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This new iron mine has solved my iron shortage, but the pollution will upset that huge biter nest. I'm post behemoth, but pre uranium weaponry, so I'll need to build a defense outpost.
>>
Hi Post Behemoth, I'm dad.
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>>695462675
fire, fire is answer
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>factorio engineer vs master chief
Who wins
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Genocide
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>>695462795
I see that they have a conical attack area. How should I position my defenses?
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>>695463146
I think I figured it out. How many flamethrowers should I place? The most obvious answer is "yes", but maybe there is some caveat?
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>>695463409
Outside corner bad.
Invert it.

You don't need more than one flamer per underground pipe length unless you're into behemoth biter evolution.

Also, you have placed your turrets such that I think they have a deadzone near the wall. Mouse over the turret and it should show the targetable area as a red zone. Move the turrets back from the wall until any minimum range deadzone is inside the wall.
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>>695463596
>Outside corner bad.
What do you mean?
>Mouse over the turret and it should show the targetable area as a red zone
I have only a green zone.
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>>695463678
>>
>>695463678
Invert that corner. Trust me on this. You never want corners with the 90 degree part on the exterior, only the interior.

It will appear red when the turret is placed.
Also I think the deadzone is clearly visible there.
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>>695463596
>>695463678
This is the flamer range.

>>695463841
>Invert that corner. Trust me on this. You never want corners with the 90 degree part on the exterior, only the interior.
Could you explain why? My logic is that since I have a choke point, I should have the turrets concentrate fire as much as possible.
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>>695463947
Ok.
Bots will fly outside of the wall and die when crossing the corner.
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>>695462834
How much prep time
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>>695464152
300h
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>>695464208
that's spidertrons-per-second territory
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>>695464110
why would they cross? the base is directly north west
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just place some mines
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is it time i go to a new planet or should i automate production science first?
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>>695464493
You asked and I told.
Just do it my way and you won't have to remake it later.
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>>695462675
>>695462675
just use efficiency modules
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>>695464406
good
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>>695464648
>fulgora without elevated rails
do it fgt
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>>695464763
what about another planet? or do they all need elevated rails?
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>>695464679
not my wall and you have not explained anything
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>>695464903
Vulcanus kinda does need it as well. Gleba doesn't.
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>>695464910
But I did explain it.
Bots will fly outside of the wall and be destroyed.
It's a fact.
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>>695465034
why would they fly outside the wall?
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>>695464950
ok another question, can i just go there and build a factory from scratch or are there any items i need to be sending from my base?
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>>695465269
>need
no
>want
bring some basic belts and assemblers and shit
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>>695463947
He's right
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>>695465054
Because the wall partially encloses an area outside the wall.
It's geometry.
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How do I build malls, especially early game ones without copying a blueprint or redoing things 30 times over ?
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>>695465414
uh huh, but why would they fly outside the wall? what circumstance is there for that to occur?
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finally have my gear assembler online
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>>695465339
What about this?
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>>695465414
your mom partially enclosed my geometry
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>>695465696
kino
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>>695465501
The path a bot takes crosses from one stretch of wall to another.
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>>695465696
>lm gay and shti
this is actually goated
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>>695465696
Cute!
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>>695465786
you really like being obnoxiously obtuse don't you, do you think it makes you sound smart?
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>>695465725
You're going to lose the corner turrets every so often and depending on how you've got your pipes hooked potentially the rest as well.
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>>695466257
Sounds like I should go with my original design, then.
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>>695465987
I don't understand what's obtuse about it.
The wall encloses an area outside the wall.
Bots will cross that area.
They will take damage from bugs and fire and die.
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>>695466332
Both are crap for reasons I've went and illustrated for you. Flameboys on their own are not that good. They need obstacles so the flames catch up and fall on stuck bugs. The ideal version would probably be a "straight" diagonal wall and some blue+ lasers on landfills on either side.
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>>695465269
bring some power source like solar or a boiler etc, some power poles and a miner unless you want to start from burner shit again but the three starter planets have everything you need to make a rocket from scratch
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>>695465696
Look what they need to mimic a fraction of our power
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Looks like I'm finally done with Aquilo. Just need to collect my Fusion reactor and railguns before ending this 120+ hour game.
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should i turn all my normal chests into storage chests? are there any downsides?
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>>695467894
pro: bots will take things out of them
con: bots will take things out of them
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>>695467894
drones will fill them with garbage; you want passive providers instead
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Is there any reason not to do all the science and research on vulcanus? I'm sick of my Nauvis base and trying to fix/improve/expand it looks like a fucking nightmare. Infinite iron and copper is just too good of an offer.
>>
>>695465269
You can start from scratch, but setting up automated interplanetary logistics will save potentially tens of hours by skipping the handfeeding burner phase equivalent on each planet again. As for the other question about what planets need elevated rails. Fulgora needs them, no question. Your options are either pitiful starter patches on big islands or 100m ores on a 30x30 shoebox, trains are the only way to extract it because the floor is unbuildable except for elevated rails. Gleba is odd because you don't want buffers so trains are pretty much out, and later on you get the ability to build your own infinite "mines" right at your doorstep so I just ran a belt until I reached that stage and never needed to leave my box again. Vulcanus is mostly fluid management of molten ore. The only minable resource you need in any quantity is coal. The others aren't needed in any large amount, you could probably run a megabase off of a red belt of calcite, so just running belts from the mines works fine.
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>>695467989
Biolabs are buildable only on Nauvis (uses science at half rate) and your output of Vulcanus is hardcapped by how much rockets you can output which puts a huge strain on your coal unless you import.
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>>695467989
gleba science spoils and gives reduced science based on how unfresh it is
you unlock a nauvis only science lab that doubles the value of potions
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>>695467986
wouldn't it be fine if i used filters?
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I've just landed on Gleba and already am very confused. There are so many random plants and rocks around here. The spoilage thing doesn't sound too bad as the fruits spoil in an hour, but I bet it will get much worse.
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>>695468442
The important thing to realize about Gleba is your spoilage machines don't consume power.
Once you understand this, and the implications it has, you can conquer it utterly.
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>>695465696
flawless
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>>695468131
>>695468125
fuck.
Then I'll chug along for now. Maybe I'll grab every ore patch on the map and build a dedicated science plant much later.
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>Finish Fulgora and even make a quality sorting base (only up to rare though)
>The bases sole purpose is making a rare mech, which is achieves in a few hours
>Now it makes uncommon parts for my space platforms and the occasional rare asteroid collector
>Have to make weird, snaking rails to stay in the shallows
>Check my research once I'm done
>I COULD HAVE RESEARCHED RAIL SUPPORTS FOR DEEP OCEANS BEFORE MAKING THE QUALITY BASE TO THE EAST
FFFFFUUUUUUCK
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>>695465696
tasty
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>>695468442
>but I bet it will get much worse.
spoilage carries over, 50% spoiled ingredients create 50% spoiled products
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>>695463409
Just do whatever works for you, but if you're against behemoths, add a bunch of dragon's teeth, at least three rows or something.
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Any advice for power on Fulgora? Am I just forced to make oceans of accumulator farms, in order to sustain the the current 10+GJ/min drain from my factory. Or should I be loading everything up with efficiency modules?
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>>695469550
>make oceans of accumulator farms
Well, yes
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>>695469550
Well the island sizes define how much power you're able to capture due to lightning coverage and accumulator amount.
So you place high draw factories on large islands.

How you balance that is up to you.
Another thing to think about is to just run intense machines at night, which you can control with a simple SR latch somewhere and sending the signal via radar.
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>>695468131
>gleba science spoils and gives reduced science based on how unfresh it is
It's also free and renewable, has a shelf life of 1.5-2.2 real time hours depending on quality and the reduced science factor only comes into play at <25 and <50%. So stop whining about Gleba please.
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>>695469841
Gleba was shit, still is shit and always will be shit.
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>>695469912
This. I appreciate the biotech idea, but making everything rot sucks ass. I just don't get it. It goes against everything you learn in the game, the way you play the game normally involves overproduction, but here if you do that you've got hundreds of rotten items on your belts.
Then you have the pentafaggots making it even worse. I'm sure the solution is easy enough like the other worlds, but being new to the world makes it look like complete ass, and seeing Factorio veterans outright quit here isn't filling me with confidence.
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>>695470530
maybe they wanted to encourage a pull model instead of push
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>>695468859
fulgora was so fun, take me back
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>>695469550
fuck accumulators, you have loads of ice and solid fuel. just run a turbine.
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>>695470530
>>695470576
Use deconstructor planner instead of inserters to manually harvest everything and you should be able to prevent over harvesting.
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>>695469912
Learn to filter or get filtered
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>>695471307
>same factory as always
>for bots you add spoilage storage
>for belts you end them with splitter/inserter with spoilage filter
Not as big of a filter as you want to believe
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>>695469912
t. filtered out of the nutrient loop
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>>695471512
>>695471489

