avoid doing anything without proper encapsulation. Trains, mining, base defense, electricity generation must all be done through this system. Connections like electricity, roboports or belts may be done manually.
5- Start with construction robots. Minimize building by hand. (Except for blueprint design)
That sounds pretty interesting, Flitter
I'm glad you think so. My goal is to figure out the weaknesses of this system, where you take city blocks to the standardized logical extreme
I just finished that one! 
The absolute disgust in his voice when he said at the very end as he watches the rubber ducky floating in the water: "Was it all worth it? ........No."
@radiant galleon want to ignore the world and play factorio until it's way past our bedtimes
Unfortunately not tonight
I'm dealing with cleaning up soaked basement carpet
The torrential amount of rain we got up here caused my basement to leak
ah yeah that sounds pretty important
Ooooof...sorry to hear that.
Thank you for the inspiration. This makes a lot more sense.

I mean, using tanks and cars as a means of transporting items across longer distances is a legitimate strategy for megabase builders and advanced players. It's why the devs added the ability to use inserters with them in the first place.
Oooooh wait, I thought those were tanks
That's a new Space Age thing
Never mind, I'm stupid
I generally don't use tanks for transporting regular construction materials, except when I'm setting up a brand new significantly-sized mine / remote smelter / etc. But I do often use inserters to have a parking spot for my tank where I can load it up with fuel and ammo
You don't need power poles
The entire space platform is a conductive region
If you wanna see the power network, click on the hub and then the lightning bolt icon on the top right.
🤦
No worries. The spare power poles can be used as a substitute for tungsten rod bombardment
A kinetic bombardment or a kinetic orbital strike is the hypothetical act of attacking a planetary surface with an inert kinetic projectile from orbit (orbital bombardment), where the destructive power comes from the kinetic energy of the projectile impacting at very high speeds. The concept originated during the Cold War.
Typical depictions of ...
I too love Rods from God.
You know, I thought the sushi belt base was bad, but this one...THIS ONE is horrific, lol. https://www.youtube.com/watch?v=jFC7ez1bgnQ
In this video, I burn through my will to live.
Consider supporting what I do
https://www.patreon.com/Zyllius
0:00 Intro
3:03 Early Game
35:33 Midgame Starts
37:25 Rambling About Trains
40:16 Building the Real™ Base
1:07:50 Rocket Launch and Space Science
1:10:24 Final Thoughts
Music used:
Thunder Compilation # 1
Thunder Compilation # 2
He actually censored his spaghetti, he was that ashamed of it. 
Burner only bases are not so bad, just tedious
I do understand
Assembly machines, pumpjacks, everything.
I've done a couple of mod packs that did it
My condolences. 
In practice it ceases to be that annoying once you have nuclear fuel and logistics bots
that video was insanely crazy
So you can beeline those using a minimalist base
Nuclear fuel lasts a long time and is so small a few logistics bots can use it (of course the bots need to be fueled too)
Solid fuel is also pretty decent and can be made early on
Yeah solid fuel is, well, pretty solid.
Rocket fuel lasts about twice as long as nuclear fuel per stack, but robots can't deliver it as effectively
If the mod makes all machines slower or faster depending on the fuel (like vanilla Factorio does for trains) the actual choice of which fuel to use becomes a lot more interesting
i remember a mod that someone mentioned that would allow for liquid robots that could pick up an internal tank of liquid instead of items.
but im not sure if the mod ever came about
I don't recall seeing it
Is there an option to have rockets delivery to platforms automatically when full?
Probably
Space Exploration had that as a full option. If it isn't, you can just do it with circuits
Ok so, I'm starting to get pretty comfortablle on Nauvis, producing decent science, building a lot of stuff in automatic, have a lot of energy turrets and solar power aplenty.
As soon as I secure a couple extra mineral outpost, I'm probably starting to consider to try to get to a different planet, what's your advice as to which to go first
My first instinct was Vulcanis because artilliery, but from the previews that place looks rough.
Perhaps fulgora would be a gentler first new planet and allow me to get the mech armor
Do Vulcanus
1- Fun worms.
2- You get to take your time.
3- Very valuable for basic resources
On fulgora you don't get to take your time?
Not unless you solve the lightning storms
got it
vulcanis seems to be the least bad option
What do you do when you move planet, I know you can only go to space with your power armor and nothing else, do you load all kind of useful shit on the space platform to use in the new location or just yolo naked
yeah, send up stuff to the platform
Ok it'll take some time to figure out what I want with me exactly
i was thinking we might make a second platform just for traveling
Hell it'll take some time to figure out a spaceship
do you have a platform yet?
Yeah just a very basic white science thing
i think you'll have to manufacture thruster fuel onboard
I set it up and basically have been collecting that and nothing else, probably will use a new platform for travel tho
which you can make from melted ice and other space-collected stuff
I should definitely fabricate that portable power reactor too before actually embarking
Maybe even considering trying to look into quality stuff and trying to make a quality power armor
Vulcanus seems to be the one everyone goes to first, because aside from all the cliffs and lava (and the worms, obviously), it isn't that much different from Nauvis overall. Fulgora is also much easier once you unlock the big drillers from Vulcanus.
As for Gleba, do not do that one first, lol. It's universally agreed to be the steepest learning curve for Space Age, and much harder than the other two entry planets. And Aquilo you can't do until you get the heating towers from Gleba.
Also, be prepared for sushi belts on Fulgora. Lots and lots of sushi belts, haha.
Makes sense
why, is there a lot of fish there
I fucking hate sushi belts so I'll probably try to avoid it
No, it's because Fulgora is a massive soup of a planet where the only resources you can get are mined from scrap piles, which you then recycle through recyclers which then output random items from concrete to coal to iron ore to, I kid you not, processing units.
You have to un-sushi the sushi belts using looooots of splitters, and then sort each item into its own belt.
Instead of using splitters you can use the filters on inserters to pick stuff out
Vulcanus: "Lisan al Gaib!"
Gleba: "It has what plants love. They love electrolytes."
Fulgora: "Concrete, on my iron ore belts? How queer! I must contact the manager at once!" vs "Guess we're making concrete now."
Aquilo: "Storm coming. Storm came. Storm will come again. Tempest upon tempest 'till what's left to let the tundra claim?"
Nobody:
Absolutely nobody:
Dosh Doshington:
I was a little confused on what it meant to craft quality equipment vs quality parts. So, I finally did a bit of digging into quality last night. tl;dr:
- An uncommon, rare, epic, or legendary item could pop out of any assembler with any quality module(s).
- Technically, if Legendary quality has been researched, then a legendary item could be crafted with an assembler with a single Level 1 Quality module in it.
- For this reason, it makes sense to craft one off items like Mk II Power Armor in an assembler with quality modules for the off chance a higher quality version is crafted. (As opposed to crafting it by hand, which has a zero percent chance of a higher quality armor.)
- Also, it makes sense to throw quality modules in solar panel assemblers. You're already building hundreds of them, and you might get a higher quality solar panel along the way.
