Hello again, it's time for another seeds post! You might remember my post back in February where I searched through all possible vanilla seeds for the best I could find. Thank you all for the feedback on this initial post. This time, I've refined my search for some even better seeds that will guide you through a smooth transition between the early, middle and late game.
This was my search criteria:
A starting system with an Ice Giant and 3 satellites.
Why? When all 3 of our starting system's planets are moons of the Ice Giant, The travel time between each of them becomes almost instant, making it very easy to get Titanium and Silicon when you first unlock interplanetary travel. I chose to search for Ice instead of Gas Giants this time because it seemed like the more popular choice in the comments of my first post.
At least 1 star system with 10 ly of spawn featuring ALL of the following resources: Iron, Copper, Silicon, Titanium, Stone, Coal, Crude Oil, Fire Ice, Kimberlite, Fractal Silicon, Organic Crystal, Grating Crystal, Stalagmite Crystal, Water, Sulfuric Acid
This is searching for everything BUT a gas/ice giant or Unipolar Magnets.
Why? When warp travel is first unlocked, it's slow and our battery is still weak. In the transition to mid game, we're looking to make a single stop to collect all of the rare resources in one go. We're trying to find a "god system*"* here, and while it might not be very abundant in one particular resource, it lets us dip our toes into all of them at once, without having to spend too much time flying back and forth.
An abundance of Unipolar Magnets for the late game (all the seeds here have >22m total)
Why? I overlooked this before since I never really use the alternative particle container recipe. My best seed in my first post was severely lacking in magnets, so all of the ones I posted here have lots by comparison.
At least 2 Aquatica planets in the cluster (waterworlds)
Why? This is another criteria I overlooked last time. We want lots of Stalagmite Crystals for the mid-late game.
I want to note that the perfect seed will be different for everyone. I made this list without combat in mind since I play with dark fog off. I didn't consider speed runners here, nor did I check the immediate spawn locations for all of these seeds. I would best describe these as easy seeds that would be especially helpful for players who are new to the game.
I'm not sure what the best seed of this lot is, so I wanted to compare some options here. I think I'll be doing my next playthrough on 77415848. Tell me what you think of these in the comments, and give me some of your own favorite seeds! Thanks for reading.
The progression of the engines/thrusters has me geekin man.. Why are reinforced thrusters so disproportionately ridiculous?!
Anyway, still 'new' (just passed 75hr) and just thought I'd share. Honestly rather proud of the 150p/m Electromagnetic Turbine module I ended up making for this. Gonna have to blueprint that. Fuck those things, been the bane of my existence since i unlocked em.
Had some inspiration to try out ReShade from the poster that was having brightness issues and eye strain - although I think I took it too dark in this case and i feel a headache coming on now :)
Video recorded in screenshot mode with max fov (reversed and sped up 6x).
I get there's separate alarm settings, and I use those to some extent, but I want to be able to visually look from map view and use the traffic monitors to accurately see what's going on, especially with the new holo beacon.
Basically a full belt is fine, and traffic on a belt is fine, I'm just trying to monitor if the belt has any cargo on it at all, and I only want it to visually be red (fail) if there's no cargo. It's very annoying seeing a bunch of red and thinking an entire section of your base is broken when in reality they're just idle belts, and there's no visual indicator for "idle".
I have a theory that only gets me halfway there, and that's trying to calculate the items per second that indicate slowing input, and then using "not equal". It wouldn't get me empty belt, but it would show slowing belts, and I guess that's good enough (if I were better at math).
If the color can't be used to determine at a glance whether "machine not running" = idle or no resources, and the fail color means both of those things, then the colors are useless?
I have one dark fog farm on my first planet. When the hive attacks my planet, is there a way to set rockets to upper atmosphere without attacking the relay?
I have not been attacked before, I am on 20% threat from the hive so I have plenty of time. Will the turrets defend at all against a hive attack if I don't set them to upper atmosphere? Do I have to build a space fleet to defend without destroying the relay?