Anyone else has some buzzword filled /b/-tier insults without any attempt at counter arguments regarding Gleba? Yea thought so.
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>>695471689
counterargument? you're saying do garbage retard thing and it works, and yeah sure you can hammer nails with a rock but it makes you a fucking moron when you have a hammer right there
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>>695469841
spoilable science will always be cancerous
the spoil mechanics should stay in the spoilable planet
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People meme on the Fulgora soundtrack but aside from the track that just sounds like farts it so far has the best tracks.
Vulanus was alright but had like one track that was good.
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>>695471986
fulgora has one good track and the rest are garbage
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Is the location near the starting island on Fulgora supposed the only one that has decent amounts of scrap? Because Jesus Christ it has like 50-100x the amount of any other island I've discovered so far
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>>695471846
>bzzz bzzz bzzz bzzz bzzz bzzz bzzz
Yea, cool. Hammer yourself too
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>>695472126
there's small vault islands with millions scattered around, and larger towns that have a few 100k
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>>695472126
You have larger islands with smaller patches and small islands with patches in the tens of millions.
The caveat is that many small islands will give you AIDS trying to fit a train station on them.
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>>695472204
>buzzword filled /b/-tier insults
you're a faggot retard hypocrite, how's that for /b/-tier insults
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>>695462675
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>>695471489
Absolutely spot on. But you're neither retarded nor have just whined about gleba.
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I really should start working on nuclear.
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>>695472103
>fulgora
>garbage
how appropriate
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>>695472328
...is that all? Bro I have roughly 50 max zoomed out screens worth of accumulators alone.
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>>695471986
I generally loved the Fulgora music
>Spooky, dead planet music (I got this on landing and it made an impression)
>Heroic, almost inspiring moments
>Weird track that sounds like accumulators discharging really hard, very electrical (or farts if you're some weird fetishist)
Then you have that one odd track that feels unfitting and kind of reminds me of the 90s Animated Batman series for some reason.
>>
>>695472230
It's not that bad. You can fit in two carriage double headed trains on almost all of them. Remember the rail slopes can jut out into the oil oceans further than you think.

I do wonder what the vaults are meant to be though. Emergency shelters? Fulgorans realising the writing was on the wall and trying to leave libraries of their civilization for future aliens to find? Too bad some faggot who only cares about converting the system into a giant machine found it first.
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>>695472328
That's nuts for Nauvis, but business as usual for Fulgora. A lightning powered base is cool as fuck but you pay for it.
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>>695472881
I totally believe whoever was on Fulgora just fucked off into space
they were to advanced to just stay and die
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>>695472993
It would be pretty ironic if Fulgora was the Engineer's homeworld. We don't KNOW he's from Earth.
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>>695473528
He's obviously from gleba
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>>695472964
Get the fuck out with that crap. I made several times that both accumulators and solars for satellites in less than 30s back when space beakers weren't as easy to get.
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>>695472103
I went and relistened to the soundtrack and you are gay and wrong.
1, 6, 8 are phenomenal and the other tracks are all stellar. Don't even find the fart one bad anymore.
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>>695465696
to be honest it took me a few minutes to realize what was going on with that rightmost belt.
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>>695467168
There's something really satisfying about watching the new buildings work.
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>>695468859
>Marauder Shields Memorial Station
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>>695464910
You are retarded.

>>695465034
You are patient.
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>>695465696
Start menu tier.
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>>695470530
>It goes against everything you learn in the game, the way you play the game normally involves overproduction
That's why it's interesting and good. It's time to stop whining and love the rot.
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>>695469550
Quality is really powerful for accumulators. An uncommon one is already twice as powerful as a regular one.
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>finally make some italian spaghetti and produce gleba science
>well it wasn't actually THAT bad
>and rocket fuel is already there to boot
>now only need to automate LDS and blue chips
>... oh fug
So this is the true filter of gleba, I see now
>>
>>695468009
Fulgora is easy to brute force with bots. Just find a patch where you can link logistics. The Fulgora gimmick is big island no resource tiny island mega resource. I have been running Fulgora with chest on autopilot for over 100 hours. Eventually I will see a logistics notification that everything is full so I swap passive to active provider boxes on the miners and build more storage. I also have about 20 recyclers deleting anything I get too much stock of. No need for fancy belts or sorting systems. It also has more throughput.
>>
Do the medium asteroids that are mentioned in the Factoripedia only appear on the way to each planet or are they supposed to exist in orbit? I thought I'd boost the Fulgora asteroid production a bit by stationing a ship in orbit that generates as much ice as possible but it appears that there are no fucking asteroids anywhere.
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>>695479895
Go on the solar system map and click on the lines between planets.
It will present you with the distribution.
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>>695480076
Well, fuck
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>>695479123
why manufacture those when you can import them from Fulgora?
this post is sponsored by the Anti-Gleba Committee
>>
>save gleba for last because everyone says its aids
>finally get there
>have no idea what the fuck im doing
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>>695480640
That passes in around fifteen minutes if you're not retarded. Then you'll usually have another panic attack in about an hour when you realize you should've added additional spoilage filters.
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>>695480864
okay so like what do i do unironically because im not going to watch a 40 minute shitty youtube video of some retard lets playing the game, all i understand is i need to do something with the harvesters, and they need to be placed in very specific locations
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>>695480984
I don't want to spoil your gleba experience
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>>695465696
its unironically a lot of work trying to do this
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>>695465460
What's wrong with redoing things until you learn why things work a certain way by yourself?
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>>695480640
Yeah, I have this too. Then again I had this back on Fulgora for days too, until I stopped staring at the screen and just started building.
My big issue is realising I really should be making blue belts instead of just sticking with reds everywhere. I'll remotely go back to Vulcanus and mass produce some blue belts to send there. I understand I need to prepare for spoilage and that's the real issue. The time limits. I play slowly so this place might be a dead stop for me.
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>>695481106
zamn
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>>695481376
I always forget you can lay brick pathways down, and I have 500 hours in the game. I never bother with concrete either, though. I just put it down near rocket launch sites to make them look more official.
>>
>>695481376
beautiful
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>>695481383
just go ahead and make the blue belts, trust me, start it now so you can stock pile them and never look back, you just need some lube and stuff you already have, then you can use robots to mass replace them
>>
>>695481376
sovl overload
compact factories are so kino
by the way your coal will leak into the iron plate underground belt if your iron production falters
>>
Do you guys make a garage for your vehicles? or do you just leave them wherever?
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>>695481662
thx i just fixed that underground
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>>695481702
Forgot pic
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>>695481376
soulkino
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Low density structure factory. With way too many assemblers, but that'll get put to use once I have faster belts.
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>>695481702
my only vehicles are trains and exoskeletons
the tank is a weapon and it stays in the inventory and i pull it out when i need to fight
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>>695481106
Oh you!
>>
>>695465501
you are talking to a retard who initially mistook the radar outpost for the base (despite the flamethrowers clearly not being on that side of the wall) and just doesn't want to admit it

>>695466332
yes your original design was fine, although you probably(?) don't need quite that many flamers

a small amount of bot attrition is always a thing with flamethrowers, because they'll get caught up while repairing.
it's not a problem though, just resupply bots. flamers used to be fucking incredible before Space Age (and they're still really good)--as in you could hold a wall forever at 100% evolution with hardly any overlap--losing a few bots is just a cost of that, just like normal repairs

the outside wall and the straight wall have the same issue of biters tending to concentrate on either the corner or the nearest side.
the inverted kill box you had originally is what i would do, probably, but with the flamers further back so there's no dead zone

but you're kinda overthinking it
you can honestly just slap semi-decent walls down wherever and buff the spots that you notice taking damage with a couple extra guns/lasers ad hoc

people like over-designing walls but unless you're going for a modular megabase or some shit you can usually just do whatever--absorption turns into attack parties so initial waves from the still-growing pollution spread from that outpost won't bust it; you'll have time to scale if there's issues
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why not you nigger
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>>695481972
>original design was fine
>have less defences
I smell a fucking bug
>>
will I like this game if I enjoy shit like civ? don't want a bore fest
>>
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>>695481702
No, I just leave them around. It results in entertaining scenarios a hundred hours later
>Rocketing around in my suped-up mech armour
>Find a car parked in the middle of nowhere
>Open it up
>Find the light armour I crafted in the first hour of the run, and some random basic buildings plus a shit ton of coal I intended to be some emergency re-starter base if I lost everything
>Leave it all there just for the memories
I also have a bunch of tanks randomly parked around the Nauvis rocket silo array in case I needed to remotely fight biters. I never needed them, my laser walls plus repair bots have kept the biters at bay ever since I first got into space
>>
>>695478706
>That's why it's interesting and good.
exactly
fulgora also goes against factorio instincts. it feels downright fucking perverse to mulch thousands of blue chips at first

they were clearly designing every planet to feel kinda like your first time playing factorio, and for the most part they pulled it off. i had the most trouble with gleba but in the end i think it might be my favourite
>>
>>695482294
you'll enjoy it
>>
>>695482315
Nice mods bro but YOU DIDN"T FINISH THE GAME