- Using items of the same quality guarantees crafting an item of that quality (or higher if also using quality modules in the assembler)
- Mixing and matching items of different quality is not possible. You cannot build an uncommon solar panel using 15 epic green circuits, 5 epic steel beams, and 5 uncommon brass plates. It simply clogs up.
- Trying to get a big stash of intermediate parts before getting a recycler is a logistical nightmare.
I think that the idea is to use splitters and inserters to filter quality intermediate parts out of your chain of production
Accumulate rare materials and use them for the guaranteed crafts
Yes, I left out reasons why it becomes a nightmare to keep it short, but basically since anything could pop out, you need to account for 5 different types of items for every step of the way. What you do with them in the meantime gets a little hectic.
I think that you can set it so you do filter for anything that is above normal quality
And you do have to do it only for that to avoid to contaminate your normal supply chain, but yeah if you also want to automate the crafts you do need to have crafting chains for all the rarities
Having bots alredy the hard part is also to make sure all requester chests exclusively ask for normal quality products
At lest for anything you are producting of high quality.
I do like the system, I usually don't like the random chance but appropriately factorio turns it into a logistic problem not a random chance problem.
Sure. If you want to walk into the thistle bushes of producing higher quality intermediate parts before getting a recycler, nothing is stopping you.
I was considering starting doing that with circuits at least
Since you craft so many
At least having a few machines with the chance to make rare ones, and inserters to catch them and save them up in steel chests out of the logistic network
Keep in mind that the highest quality you can reach before leaving Nauvis is limited
Oh. So a legendary item literally cannot be crafted until you reach a certain point in the game. My bad
Certain tiers of quality cannot be created until they have been researched.
I see now
And since quality propagates upwards with no limit, you could just make high quality iron plates and shit then decide what to make with them later
I have updated my tldr, thank you
How do I connect things for circuit networks again?
I want to set up so a pump turns on to send heavy oil to be cracked into light oil only when my havvy oil tanks are close to full but I can't figure out how to connect things in a network
Don't you use the red or green wires?
Yeah, the question is how?
What do I have to click on the screen to bring up those
I remember using stuff like that like a million patches ago, buit now I'm just lost
trying to find a screenshot is surprising hard
I'm not entirely sure myself, but I've seen videos of people using the red and green wires to connect different buildings and inserters and things together and then programming switches to get them all working on the same network. It's all Greek to me, I'm afraid. :/
Somehwere down here there is a button that says "Make green wire". Simply click it, then click your heavy oil tank, then click the pump
I don't have a modern screenshot with the actual button. lol
but the tooltip will say
Something like "Turn this on if Light Oil is > 20,000" is very easy to figure out.
Oh, I found it, thanks
https://wiki.factorio.com/Tutorial:Circuit_network_cookbook may be of use to you
litter wires all over your world so none joining will be able to understand anything going on
Yeah I saw that page but it looked like learning to make a spaceship in order to hop over a fence so I decided to try to figure it out instead.
The problem is that I wasn't finding the basic commands to connect things, now I found them
The page sorts recipes from simple to complex
ok, if you see this symbol, its the single thing you need to make everything ever 
this concludes chipmunks guide how to make every circuit ever
It's NANDs all the way down
Hmm, I'm wondering if I just want to take some choke points and save myself some annoyance
This would mean supply those areas with trains since I don't think I want my bots to go all the way there to deliver repair packs walls and replacement turrets
I'd rather make efficiency modules until I'm forced to expand
I probably will try to at least do the area to the north
With 3 relatively small walls I get quite a large area to place solar panels into which will probably means I'm chill for energy for the rest of the game realistically, at least on Nauvis
You could set up radars to scout and see if any of these choke points are unnecessary
Yeah I will definitely scout a bit more before placing walls
You could also switch to solar power, that saves on a looooooot of pollution.
oh I literally forgot about efficiency modules
I'm basically already solar
I still have some steam hooked up for emergencies but given that solar usually covers it, it generally is inactive
You also might want to do some biter-hunting to the northeast, so that they don't attack you first.
It's getting close up there
Yeah it's what I'm doing right this moment
We way overdid our power setup
The nuke plant takes care of most of it and we were already nearly covering it with just solar before that
Got to remove all of the original steam boilers though
But also we are on peaceful so pollution doesn't matter
Yeah, enact climate change on a global scale! Burn the trees and cause mass extinction events! Peaceful mode, woo! 
I think I made that joke while I was cutting down the forest to make room for the solar farm
"IT'S GOOD FOR THE ENVIRONMENT!"
I did consider going peaceful but I never played it on normal and I was eager to see what the bullshit planets throws at you without going peaceful
I did boost the resource patches tho, because fuck expanding every fucking second
Our uranium mine is chilling right next to a biter nest 
Anyway the vast majority of pollution is from the refineries, so power is not the problem
It's all the plastic I'm making
I went with the true default settings with the first map it spat out. I feel like I got a god tier roll on my location, except it lacks a healthy amount of trees.
I think ours is default too, except the peaceful part
You could crank trees up separately
When I play, it's usually with a customized death world. I increase the amount of resource patches and also their density, and I also make lakes just a bit bigger. As for the biters, I make their nests just a bit bigger to start, but I put them a little further away so that I can afford to expand a bit without worrying about them.
Finally, I like an area that's easily defendable with a lot of chokepoints, so that it actually feels like I've created a deeply-entrenched beachhead from which I expand and conquer and defend. It makes me feel like I'm playing a Starship Troopers game. :P
there was like, a moment in which I was worried that the biter scaling went way past what I was about to deal with
Then I discovered our lord and savior cannon shell
And the absolutely hilarious amount of damage it does
It's a shame they nerfed personal laser offense
Now you have to use the manual discharge instead
Personal laser is still pretty good
I didn't mess with manual discharge yet
I just go around in a tank and cover every nest I see with a good layer of cannon shells
Personal laser defense deals a third as much damage as before
It is still good for defense but you can't as easily use it to clear out nests
I should try out the flamethrower at some point, it's a pain to make ammo for it tho
Flamethrower turrets are GODLY for biter control and base defense, but you also need an equally godly amount of fuel stockpile for them. They're absolutely perfect for defending your oil deposits though, since they can be fueled by the same oil that the pumpjacks produce.
But what you really want for them is light oil.
30% more damage
As biter evolution proceeds you should pay attention to resistances
Cannon tho
Spitters take up to 30% less damage from the cannon. Worms take up to 70% less from flamethrowers, some space enemies are completely immune to certain types of damage
Behemoth biters reduce physical and explosion damage by 12 and also by 10%
Which means turrets that rely on shooting a lot of cheap ammo are less effective
Pretty sure the best way to kill the Space Age demolishers is actually through poison capsules, of all things. They've only got a 10% resistance to those compared to 50-90% on almost everything else.
Best is subjective
I'm partial to the "have them explode a nuclear reactor" solution
Plus, the poison damage is over time, and demolishers heal 2400HP per second.
Yeah, they're beasts.
So far I didn't need it but I feel like it's a great solution for solving power right away as you land on a new planet
Large demolishers can face-tank a nuke no problem.
Smaller ones will die, medium ones will be hurt but will heal quickly and just get angrier, and large ones will just eat the nuke for breakfast and keep going.
