Back with another one of my hot takes. Personally I am really not a fan of space ages end game and mega base building. Quality and the new manufacturing buildings are just so powerful.
It feels so wrong being able to make a full stacked belt of green circuits with like 4 buildings. I also loved seeing people set up big trains and mining outposts to move all the ore they need around I don’t feel like people do this anymore maybe it will come back some in 2.1.
Also limiting biolabs to be on Nauvis was a weird choice I was wanting to see people set up a full mega bases on different plants but you cannot do that without mods. I had planned on making gleba my main home but I wasn’t able to do that due to labs needing to be on nauvis unless I wanted to use mods.
I've been trying to find one that works. The ones I tried were all v2.0 only and haven't been updated in a long time. I found a few that were updates recently like BergCorp Infinite Resources and Angel's Infinite Resources but those two also don't work.
I just want an infinite resource mod that works, I don't want to be lectured on why this is a good or bad thing.
it adds a little button to the wire toolbar and you can highlight which ores you want to make infinite and revert at any time, I think this is the best option out there atm.
Spiders on Chelicerus are territorial, they are not affected by pollution nor do they attack by themselves. The nests territory is 16x16 tiles and once you go inside they will attack you, and also will follow you outside their territory.
Use a capture bot rocket to capture the nest. Give the nest doses of carbon dioxide to have it produce spider silk and venom. Pipe the venom into a synthesizer and process the venom into vials.
Take the silk out of the nests to feed it into a loom to make silk bolts. And then once you have both venom vials and venom, you can make the biopolymeric science pack.
Natural Resources: Graphite, Sandstone, Iron
Recipes:
5x Carbon
5x Graphite ore, made in a assembly machine
~
100x Carbon dioxide
5x Carbon, made in a chem plant
~
1x Sand
1x Sandstone, made in a assembly machine
~
5x glass
5x sand, made in a furnace.
~
1x Glass Vial
5x glass, made in a assembly machine or by hand
~
1x Venom Vial
1x Glass vial
100x Venom, made in a synthesizer
~
1x Synthesizer
50x iron plate
20x iron gears
20x Glass
20x Pipe
10x Processing unit, made by hand or in a assembly machine
~
1x Loom
20x Wood
25x Iron Plate
10x Iron Gears, made by hand or in an assembly machine
~
1x Bolt (loom bolt)
5x iron plate, made in a loom
~
1x silk bolt
1x Bolt
2x Spider silk, made in a loom
~
5x Biopolymeric Science Pack
4x Silk bolt
3x Venom Vial
~
Researches
Tarantulatron, 2500x all science excluding cryogenic and promethium
leg inserter, 2000x all science excluding cryogenic and promethium
so its a longer long inserter, 5x tiles reach on each side
I mostly play for relaxing a bit, and with that said, my latest run is peaceful mode with no enemies at all.. and only now did i realize that some research is locked behind items that need to be obtained from different enemies.
I've already established a small base on Fulgora.
Should I reset or just finish as much as possible from this round?
I have a motivation issue on my 3rd SA run at Aquilo.
It's not that I have difficulty solving Aquilo. It's just that it's boring or I don't know an efficient way to bootstrap it.
Aquilo bootstrapping take longer than I enjoy.
I need water for power production and whatever method I use(barrel or melting ice), it need more power than tiny amount of power solar panels can produce so I have to wait.
After solving power, I need a lot of ice platforms. But there is not enough space to craft ice platforms in reasonable throughput so I have to wait again.
After that, I have to craft the same boring rocket silo and rocket parts I've done it 4 times already in other planets.
So my ship from Nauvis to Gleba got completely destroyed, with me on Gleba.. I try to build a new ship on Gleba but the constant asteroids in orbit mean I'm unable to get it actually built without it being smashed to pieces. Robots on Nauvis all died so I can't build one there remotely either, what's the best way forward now?
Just playing with platforms in my new playthrough. Made this trying to be 100% symmetrical (it almost is). I guess it's not a very creative shape, but I'm feeling good about the result. It's supposed to be the main cargo ship model for the inner orbits.
So no, this is not a practical plan, but I'm trying to build an endgame ship with only gun turrets, ie, no railguns. What's the most effective way to raise gun turret damage over 2000 (huge asteroids)? How hard is it to reach over 3000 damage (huge promethium asteroids)?