>>695482318
Aquillo sucks
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It works, I think.
>>
>>695482494
>Nice mods
? I'm not using mods
>Didn't finish the game
Yeah, I'm miles away from that
>>
>>695482497
Is it weird I don't fear Aquilo half as much as I fear Gleba? Importing shit and putting heat pipes everywhere sounds easy compared to dealing with turbo Australia.
>>
>>695482294
if you specifically like the part of civ where you autistically minmax your cities each turn you'll probably love factorio

in comparison, civ is way more of a snoozefest. there's long stretches where you have nothing to do but click 'next turn' or wait for shit to end. there's ALWAYS shit to do (or fix) in factorio

>>695482494
>Aquillo sucks
yeah kinda. probably my least favourite.
that one is a bit of an exception though since it's meant to be the culmination of your other planets that needs logistics from all of them, rather than a totally fresh planet.

but in reality it's just a fucking pain in the ass to get started and ship concrete etc there, and once you've done that you can research the last shit you need on a tiny base in like 5 figurative minutes, then use the new tech exactly once on exactly one platform. so it kinda blows compared to the others

in general the lowest part of the expansion is actually getting to use the cool shit you unlock.
aquilo should have been like vietnam where you need to make a hot landing and take ground from millions of angry jellyfish
>>
>>695483261
Or actual ships and ship based gameplay
>>
Mid-game, got some questions:
1. Destroy biter nests or let them live? Letting them live lets them absorb pollution, but is it worth it?
2. Best way for base defense? I have a bunch of laser turrets at specific spots. I haven't unlocked flamethrowers or anything else. Should I?
3. I'm currently in the middle of land where I'm surrounded by 4 sides. I know you can landfill and surround yourself with water at 3 sides so you'll only have to defend 1 side instead. Is it worth it?
>>
>>695483652
If they're in the way, obviously. If they're not and expansion is on it's not worth the effort.

Walls on dragonteeth and flamers and lasers into pure lasers and some arti later.

Your call.
>>
>>695483652
1 Killing them causes a lot of evolution to occur. I like placing turrets just out of reach of bases to spawn camp the bugs without killing spawners.
2 on Navius I don't think you need anything but lasers
>>
>>695483652
>Letting biters absorb pollution
OH FUCK NO. This is making them evolve. Clear them out if they're affected by your pollution cloud on the map, they'll keep invading you soon enough.
A wall with a bunch of lasers and robots armed with repair kits is more than enough to ward off biters for tens of hours. Flamethrowers are impossible for biters to out-evolve but do run the risk of cooking repair bots while you're in space (if you're playing the expansion, otherwise it just means physically going there every 20 hours or so at restocking)
I don't understand the last question. Landfilling an area will make it easier for the biters to get to you.
>>
>>695484063
doesnt killing nests also trigger evolution?
>>
>>695483889
>Killing them causes a lot of evolution to occur
I have cleared and walled off a colossal area and I still do not see behemoth biters. The evolution factor is vastly exaggerated, provided you're playing on normal settings. Deathworld is probably a different story.
>>
>>695484156
Yeah, but you need to spend basically the whole real time day doing so for it to be a problem.
>>
>>695484161
It is. And it's not comparable.
>>
>>695483631
i like the platforms (aside from how long it takes to design new ones--there's no point upgrading since your current ones are usually busy and new platform tech kinda invalidates attempts to make early modular designs, at least the way i tried them)

but yeah the final stretch also needed some space jellyfish or some shit to use railguns on. it's kinda anticlimactic for the ending 'challenge' to be to build a bigger platform, again, with a new turret type, again, for a new rock type, again

also the shattered planet should be hidden on the map until you beat the game.
kind of a wet fart to see it there for the whole game then find out it's just an optional pointless thing for megabase-grade autists and it *sounds* a lot cooler than where you're actually trying to go

winning isn't really the point of factorio but i think they leaned into expecting postgame shit a bit too much in the expansion. i'm sure i'll come back in six months but at the end of my first run after 100+ hours i don't really care.
it's the opposite of vanilla where the tech tree feels super fucking tight and everything is useful, but maybe it'll be perfect too in 10 years i guess
>>
What's the best wall design for base defense? For example, 5 layer deep walls or 1 layer is enough?
How far should the turrets be from the wall?
>>
>>695484492
>there's no point upgrading
I don't know, if you get into quality then even uncommon replacements on existing ships are a big difference. My main shipyard is Nauvis orbit because nothing can go wrong up there, but once the ship is good and ready it goes to Fulgora to get decked out versions of its parts.
>>
>>695483261
I feel like there was a huge missed opportunity for space platforms to militarily impact a planet
Imagine doing orbital bombardments with a giant ship
>>
>>695484492
I think the big problem is how huge the expansion is.
Even good players take over 100 hours to beat it normally. By then you're just done. Dumb fucks like me will likely take 200 or even more, so as cool as the endgame tech is I don't think I'll care about the shattered planet once I reach the edge of the system.
>>
>>695484492
Pretty much my experience as well. And I say that with actual physical pain that comes with agreeing with a lowcaps fag.
>>
>finally get artillery
>oh fuck.png
>blast every bugnigger in a 400000 mile radius
>no bugs for miles
>bugs evolve to be larger now
>still attack my base anyway

what was the point
>>
>>695484063
>Landfilling an area will make it easier for the biters to get to you.
I mean landfill to the middle of the lake, with only one side entryway. That way you only have to defend one side.
>>
>>695484929
keep blasting the bugniggers
>>
>>695484929
It's like having an additional invisible wall around your base. The bugs can't build near you and if they do they get bombarded to death, with the few survivors being the only raids you'll ever get, and these will be tiny compared to the expansion parties you'd get normally.
>>
>>695462834
Factorio engineer. Hands down.
It was iffy before the Space Age DLC.
But with Space Age filling things in more, it becomes a hands down.
>>
>>695484063
evolution is based on time and nest kills, nothing else
absorption just spawns more biters

>>695484531
two layers minimum after the very early game
although you don't really need more than two even late game if you have enough turrets, it's just a buffer in case your turrets don't kill fast enough (and when you notice, add more turrets)

dragons teeth are popular but optional, i only sprinkle them in trouble spots occasionally.
everyone will tell you to build them though because they make you feel smart

turrets go right next to the wall so they can maximise range, overlap and time to kill. except for flamers (look at the minimum cone)

the only thing that really matters is keeping your bots supplied though. your shitty wall design is a bot-problem, not a you-problem, who cares
>>
>>695481787
Nah.
You're just gonna use foundries.
>>
>>695484929
If there are nests in your pollution cloud they will still attack. If you really hate getting attacks then build your walls/artillery outside of your cloud.
>>
>>695472964
Uncommon accumulators double the capacity, which makes them very interesting for Fulgora.
Doubly so as its science pack takes accumulators as an ingredient, so you can create a steady stream of uncommon ones just by slapping some quality modules into the EM plants fashioning the science pack input and siphoning off the proc-ed uncommon (or higher) ones.
>>
>>695464208
Factorio engineer
>Legendary mech armor full of legendary exoskeletons and some shields.
>Run into MC at Mach 10
>>
>>695484929
If you're playing with pre tungsten recipes you keep them autofiring, if not you use them to clear mass areas ideally with like 10 arti wagons and then you mop up while drones establish your new perimeter. Worst case you use them as fire brigades if there's like one annoying spitter just outside your turret range annoying you with alerts and you can't be arsed to warp back.
>>
>>695462675
How the shit are you pissing them off so fast they are already at behemoths and uranium is still beyond you?
>>
Let me know when the paid mod has proper mods to unfuck how shit it is
>>
>>695462675
>pre uranium weaponry,
>there's a uranium patch just there
Nigger, what the fuck are you doing?
>>
>>695484816
play space exploration for that
you can bomb from orbit, use biological genocide weapons, and solar fucking death rays
that nigga never rests and happily throws his work away when he gets a better idea; the Space Age edition of SpaceEx is gonna be nuts (like 5 years from now)

>>695484663
quality is great in general but i was referring more to upgrading platforms when you get new platform tech. like turning a fulgora ship into an aquilo ship with missile launchers and then adding railguns to it later, as opposed to redesigning a whole new platform

because it's not really practical due to how platforms incentivise you to optimise for dense designs, and it's probably already got a cargo route.

and, y'know, building em is fun and everything. but it's not like upgrading a ground factory. i kept wanting to build better ships or try stupid resource station ideas that didn't work out so i feel like i spent 20+ hours on that shit alone, even though it's kind of the same activity every time (just bigger, and with some new turrets and grinder recipes)

i have mixed feelings on it for that reason. platform tech never really changes but it takes a long ass time to design them since optimisation/real estate matters so much and the hub is a fixed point
>>
>>695486243
>SpaceEx
You mean let's add crap for the sake of adding crap that adds yet more crap the mod?
>>
>>695484929
lebensraum
>>
>>695486383
yes
i like to play it with krastorio installed
>>
>>695486383
That would be Space Age expansion, anon

You do realize they literally just shit out random ideas, through it together without any thought for any sort of cohesion and said 'ayyy giz monies, thx uwu'?
>>
>Get to a new planet
>Desire to play plummets until I work out how the planet works
>Work out the new planet and end up going back to 8 hour or more sessions on days off
>Go to a new planet
>Repeat the cycle
This has happened every time for me
>>
>>695486464
>krastorio
Figured as much. Sick fuck.

