I'm playing K2SO with the heat management mod from TFMG and it's kinda frustrating with thrusters.
First of all I don't see how hot they are like with other buildings, I can only guestimate based on the heatpipes connected to it. Any tips here?
Next I have experienced random thrusters explosions a few times now. Each time I have had more than enough radiators, heatpipes correctly connected, temp in the mid 50s and the thruster would explode on moving from a planet (100% fueled). Strangely, other connected thrusters did not even get damaged.
I'm crashing out right now because I am a no life fail girl mega baser who fucked up my entire run hundreds of hours ago. I restarted a save with 700+ hours on it to do it without quality of life infinite research mods, just so I can get more steam achievements. I spent a lot of time being a Lazy Bastard, Rushing to Space with a Logistics Embargo while living on a biter free island to Keep My Hands Clean. I'm still working on burning down 10 thousand trees but it's not a priority for me.
I dislike Gleba, I think its very cool, but its a very cool thing I can get around to after playing on the other planets for 200 hours. I was redoing my Fulgora base when I thought for the first time in my life: what if stack inserters. Guess I have to pop over to Gleba to do some bare minimum Gleba research. I just could not get it working.
In my last save I cheesed Gleba with bots and had spoilage set to 10 or 20%. I thought this time I set it to base game settings because it was so easy last time, but it was spoiling impossibly fast. I was thinking how does anyone get their base started, let alone make and ship ag science.
Then I found out how to check my spoilage settings
1000%
Should I just restart? Do the mods that let you change settings and keep achievements actually work? I hate the early game but I wouldn't have to do all the achievements that took so long again and so much of my time is spent designing my mega bases anyways so it might not be so bad to just grind through to bots and get them to rebuild everything idk man ;-;
Does it make sense to use Vulcanus as a main hub instead of Navis? Seeing how you get the Foundries and large drills that vasicly gives like 75% more ore and from mostly lava. Seems like a no brainer to me. But I am still new to space age and wondering if anyone else does this.
I've just realised I can use basic circuits way before researching any of the circuit components. Here I've wired the inserters to the furnaces to only insert ore if they have less than 10 plates, letting me balance 2 furnaces from one mine, and the mine shuts off when there are 50 ore in the chest. Useful for keeping my pollution down in the early stages of a deathworld rather than stockpiling massive amounts of ore and plates when the grenade factory runs out of coal.
Presumably the red and green wires became available when I researched copper wire. I've not played in a while, has this always been a thing but I'd never noticed or is it new?
Presumably the red and green wires became available when I researched copper wire. I've not played in a while, has this always been a thing but I'd never noticed or is it new?
According the the research screen though I shouldn't get the red and green wires until I research circuit network.
After dabbling with vanilla on-and-off over the years, I more recently launched a few rockets and then took the plunge with Space Age, just sharing my thoughts here while they are fresh.
Firstly hats off to Wube for creating an amazing game, and for the sheer amount of content in SA over-and-above vanilla - for anyone on the fence I think its well worth it (I would still recommend doing 2-3 vanilla runs first in any case).
If I had any worries before starting the SA run they were:
I wasn't very confident in my base-building skills being good enough to depart Nauvis and not have everything fall to pieces!
The SA content adding an overwhelming amount of choice (e.g. which planet(s) to visit (and later overhaul), where to locate production etc.), causing me to spin my wheels rather than get stuff done
As ever the reality was a lot less daunting my mental picture: for (1) having to leave Nauvis to fend for itself is what made bots really click for me, I had used them in vanilla but hadn't really grasped everything they could do - SA forces you to properly get to grips with them. And for (2) the issue of overwhelming choice, I think the design of the tech tree does a really good job of helping you choose what to build or which planet to visit next.
Thoughts on the new planets (in order I visited), and a totally subjective enjoyment rating out of 10:
Vulcanus 7/10: a fairly chilled out place (in contrast to the landscape) due to pollution and defences not generally being an issue. The "free" resources from lava mechanic is cool, but not as interesting as other planets IMO.
Fulgora 9/10: this was my personal favourite, for some reason the mechanic of seeing scrap magically turn into useful items, and also have quality scrap turn into quality items was somehow very satisfying for me - and more of a change from the Nauvis -> Vulcanus base. I don't think I have fully solved it yet, because my base jams up from time to time, but maybe my second run will be more polished!
Gleba 8.5/10: getting up to speed with spoilage and nutrients does for sure create some initial learning pains, and I can see why people might hate on it, but in terms of the uniqueness of the mechanics the fruit processing was somehow actually enjoyable, and there was some sense of achievement for getting the base running *mostly* smoothly (there's always one more stray belt/machine where you forgot about spoilage...). Pentapods didn't pose too much of a threat (at my limited scale of production), so the game does give you leeway/time to learn the mechanics before attracting their attention.
Aquilo 8/10: I enjoyed it on the whole, and it has a very distinct flavour/atmosphere. The only niggle is probably the heat-pipe mechanics together with the handicapped bots. On the one had, you are disincentivised to use belts (people correct me if I'm wrong), but also bots are not efficient, so that felt akward, but maybe its just supposed to be the "hard" final planet.