Make more
It's kind of funny that Navius looked pretty scary, but it seems like we crash landed on the most sane planet of that solar system
Honestly, Fulgora isn't that bad.
Like, the material recycling part is chaotic, but the lightning storms aren't that hard to compensate for.
But yeah, Nauvis is the most "normal" out of all the current planets.
Wouldn't surprise me if we see a lot more planets coming.
I could see an ocean planet being added, where you have to make underwater factories and protect them from water pressure and sea creatures.
A desert planet where you need to hunker down and protect your base from massive sandstorms.
Space Age is definitely the perfect setup for easly expand the game
Hell even with mods
Already part of Space Exploration
Mining a Gas Giant by making space platforms that periodically dip into the atmospthere and pop back out would be fun
Yeah, and? The Space Exploration creator is now a Factorio dev.
Oooooh, imagine trying to make a factory that can harness the power of a black hole without getting sucked in?
That'd be an interesting challenge
Agreed
It could be the ultimate power source that makes nuclear power look like child's play, but the slightest mistake, the smallest imperfection, could spell doom for the entire factory built there.
Also, flying enemies. There's got to be a planet with flying enemies.
The Factorio devs have implemented some of Earendel's ideas, but they insisted that they want to make a unique and generally different experience. An Asteroid Belt alone is not likely to make it without something interesting to go with it
Comet mining then? There's lots of unique and valuable metals on comets, and it could be an interesting challenge making a flying factory that moves alongside the comet from planet to planet.
Yeah
Oh! What about finding alien vessels?
Like, inhabited ones?
We can already find alien ruins on Fulgora so it's not like there's no precident.
Yeah that's pretty cool
Oh finding an alien ship wreck, and exploring it, sounds like a ton of fun
I put one in our DnD campaign and y'all saw it in the distance then proceeded to move on
lol
Oh that explains a lot
oh dang, guess I'll never update
running around with a bunch of personal lasers is my jam
Question: Do flamethrowers have friendly fire turned on by default? I was going ot set some up, but I was worried they'd hit my trains.
I think so? I'm not sure, it's been a while since I've played around with them.
Also, is it just me, or did the Factorio devs just take this entire video from Dosh and use it as a blueprint for Space Age? Almost every single critique he has for Space Exploration is fixed in Space Age. https://www.youtube.com/watch?v=yZEt5oKoTI4
In this video, I tell you how I really feel.
https://www.patreon.com/Zyllius
Quite possibly.
I'd wager that Dosh has been instrumental in keeping the excitement around Factorio alive.
I'm more of a Katherineofsky, JDPlays and Nilaus kind of person
I also like people who play Factorio but don't play it a lot
katherine of sky is a great youtuber
Valid
I think it's hilarious for a burner inserter to use nuclear fuel
Every advanced Factorio player all over the world just died a little inside and they'll never know why.
It's a valid strategy
Man I'm going slow
I only just got 1000 space science... enrichment process comes next, then nuclear power... THEN hopefully enough power to get things more spacing
lET'S GOOO
Rare persona laser defense
I only made 4 so that's pretty lucky!
Remember that they get buffed by laser turret research
Wow, apparently they also increased the energy cost by 1000x over the initial version
In 0.12 they multiplied it by 100, and the next version they multiplied it by another 10
Meanwhile discharge defense:
0.15.0:
Decreased the size of Discharge defense equipment from 3×3 to 2×2.
0.13.0:
Power consumption increased by a factor of 10.
0.12.0:
Power consumption increased by a factor of 100.
0.7.3:
Now only damages enemies
Damage tripled
Smaller cooldown
Smaller power consumption.
welp, i did the post-work-passout thing. @radiant galleon let me know when/if you wanna play and i'll get the game up, otherwise i'll be in vc playing minecraft
It'll be about an hour. I've gotta go run over to work and go pick up a flash courier parts delivery for one of my Dell support cases. There's nobody else there to receive it.
ok in that case imma run to grab some food real quick
last night i got the red circuits producing positively finally, it mostly just took shoring up the parts of the pipeline leading up to them and expanding plastic production a bit
next is to get gold science up and running
Someone in Reddit commented that they were having their bots move the stuff for landfill assemblers.....
This was the comment under it.
Your poor bots trying to keep up with a landfill assembler...
An assembler 3 making landfill will happily chew down 3 full blue belts of stone. Fill it with speed modules and it takes 9 blue belts of stone.
That's a prime candidate for not putting in the bot mall
Just use more bots
Tens of thousands of bots and hundreds of roboports should do the trick
ok so I find myself in an interesting situation
I can make nukes...
Not having left the home planet, I can't make cliff explosives.
There are a lot of cliffs around here
Do I dare?
But they are really, really annoying
Yeah, cliff explosives can only be made once you reach Vulcanus, for some reason. One of the more annoying things changed in Space Age, imo.
You can use an underground belt and pretend the land the cliff takes doesn't exist
If you really care nuking them is an option but it's not for me
They are breaking up my every elegant fields of solar arrays
Well we can't have that.
That's because you are a fool and have not made your solar arrays tileable vertically, horizontally and diagonally
Genryu, show your joker side and nuke those cliffs
I will probably nuke at least one particoular cliff that is really in the way
It's been annoying me for some time
Also I'm pretty stable now, I'll actually try to leave the planet next and see the sights on Vulanus next, so I'll eventually get the right tool for the job
That's pretty
It's using this single hex blueprint
https://factorioprints.com/view/-N_Gp4FrQaiALBLsyKVe
Find blueprints for the video game Factorio. Share your designs. Search the tags for mining, smelting, and advanced production blueprints.
Make sure you bring plenty of supplies when leaving the planet, because once you leave, you're not coming back until you make another rocket.
Interesting, can you send rockets between planets?
Also if I die do I respawn on the base planet or the new one?
You respawn on the planet you die on.
Unless you're on the space platform, in that case I think you respawn on the last planet you were on.
As for the rockets, I'm not sure, but I do know you can have multiple space platforms, and thus communicate with your various bases on different planets that way so you can order in supply drops.
Now, there is one thing that's bothering me a bit with Space Age.
I've noticed that when people are building factories on Nauvis, they're big, sprawling mega factories that build everything and anything and have all the resources you can possibly need.
But on other planets, particularly Aquilo and Fulgora, most bases are rather small, and barely any of the map is explored.
Herein lies the problem: why is there not as much incentive to explore on these planets compared to Nauvis? Is it simply because they're new and just don't have as much content as Nauvis yet?
They treat the first one as the primary base
And so it's easier to put more effort into it
(that's why I recommend starting on another planet for your second go around)
It's definitely what I'm doing, from the others I want the research I can get from them to progress the tech tree...
Also because there isn't much of a point of exploring in Factorio generally, it's not like you are gonna come across something unique if you go farther from your base
You can do that? 
Yeah! Not all options are good for a beginner but two are
It just feels like all you're doing on the other planets though is just "land, get science pack, leave for Nauvis again and never return, repeat on next planet". I wish there was more stuff to do on each planet that would require you to stay a little longer. More science packs, more upgrades, more resources?