>>695486554
It's more the case of rimworld style of development with let's steal shit from popular mods, implement it in a half assed way and with an added dose of retardation of let's retcon available content and lock it behind dlc research.
>>
>>695486554
If that is what you really think, then you have never played SE
>>
>can't play for a week
>come back and I can't figure out what in the fuck my old pasta demon does and why/how it works in the first place
many such cases
>>
>>695486464
>K2SE
Holy shit no. SE is bad enough on its own.
>>
>>695487412
I've beaten SE multiple times, anon with different mods on tope of it

SE is just one retard's mod
SA is supposed to be a well polished mod hat you pay for

SA is lower quality because of it
>>
>>695486919
>let's steal shit from popular mods
Mods that added shit they said they were planning to add years ago
After hiring the modders in question and letting them design half the expansion

>retcon available content and lock it behind dlc research
And at the same time moving other late-game tech much earlier in the game.
I think the minor changes were very well justified. Cliff explosives for example made idiots mad, but it was necessary for part of Vulcanus's gimmick and they didn't just move them, they also completely redesigned terrain generation on Nauvis so that it doesn't matter at all and cliffs are a hundred times better than they ever were.

SA isn't perfect, but I think that's only in comparison to vanilla Factorio which is perfect because they've spent a decade polishing it. You are very rude for bringing up Rimworld and a bad person.
>>
>>695486919
The devs had the idea of going to space as a DLC since before 1.0 or SE was a thing.
>implement it in a half assed way and with an added dose of retardation
Oh nevermind, you're just shitposting.
>>
>>695466628
nta but thanks for the explanation
>>
>>695487765
Bro you sucking on that devdick like its a free holmnium pipeline
>>
>>695487765
>bro they hired the retard from SE to design the expansion
No, they fucking hired him to stop him updating his mod until they launched SA. He was an 'artist' for the 'hecking awesome graphics'

that was it
SA isn't perfect because it's slop thrown together
Vanilla Factorio is utter shit and if you think otherwise, even a handful of mods are needed to make it fucking playable

Biters are solved within the first 30 minutes
Oil is massively now dumbed down
Even the fucking 'unlocks' they have are pointless
>Bro we made it so haha you don't get the uhhh artillery until late game even tho it's absolutely not needed at all
Wow great idea

Don't get me wrong, for autismos, it's fantastic. For anyone that isn't a drooling retard, you need mods to unfuck like 90% of it
>>
>>695487534
>>695488148
Ok we get it. You hate the expansion because it costs money and is better than SE.
>>
>>695481376
based Audi engineer
>>
>>695488241
Nope
I did get it from a site that sells stolen cd keys but my point is that fundementally, they just destroyed the game over the years to try cater to drooling retards

that said, drooling retards are the biggest amount of plays so I understnd
>>
>>695488148
>you need mods to unfuck like 90% of it
That's too much but you've got a point. Some of the changes especially are bollocks. Not having the balls to remove or rework the somewhat already underwhelming nuke rocket but make it cost 100 glowies was pure bullshit. Allowing only one landing bay per planet is another that comes to mind.

>>695488049
Don't you have a street corner to shit on?
>>
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>>695464493
>>695464910
>>695465054
>>695465501
>>695465987
retard
>>
>>695488501
But it is around 90% of it
>burner phase lasts about 10 minutes now at most
>biters pointless after 30 minutes
>fluids pointless after 2 hours at most (conservative to allow retards to get to oil processing)

What else is there?
Purple/Yellow science is made even easier and is disturbingly easy
Miltary science you can stop after flamethrowers since it solves biters

Unless you're a sperg who 'megabases', the game is effectively solved after 3-4 hours when you get bots
>>
Trying to get a nicer refinery setup than I usually do. Should I run separate pipes from all of my pumpjacks into my reserve tank cluster, or should I just join them all into a single pipe that goes to the tanks?
>>
>>695488716
With how fluids work now, it doesn't really matter. But having tanks somewhere along the line is good as a buffer.
>>
>>695488148
if you don't even like the base game why would we listen to your opinion on the expansion?
play something else, anon

or maybe actually play games in general rather than spending your time rage posting on /v/ about shit you don't even enjoy
>>
>>695488940
>bro you don't like how the game was made to cater to drooling retards so you don't get an opinion

Oooh! SAR! I MUST INSIST!!!!
Trolling is against the rules
>>
>>695487534
>>695488148
Congrats on the successful bait
>>
>>695488830
Well, half the fun is making an overdesigned piece of shit anyways so I don't think the improved fluids will stop me.
>>
>>695488667
>game is effectively solved after 3-4 hours when you get bots
>2 of those 3-4 is waiting for enough rockets launch
Yeah, alright. I can see your point.
>>
Oh. Looks like the trolls noticed the thread.
>>
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ill keep adding to it later but progress is extremely slow. i am thinking about furnaces in groups of 7 for aprox 1/s, i want to get red and green science online
>>
>>695489725
I can only hope the bugs will wipe this abomination
>>
>>695489725
>ill keep adding to it later but progress is extremely slow.
Centralizing your steam engines/boilers would help a bit
>>
>>695489725
I have hundreds of hours and still play slowly. It's cool, anon. Setting up your initial factory for the first time is fun. Just remember to build big, because a tiny walled off base will result in you being unable to do anything by the time you reach oil.
Man my first base was shitty.
>>
>>695489118
He got a handful of replies telling him he's wrong and then everyone lost interest once he immediately proved he's a transparent baiting moron, I wouldn't call that a success.
>>
>>695470576
maybe they wanted to discourage belts and encourage having 100000 logistics bots as if that wasn't already overpowered
>>
>>695489938
pretty sure that's a seasoned retard intentionally being retarded
>>
>>695489979
I mean, it's pretty easy to tell bait on Factorio threads
>Bizarre, indignant screaming about the price that fills the entire thread while they don't care about AAA game prices
>"I'm a very smart person and this game is beneath me! Only retards play this game!" *Proceeds to spend their valuable time replying to any and every post arguing with them*
>Muh *Insert other factory game here* is better! *Instead of playing that, stays on the thread to argue with anyone who takes the bait*
>lol this game looks boring *will repeat this over and over in an attempt to get a reply, this one rarely works because they're rightfully assumed to be a child or new to trolling*
Those few sum up all they can really do anymore. I guess they could pretend to be outraged resetera tourists screaming about the dev telling them to shut up, but that would be striking when the iron is ice cold.
>>
>>695490343
>retard
its called style
>>
>>695489725
you'll figure this out, but spreading things out more and building stuff in open-ended rows so that you can add more without being boxed in will help a lot. space is infinite, belts are cheap

i can tell this is your first game due to not rerolling the seed on those mixed resource patches

but don't worry about it much, those early patches close to spawn will dry up before too long anyway. grab the science you want and be prepared to build a 'real' base next to it using the stuff you learn from running into issues with this one
>>
>>695490425
lack of style more like it
>>
>you're wrong because even tho they catered to morons over the years and just put together random shit and called it an 'expansion', that means that you don't like the game because when it was good you liked it

Do you people read what you claim?
The game was good
It's now utter shit without mods to unfuck the changes made to cater to drooling retards

Yes, retards, we know, Satisfactory came out and the devs were in meltdown mode and needed money so they made the utter shit 'expansion'

That said, just playay something like K2SE withh VBZ and Rampant, plus

>>695490419
Eh, trolls are kinda funny when you see them repeat the same slop and are obvious shills

>>695489725
one boiler for 2 steam engines never go more than that
You'll need about 50-100 boilers depending
Start automating landfill now

Also start moving the fucking things out, far out. Like where the underground pipes are you could have around 20 furnances for copper for example
>>
>>695490472
Not him, but I had mixed patches at the start and this was not my first game. I still do, the moment I could I made train stations and moved to larger patches away from the base. The remains of the mixed patches are now a train station.
>>
>>695487532
Krastorio autism basically ends where SE begins so the autism still only increases with tech level at a linear rate
>>
>>695490614
Then don't play the expansion and play Space Exploration instead? It sounds like a simple solution, maybe you're so intelligent it just didn't occur to you?
>>
>>695490809
Oh I've beaten the expansion the first week it came out...
It's not hard to do at all
It's actually very basic since each planet has like a gimmick that's worked out in about ten minutes

I tend to stick to more interesting modpacks like I mentioned above along with my own custom mods as the game is made for drooling retards now
>>
>>695468859
Man your islands look way fucking better than mine, I barely have any nice clusters like that
>>
>>695490986
That's because you didn't change the map gen settings like a little bitch
>>
>>695490956
The game didn't get any simpler with SA
Seems like you thought it would be more complex than your combo of autism mods, despite multiple FFF pointing to the contrary. I suspect the issue here sits not in any changes made in the expansion, but in your illiteracy you fucking moron.
>>
>>695491528
>SA made it easier