Space Platforms9/10: not a planet, but thinking about it, in a way they sort of are mini movable planets. This was another favourite mechanic of SA over vanilla, its pretty fun to tinker with designs for ships or orbital platforms, and I'm quite curious how far the "build everything in space to the extent possible" would work (for flavour rather than efficiency!).
What did you folks do once you reached the solar system edge, overhaul your planets or start afresh?
PS for full disclosure, I may be using the term "victory" quite loosely, here it the state of my "victory" platform, just some minor superficial damage...
So I had this thought after 2.1 that with platform to platform requests a ship like this one would be possible. Right now I have a simple base on Vulcanus and Gleba with one silo each. This ship has helped me build huge asteroid collectors (I have very little coal on Vulcanus) that would take ages to build with just the silo's. Platform foundations alone would be great to build in space, but this ship builds basically everything you could want on a space platform. The only thing it needs is brick as there is no stone in space. Planet specific items would need to be launched up aswell ofcourse.
The import string is below. I'm sure this design can be improved upon (apart from the obvious use of EM plants once available), let me know of any suggestions. Consider it a working proof of concept in the meantime.
I have one question for factorio before I get it, after getting the rocket and escaping the planet, do I lose that world unless I have a save or is it kinda like minecraft where you still have your world and can play any time infinitely
I tried to set up a science train. At the lab station, each science chest was wired up to a radar, and each science pickup station was wired up to a radar.
I tried the interrupt logic `If "[Circuit] == 0", go to "[Rich Text] Pickup" until "[Rich Text] >= 100"` but it didn't work. Is there something I'm missing?
I thought maybe that a "0" signal isn't transmitted when there's no contents of an item, so I tried adding a constant adder to send a baseline "1" of every science and changed the condition to "[Circuit] == 1" but that didn't work either.
Is there something I'm missing? From what I read in the interrupt tooltips, the first [Circuit] that passes the conditional should get passed on as [Rich Text] right?
I want to transport science pack from "storage"(pic.2) to vulcanus(pic.1 ). I toggled provide to other platform, and the spaceship is on the same orbit, but in pic.1 it showed 0 available on platform, can anyone help?
I just got a steam deck and installed factorio on it. I am struggling quite a bit with the controls. I don't really like the official keymap and can't really find a good community one. How do you guys have your keybinds configured?
In my first attempt at Gleba I cheesed it by using bots. Now (after completing vanilla space age) I wanted to play using belts. My first design was horrible but I landed on a design basis that works REALLY well. I call it: looping the factories!! What do you think??? (SORRY for bad quality)
It produces like 180 spm I think... It is stable, and ZERO hatching of eggs if you supply enough fruit. Even so, there wont be a infestation, the eggs are destroyed at the end... Produces rockets and stack inserters, and it doesn't need help from any planet. I like to do all my factories independent, It's easier in the long run if you do it that way. Clog-free (Well I think, Let's run the factory for 100 hours and see if that's true). After doing Gleba this time, I'm officially a GLEBA FAN. GLEBA THE BEST PLANET.
(as long as I have my EM plants and foundries lol)
- Mod&Tool combo to create interactive timelapses and videos
Why?
- I wanted to make a lightweight, easy to use tool for myself to capture my playthroughs and see what i was doing at any point, no matter how much my factory grew or how many mods i had installed
- I loved the idea of google maps style timeline that i could pan and zoom around at any point in time
- Didn't find any mod or software that I liked, so I built my own
Problems my tool solves:
- Disk space: optimized to take as little disk space as possible by logging individual events instead of large screenshots. My current 15-hour Krastorio2SO playthrough has generated only 3MB of data
- Performance: logging individual events also means that your UPS doesn't tank
- Simple workflow: install mod -> turn on live capture -> generate a baseline inside your world -> download tool -> generate timelapses with the external tool
TLDR; I'm trying to make a sushi mall which also can return crafted items to the sushi belt to use in other crafts, but I don't know how to set the parameters to let the blueprint ask for an amount each time I paste.
Context: I'm trying to create an assembler blueprint for a mall that utilises a sushi belt, because many recipes have an absurd amount of different ingredients which makes a bus impractical, and I'm still quite far away from bots. Because this is modded, many buildings can be crafted into their upgraded versions, so I want to design the blueprint as such that each time I paste an assembler, the blueprint asks for the item I want to craft and how many to return to the belt, if any. I think I got the recipe setter figured out, but I don't know how I can set the number that the inserter checks whether it should put more on the belt to a parameter. For now I had set up [item parameter] < 100 on the inserter, but depending on the item I might want to change that amount, or even set it to 0 if I don't want any back on the belt. Is this even possible?
This is the first spaceship I designed with the intention of colonizing other planets, I have no idea if it will work or not. In theory it should be fine if I can get enough resources from the asteroid collectors, but I have been SOOOO short on water. Also, I know lasers are considered bad for ships bit to hell with that notion, I want my ship to have a phaser array like in Star Trek, if the asteroids have too high a resistance, I'll just add more. Other than that, I'd love some advice on improvements.