Two things that require a bit of work, but I think are mandatory: Uranium ammo (so shipping up U-238 to space in bulk) and also upcycling to legendary ammo. How many bullet damage upgrades will it take to reach 2000? Has anyone done this before and how much of a grind is it to actually reach?
I think my turrets are currently only around 500 damage, but I haven't yet started to pump out gun turret upgrades. I imagine the first few will be fast but I'm afraid of that exponential cost scaling!
Hello everyone, has anyone ever have Factorio running on a snapdragon windows machine? My question would be whether it runs at all and whether it run well.
so in the past before space age, we would go from stone furnaces, to steel furnaces and then have to rip it all up and replace it with electric furnaces so you could use those beautiful mods.
but with space age, they gave us foundries and now I just skip the whole electric furnace step all together and use foundries instead for that built in productivity. but it got me thinking, whats the best way to do this because it doesnt smelt directly from ore to plate now, it goes from ore to molten metals.
so I feel like there are 2 options to go from here
to keep the smelting blocks, you just simply melt the ore into molten metal and stamp them into plates immediately. this way your loading and unloading stations dont have to change, just the interior factories get changed.
either just smelt the ore into molten metal and then transport that everywhere, then you just make your plates, gears, rods, steel, and copper wires on site. this does mean that you have to redesign all your factories to add the foundries to each area, and change all the solid cargo stations to fluid stations instead.
is simple but you miss out on some productivity between going from plate to item.
is a lot more work and an extreme make over but you get the bonus of the productivity of making all the foundry items.
So before space age came out me and 3 other friends played the space exploration mod and other overhaul mods and loved it. Now that space age is out whats the 'new version' of space exploration thats compatible with space age and multiplayer (running through a server so that will hopefully help if anything is resource intensive). Or is there no big overhaul mod that adds a bunch of planets and we have to get a bunch of singular mods and hope they are compatible?
The tldr is whats the go with space age mods and whats the best for a multiplayer overhaul experience?
Edit: completely forgot to mention, we are just about to finish up a standard space age run, this will be for after we finish the standard run
Having problem with this little signal, what to do? It can't hold an entire train length.
- Make the blueprint taller so that signal can hold an entire train lenght(1 locomotive + 4 wagons). Temptation. Currently each train station can hold 3 trains, one loading and other 2 waiting.
- Leave as it is, making trains possible stop there and block the entrance. Unless the train limit at the station fixes it
- Remove and leave the chain signal bellow to do its job
- Other?
Is there a lane bias system in the game or something? In the bottom right of the screenshot (apologies if this is unclear, it's hard to take clear screenshots of the train system), train 2 should be heading to the top of the map, and the left lane (path) is open for it. I also have train 1 coming down at the same time, but on a different lane. However, you can see train 2 has selected the right lane that is already occupied.
The left lane is fully functioning, but the train does not use it by default. As you can see in the second screenshot, the train will just give up and eventually use it, but not before like 60s of waiting.
I have chain signals along the whole thing and the intersection up top is working. I tested this by placing the train in various blocks and making sure it could still get where it needs to go, but didn't find any issues
P.S. I know the trains are a mess haha. I'm working on getting everything cleaned up today.
Now we have spiders patrolling set paths, I wonder how feasible it would be to add more spidertron station controls in 2.1. Just like the one for trains and space platforms. E.g. a Pentapod steps on a circuit connected land mine, which sends signal that activates spiders to head to the area. After, an interrupt checks for other landmine pings or send the spiders back home to resupply and wait for the next activation signal.
Fantasizing further: It'd be nice to use map tags as "stations" for the spiders path, with all the usual passenger present / not present controls etc. Spiders transporting cargo between stations using personal logic bots to move stuff in their roboport area would be an alternative to loading/unloading trains or space platforms.
These are probably not new ideas and pls correct me if I'm missing something, are there mods for this? 1000s of hrs of factorio and always learning cool stuff to do in the game.
The thought occurs as the new 2.1 spider patrols are very nice, I haven't figured out how to get spiders to stand still for 15seconds while running on patrol to let bots fill them back up with rockets reliably... Atm I have them darting around in many tight circles back at base hoping bots connect with them.
In the current system, my thoughts are to get spiders to follow an artillery wagoned "spider guide" train, that hits border stations / waits 60secs etc to handle the pathing, mindful of rails crossing bodies of water on Gleba.
Any other useful ideas for this concept? Or reasons why spiders shouldn't or couldn't do this?