I didn't say that, retard
Quote me where I said it and I'll be the retard instead.
>>
>make a ~120 SPM junky build on vulcanus to pluck away at infinites while I prepare to burn 100s of hours on gleba
>go out of my way to get military science to work there even though I don't fucking NEED it
reading be hard
>>
>>695490956
>Replying to the usual "I'm a smart cookie and you're all stupid, but I'll waste my time arguing with you all" act
It's the oldest trick in the book. Why are you falling for it?
>>
>>695492073
Because I'm a factorio player, anon
>>
>>695490986
I got lucky I guess. I didn't know you could even preview other planets until after I started a new game, I thought you could only reroll Nauvis. Glad I didn't get that issue some people reported earlier on where you can land in a crater with no way out.
>>
>>695490986
meanwhile every single video i've seen of aquilo has a starting island 3x bigger than mine, that's real pain

i brought everything i could possibly need except concrete, too
>>
>>695491102
But that map is clearly on normal settings, anon.
>>
>>695492564
He knows, anon. If you haven't been paying attention there's an obvious samefag pretending to be too intelligent for the game, but unable to leave the thread and also just making snarky comments on random posts discussing the game. Just ignore and let it seethe.
>>
SE had one cool idea (arcospheres) everything was only tedium. Or world autism championships that I never won (anomaly ending).
SA is a much better mod.
>>
I've given up on gleba, I'll import everything I need from nauvis
>>
>>695492893
You're importing yumako and jellynuts from Nauvis?
>>
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why is this happening and how can I stop it? Usually building the platform fixed the issue, but now my collectors are stuck in this state.
>>
>>695492893
The exclusive stuff there isn't bad, it's making the items you need on-site for rockets and such that sucks.
I really need to look into circuits so I can have automated ships bringing in stuff routinely. Right now I just manually order shit to my ships and then manually send them to the desired planet.
>>
>>695493528
I think it's a bug. I beat this simply by ignoring it and building something else on the platform, which somehow made the collectors work again.
>>
are you guys producing all science on nauvis, minus the stuff you can only craft on other planets?
I am tempted to shift my yellow science to vulcanus, simply because I would have to rework a lot of my nauvis setup to do it efficiently.
I have to go there for my orange science anyway, might as well just build a bigger hauler and ship in the yellow ones at the same time
>>
>>695493929
I'm keeping my old and shit production on Nauvis, yes. It makes just enough science and only shows signs of struggling if you research the really expensive stuff like mechs or nukes. It obviously means I'm a shit engineer who didn't make things properly, but at the same time it's fine for anything else so why fix it?
>>
>>695493528
That happened to me but only for quality collectors. Try replacing them and building/removing platform near them
>>
>>695493929
see >>695468125
>Biolabs are buildable only on Nauvis (uses science at half rate)
>>
>>695494481
I know, but it feels like just shipping science to Nauvis from the endless resource planets might be less of a pain than to do it on Nauvis where I have to deal with biters.
>>
>Satisfactory wins goty
>only thread on /v/ dies in 3 posts
What's up with this?
>>
>>695494782
There were threads when it hit 1.0. Whats your complaint?
>>
Am I retarded or is there no "any" modifier for quality when selecting item count for trains? This seems kinda retarded considering how inserters can just go with "any" without a problem.
>>
>>695494782
Nobody cares about participation trophies
>>
>>695494782
Because it's Factorio for retards, casuals and the few woke types who still rage over Kovarex telling it like it is. Anons may be angry, unpleasant assholes most of the time, but in general they're smarter than average and would rather play a better factory game.
>>
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Building my first rocket.
>>
>>695495170
I feel like I am really cucking myself hard by not figuring out how to use multiple trains.
Forces me to craft everything pretty localized which eventually hits limits when the belt throughput is no longer sufficient
>>
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>>695495298
Trains rock. I'd be forever stuck in spaghetti, constantly destroying and rebuilding, without them.
>>
>>695495170
>Delivering spaceship parts by train
Neat. I just build it all on site but have a rail network for raw resources.
Fulgora feels a little silly with its ten meter long tracks to get to the islands though.
>>
>>695495170
>First
That set up looks far too well planned out to be your first attempt. Plus you're making a ton of everything, most new players still don't make enough.
>>
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>>695495170
The tutorial is over.
>>
>>695468859
do i need elevated rails on fulgora? i was thinking of going there first for the recyclers, so i can automate quality stuff, but now im hearing i need elevated rails on fulgora ideally. not even talking about the supports.
>>
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>>695495298
chain signal before intersection, rail signals everywhere
>>
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>>695495904
Yes
>>
>>695495904
it's technically possible to launch a rocket on one of the small islands maybe like 10 science per minute but in general yes, they're required to do anything meaningful
>>
>>695495904
Yes. Elevated rails mean you can cross the shallower parts of the oil ocean, without them you've got no way of transporting scrap from the small islands.
You can get away without the rails for a few hours, but the larger islands for base building have a few hundred thousand scrap while the tiny islands have tens of millions. For a long term quality sorting base you want multiple of the small islands delivering a lot of scrap.
>>
>>695495925
im using chain signals everywhere and ive never had issues. no idea if it affects my throughput, it probably doesnt matter.
>>
>>695492564
>that nigger got nauvis continents on fulgora
>i-it's default
Sure, and I'm breeding pentapods in my kitchen sink as we speak. Going to take them on the road as a song and dance show by next summer.
>>
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im preparing the red and green belts, but i am not sure how to place the assemblers other than a straight line, need to figure out a nice way to place the assemblers, this is key
>>
>>695496398
please spoiler that shit
>>
>>695496238
I don't know what to tell you, anon. I kept all the settings as standard. The worst I did was reroll Nauvis until I got a non-desert start.
I don't even know if you CAN fuck with the island generation settings. Knowing the game you probably can, but I thought that was limited to Nauvis.
>>
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>>695496238
his main island seems a little large but I think it's realistically standard, everything else seems roughly similar to mine
>>
Where should I build my permanent home base?
Near oil? Near water?
>>
>>695496576
Wherever has the least cliffs
>>
>>695496489
Then I'd like to hear if you've got some stocks to recommend because you one lucky motherfucker.
>>
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>>695495796
I've just been playing on Rail World, so I have experience. I also have foresight, so I've been making space platform foundations.
>>
>>695496673
If it makes you feel better my Vulcanus starting area was shit. Gleba is looking bad too.
>>
>>695496665
Aren't cliffs and water nice to have? It'll provide one side of protection from raids.
>>
>>695496779
It doesn't. My deepest sympathy goes out to you at this difficult time.
>>
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i built like such a nigger that this giant iron patch is not producing enough and it's too late to change it so now i need to start bringing iron from a mile away
>>
>>695496920
Water can be easily piped in from anywhere. Your outer wall protections shouldn't be anywhere near your actual base, so having cliffs near your base isn't going to help with that at all.
>>
>>695496576
Next to your crashed ship
>>
>>695496954
Thank you. I will try to persevere with Gleba and from what you're saying be very nervous for the state of Fulgora on future replays because I thought this shit was average for island sizes.
>>
>>695496982
...bro. I honestly threw up a little.
>>
>>695496982
>furnaces on top of the ore patches
>speed modules and beacons but 80% of the patch is unused
what is even going on here
>>
>>695496982
Nice pink/purple shit you got there you fucking stylish guy
>>
>>695496140
depends on your rail network

chain signals look ahead and go red if any signals ahead are blocked up until a normal signal stops it.
if your network was a single big loop, none (or one if stations had branches) of your trains would move at all

however they only check the path your train wants to take, so if you're only using chain signals your trains will still move if the network is complex enough/there are few enough trains using it, but they'll be stopping all the time in random places. so it's probably affecting throughput a lot even if they seem to be moving

if you just place chains before intersections (it's not any more complicated than that and making sure there's enough room for a train to fit before/in the next normal signal so you don't get gridlocks) then your trains will be able to share tracks and only brake when they need to.
>>
>>695497125
I didn't get containment cratered like that one other poor fuck but I got a long pencildick 8-12 wide "continent" riddled with cliffs and a whole bunch of little-tiny shit. The several M worth of scrap islands were all cut off by deep oil. Fucking vertical ribbonworld: industrial lube for days edition.
>>
>>695496982
follow up question i guess, would it actually be better to restart at this point or should i keep going until at least i finish the game maybe?
>>
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I left Fulgora with my Christmas lights on, my early present being the rare mech armour this poorly optimised quality base made. I landed on Gleba last night and I still dread loading the game up again, but I guess it's time to see if this really will be as bad as I've heard. Time to have belts full of rotting fruit and visits from giant starfish crabs.
>>
>>695497612
When in doubt bend over and show them your starfish.