Each planet has something it can do that Nauvis can't very well
Oh that's so cool! I totally want to try starting from scratch on Fulgora or Vulcanus.
They can definitely expand on them and make more tech for each planet
Those are the two
Figured, haha.
Gleba is too difficult and different to start fresh on, and Aquilo is impossble without Gleba (which is why it'a locked behind Gleba's heating tower).
From what I understand without going anywhere yet, from Vulcanus you can get a lot of metal pretty easly, it's probably easier to get a bunch of iron and copper from it and send it over to Navrius rather than expanding in Navius past a certain point
Probably also setting up steel foundries directly on Vulcanus too
Since the solar panels there work better
So it's convenient for electricity
The issue with metal on vulcanus is it can't have quality since it's made from fluids
Well that was close. Like stubbing my toe
Vulcanus is infinite metal thanks to lava, but expanding is difficult because you need military research in order to kill demolishers. Also, lava can only be used by foundries, and foundries can only be researched after you research everything else.
More shields
No room
(You're right I should I just get kinda crazy with the solar panels and batteries)
The organization in that pic, or lack thereof, is killing me.
Also, please research portable fission reactors, lol.
Please help me budget my family is dying
...Pardon?
I'm also confused
Where is this mfer living where he and his family only spend $800 on rent? Even cheap hovels these days are like $1000 or more.
dril is a popular satirist
I understand that
MF is living in 2005
@radiant galleon let me know if you want to get on later
Oh sure
I can be on in a bit
Wish I could join you guys, but I'm still on night shifts for the next few days. :/
Also, when you guys get a chance, can you DM me your Steam info? I'd like to add you both to my friends list, if that's okay.
I just realised what I want from space platforms next, I hope a modder puts it in if the base game doesn't
I want the ability to make satelites to reveal the map from orbit
you can do that in space exploration! idk how well it would work with base factorios "infinite" worlds
What I would envision, is that you'd set a large portion of the map to be revealed every once in a while for a set amount of time.
Maybe you'd have a limit to how farther from one of your radar you could set this
And need 3 different satellites for continuous coverage
theres also the problem that it bloats save files massively, me and flitter had to trim our coverage so often
I mean unless you reveal a ton of map over where you are, it wouldn't change much
true
The game does have that info right now, it just hides it from you
But it still needs to do the calculations
rereading what you said, satellites acting as + radius for radars would be good, maybe including longer "active" coverage and lower power costs as buffs?
Maybe you could adjust how much it relevales based on how powerful your satelite is, so you can adjust and not fucking yourself over perfroamcne wise
My thought would be, when you have a satelite you could say "Cover this area"
And the satelite would reveal that zone for X time every X time
The cooldown would be to represent that the satelite might not be on the right side of the planet
And you could link more satelites so that when one is on cooldown the next one takes over
Ok so, first flight test
I expected this thing to go much slower given only 3 thrusters and how big the fucking thing is
The turrets ran out of bullets so I might have to let it sit a bit longer to give time the one fabricator to saturate the belts more for a safer journey
It got there, this was the damage.
I loaded the save since it was a test, fun mechanics tho, I like this, the point defense turrets are super fun especially
I could also send up a bunch of bullets and unload them on a belt from the main storage
Rely on the fabricator to restock while it's idle
Definitely not an optimal design but it has a ton of space with the two warehouse modules so I was thinking of it as a good colony ship to bring a bunch of stuff with me when I go to a new planet
Fun fact
There's a secret speed mechanic where more thrusters active = more asteroids
I mean I wasn't unsatisfied with the speed, I expected it to be goddamn slow
Could also add more turrets and see if it improves the situation
Less work each turret has to do, the less likely it runs out of ammo
I wish you could load them up with 100 mags instead of 10
thrusters are less fuel efficient when fluid reserves are more full
They are at max efficiency at 10% fluid or below
Yeah I noticed later, when I already calculated how many chem plants I needed to keep the thrusters full.
I didn't remove them because I expected I'd have to add more thrusters
Of course sacrificing efficiency to get there faster is valid
Big asteroids have 2000 flat physical resistance, making gun turrets useless
I think it's medium only in the first route anyway
Explosion damage is most effective here, followed by laser damage.
Yeah, with medium only, gun turrets are super effective
I did hear that laser was useless for point defense
No flat reduction
Probably was bullshit
Laser is not useless, just massively reduced
Medium asteroids have 400 HP and the following resistances:
Electric: 100%
Explosion: 30%
Fire: 100%
Laser: 90%
Physical: 10%
Big ones have 2k HP and these resistances:
Electric: 100%
Explosion: 10%
Fire: 100%
Laser: 95%
Physical: 2000/10%
So physical damage is effective past 2k, explosions are always effective, laser is cut by 20x
For huge asteroids definitely
Since explosion gets 99% as well
For now I'll try to get the turrets working, I don't have to worry about large asteroids until later
Might try to put up uncommon turrets
Or even rare
That doesn't increase damage tho I think, only range/firerate
Each rarity up gives gun turrets 1.8 range
Bullet damage research will be highly effective as a multiplier
I've been on the starting planet for so long, I have A LOT of bullet research done
Weapon shooting speed is also another multiplier but you want to not go through all your ammo fast
Hmm
Does physical projectile damage improve gun turrets AND the ammo they shoot?
Or does it only apply once?
I think all the damage comes from the ammo anyway
Well the wiki has a separate multiplier for both
Interesting
Maybe it improves damage more if you're shooting from a turret
Huh, so this is why everyone is putting gun turrets on their spaceships instead of laser turrets. Good to know.
I could also send up more expensive ammo but I like the idea of it being self sustaining, and it being able to replenish its own ammo storage
The only difference between the tables is gun turrets get 70% at level 7 or higher, while ammo gets 40% at 7 or higher
So yellow ammo
Aaaand that's why everyone is using yellow ammo instead of red or uranium, lol.
I mean, to be fair, it's also because point defense with physical ammo is a lot cooler
Very true
The Rocinante, in pursuit of the Zmeya carrying the last remaining sample of the protomolecule, fends off a barrage of missiles and lands a critical railgun hit. This is probably the most PDC action we've seen in the entire series so far!
Recorded from Season 5 Episode 7 "Oyedeng"
I wonder if that was another idea from Dosh, because he was always a big fan of the gun turrets and lamented how pointless they become after you reach lasers or flamethrowers, despite being infinitely cooler than both.
I definitely think laser point defense is cooler
You save the kinetic ammunition for forcefields
Since the forcefields only repel energy weapons
I need to rewatch this show. This is badass.
It's so good
I literally showed a few episodes to a friend and I watched a whole season because it's just excellent
I look forward to reenacting this in my game.
You can reduce the number of solar panels from 34 to 9 by installing one 4x4 fission reactor, which would take as much space as 16 but provide as much power as 25
This is my cureent power armor setup
I definitely did overdo it with the power generation, the solar panels are absolutely and not needed, are mostly just filler while I figure out what else I want in there
Rolling that blue exoskeletron was a stroke of luck tho, I'm fast as fuck
Nice
one of the achievements is legendary mech armor with every slot full of legendary equipment
All of my legendary belt immunity equipment
I'd go for two more batteries, one more laser defense, one more portable roboport
Maybe one toolbelt instead
Okay I'm about to go nuclear THEN we can play around with space
Lucky me! Got an uncommon fission reactor.