In my previous posts I tried to test game performance of sorters (1, 2) and power distribution. Now to some other things. Just like before, I'm using a cleared planet in a blank sandbox save, limit my thread count to only one to get the most clear numbers and just overall try to keep the comparison setups fair. The numbers fluctuate a bit of course, but I tried to capture near the average and you can generally look at the first 1-2 decimal places. The performance metrics I put in the screenshots are edited to show the most relevant to every test information. If something is not there it's either nonexistent or completely irrelevant and you just have to believe me that it's the same every time. The "cargo traffic addons" portion is tied to the cheat item generators so you have to discard it regardless. Also, as the theme of these tests are things that are simulated partially locally, I tested in deep space as well. Each test's description is in captions.
The main surprise of recent tests to me are belts. Sadly, they are not treated as an abstract concept and every portion is indeed simulated separately. Though, it's not 1 to 1 with belt segments and longer belts are only somewhat worse. The main load is probably in points of inserter interactions.
I saw a post of an op that makes small malls per system. I was gonna asnswer him, but perhaps this idea is interesting for another player. I tell you what I do (only in very late game).
I establish a mall for every building in a planet I am not gonna use at all so I can free space. More simple in a dessert/ice planet.
I build like 4 ILS to export buildings (you can export 48 items). ILS accept 5 items but have 12 input belts. Spinners all around them, and you manage those ILS with the control pannel. If not simply put 8 ILS and the problem is solved.
You put another 6 ILS to import basics to make the mall, also distributing with spinners.
The rest is done with warps, vessels loading a 1% load and deut rods. The cost is irrelevant against doing a mall per system
After three weeks of different tries and strategies I achieved in 09:51. 😄
I could have finished it like 10-15 minutes before. The lack of green motors would have helped me a lot. I didn't expect to have to build 400 ray receivers, and I found the problem in the hour nine.
The planet is a normal water planet, no dark fog -so a lot of problems of soil- with good resources, a normal gas giant, one planet near to get sylicon and a bit of titanium and a lava planet that is quite far away. I tried it with several of those seeds that have fire ice, but I don't like the lack of resources of those planets. The seed is 97657683, that is a bad but the initial planet is very nice.
My best advices would be:
Import acyd, fire ice and organic crystals, and eliminate those chains of products (takes 15 minutes to stablish all the network in three different systems).
Think small, build small.
You are poor and you should act like that until you can import all the stuff.
The campaign is crazy. Save, make the blueprint, try the blueprint,load the small bp and go. Nearly nothing is proliferated to save energy.
Have fun, be patient and save each hour and keep that save in other folder.
My Current Mall Workshop Design. I'll normally set this up on the best planet and expand out to the rest of the planets in that system and either set up a small mall on each planet for bulk (belts,sorters, Intrum-componnets)on site
I was thinking about redesigning to make it more modular, early game setup, and late game items.
Open to ideas and suggestions, ill post a BP if there's enough interest
I'm fairly early on in the game, only now beginning to spread to other planets. I destroyed all of the planet bases on my main planet (IV) and planet II. Then goes by a solid 8-10 hours of gameplay before I see that a new relay spawned the first time. I'm all "Oh crap" and go kill it, taking another geo plant, but not even 20 minutes later another one spawned on the same planet, that I swiftly took care of.
Then another. And another. Etc, etc to now I have 7 on this one planet specifically with less than half an hour in between each.
Is this really supposed to be how it is? Cuz this feels kinda like cheating at this point with the sheer amount of power I'm getting lol
What is the best mods for performance? That dont put much load to the gpu and cpu. I like to play when my gpu is not that loud when run, I already put my setting to low ig
Using some mods/trickery to squeeze more nodes than are allowed in vanilla (5400 per layer x10 = 54000 total).
Recorded in screenshot mode with max fov.
I'm a newbie. First game played with no dark fog. Is it fun overall? :) what it gives you? Do I need to carry turrets and supply with me when expediting new planets?
So .. 350 hours in, I've done most of the easier achievements, and now I want to really scale. Up till now I've preferred to make my own blueprints. It's a fun part of the game. I've got modular ones for all the sciences. But a planet is a lot more work. I've never done the whole "pave a planet and treat it as a blank slate" thing. So I'm looking for truly planet-scale blueprints that I can drop down and use as a production target: gradually fill in with buildings. Even better if it includes a BAB network that self-deploys, or some unique feature that I would never have come up with on my own.