>>695497581
Fix your shit man. Or wait until it runs dry and do better next time. That looks like your starting patch and I doubt it'll last for too long regardless.
>>
>>695497581
You have construction bots so you can just build a new base.
>>
>>695497581
i restarted at least half a dozen times before i finished vanilla factorio, just because i had better ideas for base layout. and it still ended up being spaghetti that required me to stand around for a few hours to launch the rocket because it was too fucked to fix in that amount of time. so i wouldn't discourage following your heart either way.

but if you're playing space age, 100% restart
>>
>>695496982
>too late

You have bots you can tear it all up and rebuild in an hour
>>
>>695497725
well there is still 11m iron left so i don't think it's running out anytime soon
>>695497745
>>695497878
rebuild the whole base? is that actually practical?
>>695497808
i'm playing space age
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I made a flying factory. It was not worth it.
>>
>Done Vulcanus and Fulgora
>Felt like it was comfortably doable even if you landed there naked, or first.
>Land on Gelba
Holy fuck what is this hellscape in planet form? I can't imagine the pain someone who landed here first must have felt. Just getting a stable line of iron is a fucking project.
>>
>>695498249
I need to see this.
>>
>>695498224
>11m iron
The fuck. This like >9000 resource richness? You should restart with something more reasonable then.
>>
>>695498283
Aquilo is supposedly the only world that requires supply ships. I call bullshit on that because Gleba exists. I'm considering throwing my hands up and making a fast transport ship that does nothing but deliver iron, copper and steel to shitty space Australia.
>>
>>695485242
>evolution is based on time and nest kills, nothing else
>absorption just spawns more biters
It's also based on pollution created, not even absorbed but just created.
https://wiki.factorio.com/Pollution
"The evolution factor is not increased by the spreading/absorbed pollution, but by the pollution produced by all the player's machinery at every tick. This means that no matter how hard the player tries to contain the pollution, enemies will still evolve at the same rate."
>>
>>695496982
One option is to find another ore patch and just start shipping ore in and pretend you never built on the ore patch. Then when you get big mining drills later, plop them on that ore patch. Big mining drills will drill ore further than the actual drill itself, and I believe it will just eat up the ore underneath buildings too. So slowly but surely, you can still clear up that ore even with a bunch of shit on it.
>>
>>695498283
Refer to the gleba orientation vid here
https://youtu.be/3IYv1__mSpE
>>
>>695498408
Nah iron and copper is reliable on Gleba at a certain point. It was tough at first but I can literally never run out now. It took longer than the other two planets combined, but I have Gleba at a point where it doesn't need to be babysat and just consistently produces science packs and everything needed for a rocket and defenses.
>>
>>695498224
>i'm playing space age
in that case, my reasoning was that you've probably still got 100-200 hours to go depending on how shitty of a player you are, and if you've built this thing then there's probably a lot of other fucked shit we're not seeing that will make it a struggle

rebuilding with bots is a good idea too though and save you ten hours

>is that actually practical?
very

-make sure you have a few hundred to a few thousand construction bots in your network, devote resources to that if you don't

-put down a shitload of storage crates, like several dozen
-you can filter them to a specific item, having a dedicated few for shit you might want to be able to find manually like assemblers and belts might be a good idea but isn't necessary

-delete everything except the power/bot network (making a deconstruction planner that blacklists those items would make it even easier)
-drink a beer if you didn't get enough bots like i told you

-MSPaint your new base
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>>695498371
600% richness and size
>>695498569
i think im probably gonna do that, gonna bring in a billion iron from 3 of these patches and pretend the one in my base doesn't exist
>>
>>695498934
yikes
>>
>>695498934
I have 600 hours into the game and I still underestimate how much my base will creep into the initial ore patch. At the end of the day, I don't care and just start shipping it in, I'd have to do it eventually anyway. And now big mining drills make good cleanup work.
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>>695499016
did you delete this just because it showed your name SAAAAAAARRR
>>
>>695498934
>600% richness and size
What the fuck man. You scared of trains or some shit? People then ask me where do you get space for solar. Because I need to expand you fucks.
>>
>>695498916
(removing miners before you start and letting the belts clear out first might also be a good idea)
>>
So, planets:
>Nauvis
Same as usual, only now you get into space faster. Anything between 40 - 80 hours depending on speed, setting up defenses and waiting for yellow/purple science before leaving
>Vulcanus
Pretty quick and easy, once you get a few foundries up. Around 10 - 20 hours
>Fulgora
Depends on if you're going to just make the science, or if you're going to go for quality since this place is a great location to start with it, as you'll be getting a lot of quality blue circuits and LDS. 15 - 20 or so hours without quality - 40 or so with
>Gleba
An utter shitshow at first, but once you get it this place isn't the final boss of Factorio its made out to be. Takes forever though, 30 or so hours
>Aquilo
You can't do anything here without a lot of drops, but drop the right stuff and it's the shortest of the bunch. 10 or so hours, maybe.
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>>695495170
My first milk.
>>
>>695499243
it was my first game, i didn't realize it was gonna be this much, there was like 10k iron in the tutorial patches so i though i would end up with a couple hundred thousand big patches but now there are patches with 250m iron
>>
>>695499338
I've found Gleba was the hardest to get started, but once I had one building "working" the rest were just copy/pastes. Aquilo has been the hardest to finish, because I know what to do but to lay it out in an expandable way is nearly impossible due to it being hard to test things and also not having any fucking room with ice patches taking forever to make.
>>
>>695499365
landing pad where
>>
>>695499470
Fair enough but that's seriously way too much. But you're depriving yourself of the stress of setting up a proper train network and the dopamine rush of seeing it run on time. The map is just about unlimited and the patches further away spawn with Ms worth of resources even on 100%.
>>
>>695499016
not planning at all like a retard and regretting your shitty accident isn't really something to show off, Ziiro buddy

i was planning and looking forward to building a planet-rotating science fortress for most of the game after reading about the aquilo tech in-game, but then it turned out you need fuck-all aquilo stuff. rip. but it'd be cool to see one designed by a non-moron
>>
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>>695499365
And the platform that made it. I sucks, but it was alright for learning.

>>695499548
I wasn't sure how this stuff works.
>>
>>695499338
That's for naked starts (besides Aquilo) I assume? Because with a bunch of rockets delivering infrastructure and thousands of bots to every planet (and proper firepower to vulcanus/gleba) you'll be done with them quite quickly
>>
>>695499686
yeah i also thought the map was limited and you had a limited time to beat it, my next game will have much more reasonable settings
>>
>>695499230
>literally a pajeet shill company
what did anon mean by this
>>
Is it genius or retarded to build a turret killbox around a biter nest and use it to scrub pollution from my factory by generating infinite biters?
>>
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rate my friend's dedicated shitting platform

>>695499874
also an argument for restarting if you're inclined that way desu
i'd never support this for any other game
but i'm the kind of factorio planner that deliberately never uses blueprints just to make every run a few tens of hours longer so you possibly shouldn't listen to me
>>
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>>695499889
>>695499230
You saw nothing!
>>
>>695499686
it's even more rewarding with space age if you rebuild on nauvis with the new buildings, because you'll have like 2x bonus from infinite research, then half that from big miners for 4x, so your 10m patch turns into 40m, and then with that 40m you get 50% bonus for every furnace/assembler so you're getting like 3x the output for the same input effectively turning a 10m patch into 100m
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How do I get shit to space automatically? The logistics bots aren't doing anything.
>>
Pretty much every one of my bases needs some cleanup but I'm so close to getting Aquilo running science packs. My tier 3 production modules box filled up so it's funny, my one nest I captured just keeps spawning biters that get destroyed by laser turrets over and over since the train never goes to grab biter eggs or give bioflux.
>>
>>695500227
check the checkbox in the rocket and request stuff on the platform
>>
>>695500036
It's possible but for any reasonable base I think you'd need like 50-100 nests set up like this at which point you may as well just wall your base up and prevent the attacks.
>>
>>695500227
Did you click the box that automatically fills requests?
>>
>>695500143
how fucking heavy is this bitch
>>
>>695500227
There are five billion things that can go wrong with this.
>make sure the automatic requests checkbox is clicked
>make sure you have the right planet filter on your request on the space platform
>make sure it's enough items to fill one rocket, if not, make sure you set it to a custom amount to launch before there's enough
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>>695499230
did not realize my name was stolen by an ad agency, incredible.
>>695499698
It did get me to the 60k achievement and promethium science, but only by brute force.
>but it'd be cool to see one designed by a non-moron
agreed
>>695500143
renaming it the the D.S.S. Brick
>>695500356
32 thousand tons
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>>695500330
Yes.
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>>695500227
click the auto logistic button on the pad
set a request on the platform

>>695500036
i do something similar but with a kind of inverted killbox where i put a wall around my whole factory with turrets behind it
>>
>>695500189
Oh yeah, that makes sense.
>>
>>695498695
I get that eventually with bioflux and cultivation you'll have an endless supply of iron and copper, but fuck me it must take ages to get there.
>>
>>695500467
I've gone through countless remodels to make it happen, yeah. There are many ways to do it but even when you think you have it down, all of a sudden something clogs up and it's hard to get shit where it needs to be.
>>
>>695500383
Ah, I get it now. It only delivers when the platform wants something.
>>
>>695500629
the worst part about gleba for me is that if something does go wrong, it's the only planet I have to physically go back to to start it up again like collecting more eggs or something
both times my base fucked up it was seed-related, first because I forgot to burn excess seeds and then second because I didn't set up the seed-burning correctly
>>
>>695500671
Yeah. You can also set a minimum amounts on the space platform if you don't want it sending 50 of something when you only need 3. Otherwise it sends the full stack so you don't 'waste' a rocket.
>>
>>695500828
For pods at least you can harvest big stomper shells and set it up for your drones to load it with a requester. I had such a catastrophic failure so bad I had to go load up the nuclear reactor I put there by hand
>>
>>695500828
Yeah I've gone through that too. Thought I had everything covered, then the seeds backed up. Something you never think of, especially because it seems like seeds take forever to get at first. It gets there eventually though, I don't think there's anything left to go wrong now for me but it is Gleba so who knows.
>>
>Queueing like a 1000+ Jellybrains makes the Jelly you would have got into spoil but you still get the seeds
Time to tab out while I wait for a decent amount of seeds so I can jump start a couple of farms
>>
>>695500976
yeah exactly, I only noticed because my infinite search was stuck at 5% for like 20 minutes
>>
I really, really don't agree with heat pipes being necessary to unfreeze steam turbines.
>>
>>695500467
It was one of the first things I set up on Gleba and had repeated problems with too much copper/iron being generated

One bioassembler each for creating new bacteria and a couple bacteria breeders with a kovarex-like bacteria loop, then circuit conditions to turn them on/off based on bacteria undersupply/ore oversupply was the solution. Then they can just grab whatever nutes are around when/if they're available (low priority because of too much fucking ore from just a couple bacteria tanks).