Organized!
I didn't want to give GT another heart attack
Hmmmm... 
Batteries and solar panels are in uneven columns, thus breaking symmetry.
Ok so I managed to finalize a design that can make the journey
Now I didn't realise that while the ship is in orbit around Vulcanus, medium asteroids are just gonna be around and they can probably also come at you from behind your ship.,..this means I'll have to add a few more turrets to cover the back too if I don't want for it to be slowly eaten away while I'm down on the planet
Current design, removed a lot of the chemical plants and instead I put some tanks, the logic behind it'll refill while idle so I don't need as much production
this is probably already overkill
After I have 360 degrees coverage I'll have to figure out exactly what I want to bring with me
Oh that one on the right is probably something I left there by mistake
The one on the left connects down
That said something is definitely fucked
I'm not seeing where your water to the fuel is coming from
Unless it's broken and you're running on tank reserves
Yeah I definitely broken it at some point and didn't notice because the tanks were full, ty for pointing it out

Our platform is still taking shape
It's theoretically able to go now, but it hasn't been tested. It's also way more compact
Someone figured out a plan for one that uses only a single thruster, and is entirely self sustaining.
https://www.rxddit.com/r/factorio/comments/1go2nft/the_needle_shuttle_nauvis_vgf_every_4_min/
The reason I didn't mind making it bigger is that I want to be able to bring a lot of stuff with it
You can 100% cheat that with tanks
Those 3 thrusters don't even empty those two tanks
In one trip
Good to know
And they are rare thrusters, that consume more
One of ours is uncommon
I would definitely be fine with 3 chem plant per fluid
In fact I'm gonna ditch one for each to put turrets next
Also, the faster you fly, the more asteroids come at you. Flying faster = needing better asteroid defenses.
Better be cranking out that gun turret ammo. Lasers are effectively useless against the bigger ones.
I did consider going slower, by removing a thruster, but the way they connect it's really annoying putting an even number of them
To be clear, my platform already goes pretty fast, if your goes faster you are gonna need a LOT of point defense
OH my god
I only JUST figured out how quality worked, and how you CANNOT have speed modules anywhere near quality modules
Okay this is a big fucking issue
I want to scale up the GUI so I can read the text because my monitor is 21:9 ultrawide, but if I do that the bottom info of machines (like electric usage) is cut off, is there any way I can force it to display the full info of machines without cutting off?
Ok this is good.
Tested and it works, pretty confident in the ability to make the trip back and forth with no damage.
Factorio is not well supported for ultrawide and wider. My personal recommendation is to play it in 16:9ish windowed because it's perfect for that.
However one thing you can do to avoid cutting off is https://mods.factorio.com/mod/expandtooltip
Thank you
What the fuck
It's a long long man ship.
Even in windowed mode it gets cut off damnit
alright the cutoff mod seems to have worked whew
I meant windowed mode without scaling
So you would keep the UI close to the center and your face
So from reading Reddit, there seems to be one consensus on how to deal with the worms....
You mean the Demolishers on Vulcanus?
Yes
Wiki says:
Planet: Vulcanus
Health: 30000
Regeneration: 2400/s
Resistances:
Electric: 20/20%
Explosion: 60%
Fire: 100%
Impact: 100%
Laser: 100%
Physical: 50%
Poison: 10%
Larger and more dangerous version of a demolisher.
Planet: Vulcanus
Health: 100000
Regeneration: 7800/s
Resistances:
Electric: 20/20%
Explosion: 60%
Fire: 100%
Impact: 100%
Laser: 100%
Physical: 50%
Poison: 10%
The largest and most dangerous creature in the game.
Planet: Vulcanus
Health: 300000
Regeneration: 24000/s
Resistances:
Electric: 20/20%
Explosion: 60%
Fire: 100%
Impact: 100%
Laser: 100%
Physical: 50%
Poison: 10%```
Looks like the demolishers have a lot of HP and a lot of regen per second, so at a minimum you want something that deals more than 2400 damage a second.
They also have complete immunity to fire, impact and laser weapons, and good immunity to physical and explosion weapons
But very limited poison immunity, and a flat damage reduction to electric damage to make destroyer capsules useless
So basically poison it and then shell the fuck out of it
Poison capsules deal sixteen damage a second, making them also useless.
worked at Verdun
I am curious how these work in peaceful mode
Landmines can be an effective bonus damage to help with turrets. Artillery deals 1000 physical and 1000 explosion damage, so it can be useful too. Nukes seem highly effective
Some said they've had good results with DU tank rounds to the face
Explosive Uranium cannon shells?
Impact: 350 physical
Area of effect: 315 explosion
No
2000 physical
200 explosion
Them being useless just isn't true. I've seen video evidence of people killing demolishers extremely quickly using a lot of poison capsules and basic gun turrets. Like, within seconds.
Regular uranium shells seem better
How many poison capsules can you throw at once?
yeah, uranium shells, not explosive.
DU - depleted uranium
There is another option: https://i.imgur.com/ecPCaH7.jpeg
Wiki says you can throw two per second, and each deals sixteen damage per second over twenty seconds.
I don't know, I've never used them before, but what you do is you lay down a big field of poison and then bait the demolisher into going through it, and then have a ton of gun turrets at the end to shred the remaining health down. Every time I've seen this strategy the result is the same: dead worm, and only a couple acceptable turret casualties.
So poison capsules only do 576 damage a second to a demolisher at best
Seems more effective to use other weapons. It may mostly be the turrets that actually deal the bulk of the damage
I mean, you can replace the turrets with something else, sure. But poison capsules are not to be scoffed at. They're only a 10% resistance for a reason.
The issue with the poison capsules is the very low damage
The turrets have better damage despite the 50% resistance
Low damage that stacks over and over and over again.
Where's the Helldivers when you need them
The only good bug is a dead bug.
Factorio 🤝 Helldivers
Poison damage does not stack past 576 per second
At that point, your oldest poison capsule would expire when you throw a new one
If that is so, why does the poison field strategy work as well as it does? Again, video evidence.
Primarily because of the turrets
Since the demolisher recovers 2400 HP, poison capsules alone cannot kill it
No, literally not because of the turrets. By the time the worm reaches the turrets its health regen is negated and it's already down to like a quarter of its health.
Again, video evidence.
Four turrets with uranium rounds and no research upgrades at all will deal more damage than you can hope to do with poison capsules
It could be that poison capsules deal damage to the demolisher per segment of its body, but I don't see details about that in the wiki
Can you link the video when you get a chance?
The wiki is still updating, I don't see a lot of stuff from Space Age in there.
I can link it in just a moment
Ah, they do have multiple segments!
Hello, Welcome back to Vulcanus. It's been a while. You place your new prototype big mining drills, the pinnacle of resource extraction technology, on the closest tungsten deposit to your fledging Vulcanus factory. A few power poles later and they are happily mining away providing a new consistent source of valuable tungsten. A rail ramp an...