I'm confused by people who complain about regular rocket shit being hard on Glebes. For me the big issue was not noticing the fucking productivity boost that fucking biothings give you on fucking seeds and wasting ten(s?) hours on restarting my fucking farms repeatedly when the RNG/fruit synch cursed me randomly.
>>
>>695501005
Don't forget to use biochambers instead of assemblers when you actually start to automate it. I've seen way too many people in these threads bitch about not having enough seeds because they ignored the 50% prod bonus.
>>
>>695501005
>>695501292
don't 100% swap to biochambers unless you've got a concrete way for it to reboot itself in case of disaster
>>
>>695501169
would you rather have to unfreeze steam turbines or to have steam turn into water if it stays in the pipes for more than a few seconds
>>
>>695500467
Make bioflux your #1 concern since it's very useful and has a long ass spoil timer. Bioflux should be how you get nutrients too. Belting fruit,nuts,and bioflux around is a hell of a lot easier then belting everything at once.
There's little point in belting jelly/mash around when it's far easier to just make it wherever you need it. Kinda like how you wouldn't belt copper wire around your base when it's easier to just make it wherever it's needed out of plates instead.
>>
how to build logistics network?
i'm a belts and grabbers kind of guy but now that you have to go to other planets i want to be able to build/modify stuff on the first planet while i'm gone before i leave.
i placed the network buildings down to cover my base and put logistics robots in them but they aren't doing anything.
>>
>>695501169
Yeah I think it would generally be a much cooler planet if hot shit all worked the same way.
Heat pipes are cool but steam pipes or hot blue cum should do the same thing, not because it would be easier but simply because it would make potential flexibility in designs a lot more interesting.
1000 degree heat pipes could also heat more than a single tile, that would be fine.

(It would also make the ways you can fuck up and wind up with a cascade of critical shit freezing on you, but that's fun. Give me Ice Gleba please.)
>>
>>695501601
you need to replace all your steel chests with red chests, to start with. then cover everything with the orange part of roboports
>>
>>695501615
>Give me Ice Gleba please.
keep your CBT to yourself
>>
>>695501601
make sure the yellow squares of roboports are touching so you get dotted lines
put logistic chests down and configure them to make the robots do shit

hint: you only really need red and blue chests. read their descriptions
plus a couple yellows somewhere so bots have somewhere to stash random crap/trees you delete

purples are useful too but only once you understand how red/blue chests work, and are basically optional
ignore green chests completely
>>
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Well this piece of shit doesn't fucking work
Guess there isn't actually that much spoilage when the ingredients are actually moving
I have no fucking idea how to handle nutrients
>>
>>695501721
yeah i did that, i tried placing an assembler to build something and then connected it to the network but nothing's moving.
is it because the roboport with logistic robots is on the other side of the map? all my roboports are connected to eachother.
>>
>>695501968
Sushi belt nutrients with spoilage remover arm or filtered splitter. Or just have it terminate in a spoilage removal arm because that keeps nutrients moving.
>>
>>695501968
Your bioflix into nutrients down there should be feeding the entire factory. Spoilage into nutrients is just to kickstart that production and isn't reliable to actually power biochambers.
>>
>>695501969
yeah, you need a straight line of roboports all with the connected dotted line from origin to destination
>>
>>695501969
bots will spread out through your network as necessary
check that you haven't got any gaps
or that all roboports have power, because that will show up as connected when you place it but won't actually function (it should be correct in the map view though, click the roboport button to highlight your network)
>>
>>695501969
>>695502158
oh sorry, I misread. you need CONSTRUCTION bots, not LOGISTIC bots if you're trying to build things
>>
>>695501969
Hit L to access your logistics network screen and make sure that it's in the same network. Green is construction, but orange connections are needed for it to fit in one "logistics network". If you have more than one network, that means they won't move shit between them
>>
Show me those "quality base" things you make on Fulgora. I need some inspiration and I want to understand how they work.
>>
>>695501601
[blue chest]->[assembler]->[red chest]
Set recipe in assembler, shift right click assembler, shift left click blue chest. Then look at your blue chest, see that the stuff requested is red meaning your logistic network doesn't have it, so put everything in red chests and then you don't need to place a belt ever again
>>
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>>695502158
>>695502189
>>695502243
>>695502287
i have movement but it's going straight across the map and it ran out of energy.
stupid robots
>>
>>695501969
>i tried placing an assembler to build something and then connected it to the network
just to be clear, logistic bots only interact with chests (and space pads/silos, and your/vehicle inventory requests)
so you can't connect an assembler to shit
but you can give it a blue chest with the recipe ingredients being requested and feed the assembler with an inserter, then export the product into a red chest with another inserter

and that's how you build a "bot mall"
>>
>>695502487
he's doing his best
>>
>>695502303
Literally just do what you did for scrap sorting, but have provider chests along each of the 12 belts with inserters filtering for the various tiers of quality.
It worked for me.
>>
>>695502457
>>695502548
i see, i thought logistics bots were capable of directly inserting items into assemblers. i think i get this now.
>>
>>695502637
fun fact: they can remove items from them if you right click the item in remote view interview. Works for spoilage, completed products.
>>
>>695502124
>>695502156
So I could just turn my spoilage sewage into a nutrient sewage with spoilage getting converted back into nutrients somewhere along the way?
>>
>>695502487
rite of passage
bots tend to take a straight line, so you wanna avoid concave networks or connecting two bases far apart unless it's a straight shot (orthogonally or diagonally)

now you know, this happens to everyone once
(but it's also fine to not care about sometimes if they're just going to do something like repairing a wall)

>>695502637
they actually are capable of this as of Space Age
you can set ghost items inside buildings with the ghost planner or in a blueprint

but it's a one-off thing; you can't automate direct assembler logistics like that. unless you want to frantically click all your assemblers non-stop like a korean starcraft player

it's useful for things like building turrets with ammo already in them, though (e.g. for a "bots, delete this fucking biter hive for me" blueprint)
>>
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>>695502303
I wouldn't say this is a great setup but generally I just make a red chest for each intermediate (the holmium stuff) and when it fills up the excess gets recycled. From here I guess you have two choices, you can either recycle the raw normal materials and re-craft them (greens, reds, etc) until you get higher tiers, or you can just use the normals to make the items you want and recycle those instead. I use normals/uncommons for quality module 1s and recycle the normals, then uncommon/rares for quality module 2s, etc. so each step of the recipe uses higher tier base materials
>>
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>>695502885
Send spoilage back towards somewhere the spoilage to nutrients machine can grab it and feed it back into the bioflux biolab and the bioflux into nutrients biolab. This is just to make sure you always have nutrients for those two biolabs. And move your bioflux into nutrients biolab closer to the bioflux. The first thing bioflux should be used for is for the nutrients. You get so many nutrients from bioflux into nutrients it's actually insane, you can run like a hundred biolabs off it, it actually becomes a problem getting it down the line, you might need faster belts too.
>>
>>695502885
spoilage to nutrient is a shit inefficient recipe so don't rely on it, but it's still the best use of it
>>
>>695503229
I say biolab but I meant biochamber. Biolabs come later.
>>
Is nuclear really bad in this game like in Satisfactory (nuclear waste)?
Is it worth doing nuclear or should I continue making a massive amount of solar panels and batteries?
>>
>>695504032
Having the Kovarex cycle is basically required, and once you have that it's so insanely efficient it's not even funny. The nuclear waste can be reprocessed into super common 238, and 238 can be enriched back to 235 (which is needed for fuel cells.)
>>
>>695504032
Nuclear is worth it. There is no waste, just empty canisters that you have to do something with. But you can recycle them in more than one way, and it actually takes like 100 hours of gameplay to even fill a chest with them.
It gives a lot of energy and is easy to expand after the initial setup.
>>
>>695504032
nuclear doesn't take any input other than uranium ore (except a super tiny miniscule amount of iron plates), and recycling nuclear waste is just 1 centrifuge that can handle like 20 reactors on its own. it's very simple compared to satisfactory
>>
>>695504032
>Is nuclear really bad in this game like in Satisfactory
[laughs in Captain of Industry player]
>>
>>695504131
>Having the Kovarex cycle is basically required
No, not really. You can easily get enough good green rocks even without Kovarex enrichment.
>>
>>695504032
Nuclear is good, and has no (dangerous) waste.

>>695504131
>kovarex is required
don't listen to this dumbass anon. If you have an even half decent uranium mine you make enough fuel to power a reactor perpetually. fuel is very, very cheap.
>>
>>695505414
on the other hand, if you need nuclear before you have kovarex you've probably wasted a lot of time making an unnecessarily large crappy base that you're about to replace in the near future
>>
>>695504781
i'll skip the argument and elaborate since it's a new player asking

centrifuges give you normal uranium from ore, with a small chance of producing a good uranium. you need both to produce fuel (which comes in a 10-pack that will last like 30 minutes in a single reactor)

with enough centrifuges you'll get enough from a single uranium patch to run a couple of reactors. reactors get a neighbour bonus so you'll probably want at least 2-4 running for your nauvis base

however centrifuges are (possibly) slightly expensive when you get them and are slow to build, and you're going to want extra good uranium later for nukes and uranium ammo (why not) and stuff.
uranium patches also last a long time, but arguably you might want to never set up a another one since it's minor hassle compared to normal mining since they need acid

kovarex allows centrifuges to turn a stack of good uranium into a couple bonus uranium and once it's running you basically have infinite free uranium (ie nukes, and never having to worry about your reactors crapping out)

so when anon says it's basically required he's probably referring to the fact that you'll want to run a minimum number of reactors (probably 1) at first and start stockpiling good uranium to kickstart kovarex once you unlock it later.
it's optional, but a good idea to prep for it as soon as you can for this reason because it takes a while to get running (and then to get multiple kovarex centrifuges going with the product).

just a good thing to know about in advance
alternatively, know to fix your shitty spaghetti base to be able to actually produce a bunch of centrifuges early and you can have both (not actually necessary since you probably won't need that much early power and a dozen or so is all you really need for ore+kovarex, though)
>>
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>>695503229
>>695503238
took a fuckton of nutrients to get it rolling but it works
>>
>>695506481
better get your rocket turret research ready.
>>
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logistics network retard here again
how do i make blue chests? i only have red and yellow.
>>
>>695506656
you get those in a later tech.

currently just you (and your tank) can request things.
>>
>>695506042
I'd also say it's even more of a thing in Space Age since there's use cases for extra reactors and actually using nukes now.
You don't *need* to bring reactors to Gleba and Aquilo and power every space platform with them, but it's nice to not have to worry about fuel if you want to. I did personally and the 6 Kovarex cycle centrifuges and single fuel assembler I'd normally build was plenty for the whole game.
>>
>>695462675
>Post Behemoth
>Pre-Uranium
HOW? I was completely done with SA by the time Behemoth biters showed up. How are you THIS BAD?
>>
>>695506481
now you need to disable your farmers if you have more than X fruits already on the belt so they're not sitting there spoiling away
>>
>>695506735
Gleba I did just fine with on-planet power but Aquilo was a fucking nightmare trying to get things started with solid fuel heaters, it was nearly impossible to expand. It took me like 2 hours before I gave up and brought nukes over.
>>
>>695506610
buddy the only rocket i'm building is a rocket the fuck outta here
>>
Avoiding unfun noobtrabs for Gleba, in my experience:

- Only use biochambers for processing any of the Gleba stuff. Assembling machines don't need nutrients as fuel but they produce way less.
One exception, the spoilage-to-nutrient recipe, think about where you need low but guaranteed nutrient input.
- Only create nutrients from the bioflux recipe, it creates a ton.
- You don't really need more than 1 or 2 good farms of each fruit to for a solid baseline of things you need from Gleba if you process it well. You can always scale afterwards.
You can't reduce spore pollution other than farming less fruit, so it's better to optimize processing over increasing farms.
- Try to create flowing and looping belts setups for input ingredients rather than belts with dead ends and what you need to do to maintain those.
- Use the burner tower
>>
>>695507302
>One exception, the spoilage-to-nutrient recipe, think about where you need low but guaranteed nutrient input.
I use these in my machines that jump start the process so even in a worst case scenario I can restart the base painlessly.
>>
>>695507057
Aquilo power is easy. You can create a self sustaining power source that just takes in Crude oil and the amonia solution is fucking everywhere. It might take a little bit to get going but once it's all heated up it will last forever.
>>
>navius is completely abandoned, hasn't seen any use in nearly 100 hours after I moved everything to vulcanus
biolabs be damned navius is for GAY BUG LOVERS ONLY
>>
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>>695507302
>when you setup everything to be easily restarted but the pod eggs "spoil" before everything gets on track
also setup that shit to be burned
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>>695508253
this entire screenshot is like 350 science per minute with biolabs (oil offscreen, I guess), it doesn't take much at all
>>
>>695465696
>>695481376
>factory looks like incoherent belt soup
>filename sneed
literally me
>>
if i have a bot chest with furnaces at one corner of my factory, will the bots be able to find it and bring it over all the way to the other side assuming its all in the same logisics network? is it worth it moving around finished good in your factory to reduce flight time or something?
>>
>>695510665
1. yes, you can check whats in the network by pressing P. They will use things anywhere in the same congruent network.

2. For most use cases, you don't have to worry. But obviously moving your chest and items nearer to where they are needed reduces wait times. The buffer chest (green) lets bots supply it from red and yellow chests, and then give it to blue chests. Bots have new logic where they, usually, use the closest things.
>>
>>695510665
They can but it will take a while. Once you have the other color chests you can set up buffer chests at key points to hold more commonly used items.
I like to plop buffers with a copy of my personal logistics requests at enterences so my player is restocked quickly
>>
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>>695509159
this is where i got with this, its turned too orderly though, not sure what to do with it
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I feel like im squandering the potential of everything I unlock in the tech tree
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>>695497417
>if you're only using chain signals your trains will still move if the network is complex enough/there are few enough trains using it, but they'll be stopping all the time in random places
false
if your entire network is chain only, trains will only ever stop at stations and will only start moving if their entire path is clear - resulting in the line being empty most of the time because a train 2000 tiles away "reserved" the path - therefore low throughput

if you add some strategic rail signals you can get much more train traffic through
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Five legs!
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>>695513021
Four vaginas! Maybe more! Imagine...
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My farms on gleba are not producing enough seeds to be self sufficient. I'm mashing the produce in a biolab and shipping all the seeds back to the agricultural tower. What am I supposed to do?
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>>695515129
Get better luck I guess? I honestly don't know how you're not positive on it. I had so many seeds I was burning the excess just to get rid of them.
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>>695515129
if you're mashing the seeds in a biotower it is naturally seed positive. are you sure you're not doing something retarded like putting speed or quality in your biolab?
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>>695480984
Yellow spots are where you grow Yumanko trees and Purple/pink spots are where you grow Jelly Nuts. The entire planet is just about combining those.

Oh and you need a shit load of landfills and there's barely any stone other than your starting area.
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>>695472881
Big islands are normietown and the vaults are fulgoran /g/entoomen's home
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>>695482497
Why do you have heating towers every two steps, all this shit could be covered by one
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>>695482497
Why the hell do you have so many heat towers?
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>>695482976
You THINK it sounds easy until you realize you need heatpipes for everything including belts/pipes and inserters and your base will end up like some dense ball of spaghetti.
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>>695486243
Different routes would help, have easier paths be longer/with smaller asteroids
I would put big rocks between nauvis and gleba so you need to reach gleba through fulgora first, then rocket turrets on gleba are a massive boost since the direct route is shorter and packs spoil
Then put huges between fulgora and aquilo. Aquilo needs shit from fulgora, so upgrading the aquilo ship with railguns would make sense
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>>695518741
A pair of undergrounds on aquilo have the equivalent drain on 300 regular pipes
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>>695518741
It's definitely some fuck but honestly I solved Aquilo way quicker than Gleba. When you just accept what Aquilo expect and import heat pipes and concrete by the truckload and shift+click, it's not bad. Gleba has so many other factors getting it up and running. Learning spoilage, setting up agriculture towers, dealing with enemies. Gleba really is harder upon initial landing I think.
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>>695519090
And it's unavoidable
But once everything is setup, you realize that you need to burn all the excess fuel from Ammonia anyway to keep the ice & water flowing.

>>695519161
You just got into the mindset to drop in everything you need for Aquilo as compared to buildng from scratch on Gleba. I dropped in with full robots and all the infrastructure to max out my landfill production and spent an hour tinkering with Eggs production and by the time I figured it out, I got enough materials to print out my factory for the rest of the game.

I don't make anything on Gleba other than Science and Bioflux and siphoning any excess into rocket fuel. Carbon/Iron/Copper is enough from the freighters dumping their excess when they visit.
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Has science gone too far?
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>>695521114
Damn, I think mine topped out at 70-ish. Guess I need to start going into quality beacons and quality T3 speed modules.
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>>695465696
that turret could run out of ammo, put an assembler next to it, and the belt to make ammo for it.
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>>695464763
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>>695521489
The fuck do you need so much circuits for. And somehow you have more assemblers than recyclers.



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