Demolishers have no resistance to poison capsules. It's not a hint to use poison capsules, it's just because poison damage is so weak compared to other damage types that adding a resistance doesn't make sense. The problem is that if you test 1 poison capsule on a Demolisher, it looks like no damage is dealt because the regeneration is higher than the damage of a few poison capsules (even if they hit multiple segments), so the damage is healed instantly and the health bar doesn't even appear. The reality is that they do offset some of the regeneration but that isn't communicated. If we make the health bar linger for a moment after any damage then it will make that situation clearer.
Yes, if you're using just a few capsules. But use a lot of them, and suddenly the battle changes.
You would need to hit five or more segments at once for twenty poison capsules to exceed the natural regen of the demolisher
How many does a small demolisher have, and how long is it?
Small demolishers are still pretty long, pretty sure they have more than five.
Let me find that video
"This isn't just Factorio 2, its Factorio 2, 3, and 4"
Link to some of the blueprints from this video - https://pastebin.com/ScKALh7L
Music used -
Background music - Various Factorio and Factorio: Space Age OST's
The Messenger OST - Bamboo boogaloo (Bamboo Creek)
Hades OST - The king and the bull
ULTRAKILL OST - Versus
Crypt of the Necrodanc...
Timestamped
The poison capsules won't be enough to kill, but they're enough to negate the regen so that gun turrets can finish off the rest with mere piercing rounds.
That was a small worm in the video
Yeah, that makes sense.
Everyone has to face at least one small worm
The planet's starting coal, calcite, sulfuric acid, and most of the starting ashlands region are not covered by Demolisher territories. This gives you a safe area to make a factory and get the basics set up. The starting tungsten patch is in the territory of a small Demolisher, so to get the planet's science pack you'll either need to defeat it or engage in some guerilla mining operations.
But for small ones, the poison capsules + turrets are the cheapest and easiest method.
Looks like fifteenish segments fit at once in the poison capsule area
Which means you need to have twelve poison capsules active at once to counteract the regeneration, and any more is gravy (you can fit up to 40)
That said, the guy in the video does say that the easiest way would probably be uranium tank shells. But that would requires you to put a tank and the required amount of shells in the rocket and have it shipped with you to the planet, which may take up valuable storage space for supplies. Plus, once you're out of those shells, you'll have to have your factory on Nauvis make more and keep shipping them, which can get expensive.
according to reddit comments, it doesn't.
a Large worm can face tank 6 uncommon nukes before perishing.
Alrighty, nukes it is for the large worms.
Nukes dealImpact: 400 explosion Area of effect: 1000×100 explosion 1000×400 explosion
Not sure how to read the area of effect here
Smalls apparently will die from a single nuke to the head. Aim carefully.
The area of effect size is about twice as big as a poison capsule
Oh, it's a thousand small explosions
Sounds like it could cause a lot of lag
And also could be highly effective for a massive enemy
Instead of dealing all of its damage in a single explosion, the atomic bomb creates two waves of 1000 small, high-damage explosions in an expanding ring. One wave of explosions expands to a radius of 7 with each of the 1000 explosions dealing 100 damage in a radius of 3. The second wave of explosions expands to cover a radius of 35 and each of the 1000 explosions deals 400 damage in a radius of 3. This results in high damage at the center of the atomic bomb, decreasing to lower damage at the edge of the 35 tile radius.
Only temporary lag, at least. Just enough to kill the large demolisher and then it's over.
There is one more weapon that's more effective, which you unlock later
Nukes are also buffed by Stronger Explosives research level 3 and beyond.
Tesla gun? Yeah, need Fulgora for that one.
Railgun
One shot aimed at a big demolisher heading right at you should kill it without research upgrades
Railgun? Is that new?
Railgun and their turret variant
They come from Aquilo
You need them for the biggest of asteroids to get beyond the solar system edge

They cut in a straight line, damaging each segment for 2k unupgraded
You can only make the railguns and their ammo in a cryogenic plant on Aquilo
Space Age big 
so im curious on the new mechanics of the space age stuff.
the 'world' that the space craft/platforms are in. Is it 1 big actual world or is it like a small virtual one. are they all in the same 'world' or is a new one created for each space platform? can you fly between the platforms?
Can you manually fly between the actual planets going though that void of the platform world
Can you crash platforms into each other
ok so they are int he same world. also thats pretty funny thats possible
LOL
wow
people really don't like Gleba
https://mods.factorio.com/mod/delete-gleba
Yeah, they really don't.
still just watching videos. the heat requirement for Aquilo is crazy but also kinda cool
Ok so, this is the plan of what I plan to bring in my first trip, plus the necessary materials to build a rocket silo, a rocket, and a rocket landing pad
It's taking a while to send all that in orbit tho
If this works well, this is probably becoming my starter pack for colonisation
While I'm away I should launch another platform, literally copy paste the blueprint of my current ship, and let it build while I am doing stuff on Vulcanos
It's gonna take like, forever anyway
No weaponry?
I have to see how much stuff weight, like, I could bring the necessary materials to build a tank and the ammo
Plus all the modules to outfit it
But that sounds like a lot of space
Oh right a stack of laser turrets I'll bring
that's for sure
The ship can also do multiple trips while I'm on thje planet, so maybe I'll start with the turret and plan for a tank delivery and ammo if things are rough
Oh wait I see that a tank can go on the rocket
I expected it'd be too big, nevermind, I'll bring one for one slot
Hopefully I wont need it
On Vulcanus you will need enough ammo to take down one small demolisher (but may take multiple trips)
I was hoping there was a way to avoid confrontation with those
I'll see once I get there tho, as I said, I can always airdrop stuff I didn't expect to need by remotely sending the ship back and forth
The uranium shell do considerable damage, even considering the regenration and 50% physical resistence, I'm not too concerned
Like 7k a shot? Sure regen 2.4k a second, see if I care
Larger ones will be a bigger issue but that should work on the small one
You cannot finish the planet without fighting one
Everyone has to face at least one small Demo worm
It's a rite of passage, it does indicate the passage into adulthood.
ChatGPT draws guerilla mining
(I asked it to make it in the style of a New York Times Cartoon)
The gorilla above the New York Times is a mood.
Today I learned that I can connect my science machines production to a roboport, and have them stop producing if there is already a lot of science of that color in the system
This is so useful and saves me from diagnosing why blue science is slower than everything else despite theorically having been made to output one per second like all the other production lines.
I just noticed that uranium bullets are 25 per rocket
Fuck that
I'm sending up a stack just to make me feel better and I hope I don't need them
Let me have my cope bullets, but 4 rockets per stack is a steep price
Today I learned you can press q on an item you can craft to make a ghost copy of it you can place
i keep doing that by accident
Stop pressing Q then
q is what also puts away my current item
Oh then press Q more
Apparently you cannot choose a starting planet other than nauvis
But a mod fixes that
Factorio 2, the long awaited Sequel to Factorio, has finally arrived. Meet John Factorio, long estranged son of billionaire industrial mogul Robert Factorio. He's a down on his luck, doesn't take no sass, rebel without a cause. Enter Wilbur Satisfactory, a rival tech oligarch with a new startup specializing in head-bopping, foot-tapping, knee-sl...
Zisteau is one of the older Factorio YouTubers I used to watch
Zisteau
Factorio YouTuber
I remember when he was known for absurdly large, extravagant, and intricate Minecraft base builds that were wildly over-engineered and brilliantly constructed from the visions of a madman. The Lens is still one of the coolest Minecraft bases to ever grace us with its presence, and he built that thing waaaaaaay back in the Adventure Update.
But yes, Zisteau is awesome, and I'm glad his Factorio series is still trucking along.
Icons look super wrong when there's only two sciences
Yeah
Sounds like you need a mod to fix it
My brothers, I think I need your help
What I'd want is for it to be center aligned based on the number of unlocked sciences
I don't think I can build all the shit I need to build on my map by myself...
can I count on your help?
They're too slow and I can't make enough science fast enough to make them faster
Make more of them instead
no they freaking take too long
Cheat yourself some faster bots
I'm not gonna cheat I'm a good boy!
Then take your lumps
But then I'll ahve to play more which means I won't be as motivated to do things in real life
That's fine.
Factorio just takes a really long time unless you're very well practiced
It can take a long time even with lots of practice.
In the meantime I did go to Vulcanus, and I'm managing, somehow, to make science there
It's not pretty, it's not fast, but I'm making it
The harder part for me, is managing to send it back to space since rocket parts are not easy to put together with the resource on the planet
That's probably what we will be doing tonight
What's the primary form of power generation on vulcanus?
Whatever you make primary
You can do solar, you can use nuclear, you can even use chemical plants and sulfuric acid
The most effective per space occupied is easly to use sulfuric acid and calcite to generate steam
More effective than a nuclear plant?
By a wide margin I feel
One plant with a tiny bit of calcite is enough to power 30 steam turbine
And the big ones at 500°
@radiant galleon let me know if you want to play tonight, elsewise i'll be in VC playing something else
Do all demolishers have the same number of segments?
I didn't count them but they did seem pretty comparable in proportions
Medium has 41.
Also small ones aren't that bad to take down and you need to travel quite a bit before starting seeing the medium, so you probably don't strictly need to ever kill a medium or a big if you don't want to
Sure. You technically need to kill no more than one small demolisher
Depending how much space killing one buys you
I had to kill at least two because the tungsten patch was pretty much in between the territoy for two of them
Then I killed a few more to give me more space to build
Sulphur and calcite to make steam?
OF COURSE!
It's not an obvious combo because on Nauvis you don't have geyser of solphuric acid you can just harvest with pumps
So you think of that as something hard to obtain
Ididn't know that those geysers could make steam
The 2nd option is solar panels, since they get a big bonus on Vulcanus, but I hate that since space is a bit of at a premium and there are cliffs everywhere at first
This pattern is called the "Get off my property right now" pattern
(Should probably balance it so it drains evenly)
I have artilliery, it is fun, also allows me to probably never leave my base ever again which is really all I want to do in Factorio anyway
Next step is to try to make the clusterfuck I have on Vulcanus somewhat functional, and maybe to fabricate rocket fuel in house instead of importing it.
It is annoying becase you have no oil on that planet, so you have to do it with coal liquefaction
And whatever I'm producing I'm already using for plastic
Maybe instead of starting with Vulcanus you could do Fulgora to make the mech armor and fly over all the cliffs and lava lakes
It is supremely annoying to go around on Vulcanus
And I saw, the tech to fill the lava up with landfill is like, on the 4th planet
At least the cliffs are gone now tho
IT'S BOOMBOOM TIME
This is the first run in like eight hundred hours that I left biters on
Doing shooting damage and speed research makes a huge difference. Way bigger than I imagined
instead of going to another planet, we instead spent the whole time revamping our rail network
That's the most Factorio sentence ever wrote
Together with "I don't think I need this power pole" followed by your whole steel production going dark
"Why does removing this undocumented line of code break everything?"
ahhh the load bearing power pole
we actually found several of those tonight
"why are the nuclear turbines not showing up on the power grid"
because i keep replacing the pole forest with substations and forgetting to reconnect stuff
the last time i played it was. Why has all my power gone. OHHH i removed the power pole that powered the inserters that were putting coal into the steam generators
pro tip: if you are inserting burnable things into something, just use burner inserters; they will self-fill themselves with the fuel they are inserting
though it's fucking hilarious watching a burner inserter use a nuclear fuel on itself
burner inserters with nu.... damn it
I can't help but hear this gif in my head every time I read load bearing.
Jerry, these are LOAD. BEARING. WALLS! They're not gonna come down!
at least we have no problems getting U-235; i think i have like 30 centrifuges in the kovarex loop
we're actually at a net negative rate of U238 since we're converting it at a higher rate than it's being refined from ore
I need to set up that enrichment thing at some point, not that I'm using U235 for much right now, I'm largely solar, but to at least burn some of the 238 away
Factorio is a game of automation
Automatically crafting two hundred advanced circuits by hand
Making QUALITY!
@radiant galleon let me know if/when you want to hop on
@dire trout https://mods.factorio.com/mod/railway-motor-car
I have achieved fully automatic train dispatching.
All these trains are waiting for a load to go pick up, and will go do so automatically once a full load of any cargo is available.
yes we spent the whole weekend overhauling the entire rail network instead of going to vulcanus
nuked several bug nests tho
Nice
Hmm, I think that Vulcanus is sufficently tamed for now, I'll probably want to do some extra industry and all, now I think what planet I want to try out next
Also with the artilliery thumping I can probably not give much of a shit about Nauvis for a while too, I doubt any bug are going to be able to annoy my base anymore
Fulgora I think the best options for energy might be either harvesting the lightning, and if that's not quite enough, I could still use the heavy oil ocean to turn into solid fuel to power steam enginges
Unsure tho
For gleba IDK, there are the big towers so i do want to bring laser defenses, but I am worried by the fact that energy panels are less effective
Oh right I just realised, that's gonna be the case around the planet too right? meaning that my ships might not work as well just by solar panels
To be fair the panels I'm using are way overkill around Navious so it might still be okay
Maybe supplemented with some accumulators
okay seems like I'll have 66% power in orbit around gleba, and only 40% power in orbit around Fulgora, compared to Nauvis, that's rough
Keep in mind that both of those are still higher than terrestrial solar panels in Nauvis
You can make up for some of the difference with higher quality solar panels, which are nice to have when space platform area is at a premium. They produce 30% more per quality.
Accumulators get 100% capacity plus 30% throughput both ways for each quality step up
Yes but those are mounted on my ships
They are working well now, but they might not be working as well once I move them over the other planets is the problem
Good idea for quality panels tho, if I swap them all for green ones it might be enough
Even better if it's blue
I don't have that many to begin with, like, a 16 or so
I decided that it's going to be Fulgora
Because I don't want to deal with huge spiders without a mech suit
You might or might not know, that on 21. the world of warcraft starts new fresh classic servers. And I want to participate. This time, I wanted to try to make a guild, and maybe there are some other Factorio people who wanted to join.
I hope I wont get too many mesages in the tone on "you should be repairing bugs, how do you dare to play a game...
Kovarex himself looking for a world of warcraft group
Where's @pine stone?
(Kovarex is the head and main dev of Factorio)
I already played classic in 2005 and 2019 I dont need a third go
Other than the month of November of course
I missed the word "with" in your message so I thought we were still talking about WoW
Sorry
Usually I have no enemies
but in november every single person is my enemy
Look out for yourself
Besides, I have a custom status on the manechat
Ok listen, Fulgora is kind of a problem
And not for the reason I was expecting
The lightning is whatever, the problem is that the whole landscape is a bunch of tiny islands, which makes it pretty difficult to have centralised power production, since the power poles don't reach across the islands...only way to transfer stuff across is realistically trains
And each island will have to have its own power, which is not a huge deal, since you can harvest the lightning, but is also kind of a pain in the ass
Landfill to connect long power poles
Nope, can't landfill it
Until later reasearch
Like I think it's an Aquilo research so very far from now
I see
It seems like the challenge of the planet is actually space.
Between having to protect the buildings with lightning rods and have to build on small islands
Does regular landfill not work?
From what I've read, it does not.
You can't even build elevated rails until you get floating support platforms researched because of how deep the oceans of oil are.
You can build elevated rails, but only in shallow oceans
Luckily most of it is shallow
So rail is an option
Well maybe not most, but it's a good 50/50 split
hey @dire trout whenever you get a chance, can you send me the save file for our world?
%appdata%\Factorio\saves
I'm gonna fiddle with it during the week and see if I can unbreak the logic for the fluid trains. I forgot to save a copy of it when we quit Saturday night.
Oh BTW my plan to use steam to power a base in fulgora was very good, until I realised that I wanted to make steam on a planet with no water
So that went out the window fast

Luckily the lightning is a pretty reliable source of power provide you have enough accumulators
That said I do need water anyway, so I'm gonna have to invent a way to get it
But certainly not enough to use Steam
Chances are I'll modify my ship to be able to send down ice
I'll probably send down a 2nd ship, which I'll turn into a permanent platform to send down ice to the planet to be melted
You should already have a second ship
One for space science to Nauvis, one for calcite to Nauvis and Gleba, one for transporting yourself
I have one ship that does the transporting of important stuff between Vulcanus and Nauvis
Already all autmated there
Never been to gleba
The one for space science I don't count as a ship, since it doesn't have engines
I suppose not
And yeah the one I'm using myself for my colonisation purposes
This one isn't gonna have the fancy blue solar panels, so hopefully it can make the journey
It just need to do it once so it should be fine
Ideally without breaking any turret
So true
Agreed
I already am not sure how I feel about the ones already there 
That said, on Fulgora I managed to connect two relatively close islands thanks to blue big electric poles, allowing me to dedicate one island fully to energy storage
which was pretty neat
(rarer electric poles connect farther)
@radiant galleon did you want to play tonight? i am about to get some food then i'll be around in like 20 minutes
My brain is fried from a long day of dealing with on site techs at work. Not really feeling very Engineer minded tonight. I'm probably gonna just chill in VC and look at the new Derail Valley update.
cool cool, i'll be in VC in a bit regardless
It's time for my favorite part of Factorio
Making solar panels and logistics robots
I used that hex grid blueprint you shared. That's such an awesome design
Hell yeah I love how it looks
However with the 2.0 update it is outdated. Roboports come with radars so you don't need a radar for the grid aligned version
Nice
Liquid gold! ...and everything else.
The star of today's video is Pneumatic Transport!
You can download it in the in-game mod browser, or manually here:
https://mods.factorio.com/mod/pneumatic-transport
Consider supporting me on Ko-fi!
https://ko-fi.com/docjade
Join the discord! http://discord.docjade.com/
Have a video idea? Let me know! http...
@dire trout @radiant galleon So, not sure if you've figured this out already last night, but Vulcanus foundries have a built-in 50% productivity bonus, and you can create foundries within foundries.
Meaning that you get even more free foundries by making them in foundries than you would if you made them by hand. This will speed your production up significantly.
They however cannot make higher quality stuff
(not as well as using high quality ore would)
True, but for starting out on Vulcanus, it's very good.
Lord knows I can't change
yeah we got several foundries going, killed the worm, and are making orange science now. we are currently constructing the pipeline for making a rocket silo
Nice!
I'll try and figure out the patch for our game save too. So that we can actually get the achievement for killing the worm. 
TIL that there is a "shattered planet" location beyond the edge of the solar system, that is so difficult to get to that only a few people have actually managed to do it. You can't land there, since, y'know, it's shattered, but you can harvest the unique Promethium asteroids around it, which are needed for the final and most difficult science pack: Promethium science.
And it's only used in a single research: "Research Productivity", giving you a flat 10% productivity bonus per level, and it's an infinite research.
Which is very handy for people trying to get a million SPM base
It's the Endless Defense mode of Factorio
I'm almost ready...
I got distracted by helping my dad with satisfactory... then I got distracted by quality
Downside of making trees have one pixel of collision
Noooo the shade of the trees is blocking the sun from the panels
These trees give like negative shade
Might... actually be ready to go to a new planet...
Can always solve it with a custom deconstruct that only targets trees
Yeah but I don't wanna
How many turbines can one sulfur-to-steam machine process provide adequate steam for?
I think at least 4
I made it to vulcanus... and not only that, I made it back...
33
Lunar and i are stuck on vulcanus until we can build a rocket silo and fix our platform
oopsies
We got the orange science cranking out at least
Yeah I made sure to have enough fuel and material to shoot down so I could launch a rocket back up to the platform
Also... is there a way to keep your platform from constantly being bombarded with asteroids?
Or is the only way to send it back to nauvis
Guns
No yeah I get that, but when over volcanus, asteroids constantly come, where as they don't constantly come over nauvis
Our problem was using laser turrets and underestimating their power requirement
We'll swap over to bullets once we get back up there
Higher quality solar panels are good for that
Oh shit I completely forgot about those...
Yeah I've got a bunch of rare quality solar panels up there, hopefully that will be good enough to power a few lasers
Does the size of your platform affect thrust speed when traveling between planets?
I believe so, the mass of it
Width is the biggest factor last I checked
Alright, no reason not to trim it down wherever possible
I solved it by building bullets on the platform and belt them to the guns, so they can stay in orbit as much as it wants
You have iron in space
Yes I know it's hilarious overdesigned, I still love my baby
I added the capacitors and the extra panels because they help around fulgora, you can easly get away with half that for Volcanos
Looks great
Ideally it got enough fuel that it could do the farther skip from two distant planets without stopping by Nauvis, I didn't test that yet tho
My platform is a lot narrower than that.
Also is there a button to automatically put a certain type of ammo in said guns? Like, keep them constantly filled as long as you have them in your platform inventory?
There's a mod for that
But no
Factorio intends you to design a solution to automate it
So you have to belt it from the platform inventory to each individual turret?
Ideally, you would just make the ammo from meteors you destroy
Sure but if you have the ammo stocks, you'd have to then have to send it to each turrent via belts and inserters?
I guess
I mean I don't know how else I would keep them filled