How the fuck do you figure out Oil?
How the fuck do you figure out Oil?
build refinery
Input oil
output petrol gas
make plastic and sulfer
make blue science
What is difficult about this?
request 200 circuits in my space platform
receive 2000 instead
What
Oil is way more intuitive than the space platform. That shit was a series of riddles to figure out how to build and use the platform.
You need to set a custom minimum amount, otherwise it will always send a full rocket
so it will never mix items to fill a rocket?
How the fuck do you figure out Oil?
build storage tanks
b-but what if they fill up
More.
Inputs and outputs are labeled, anon. Can you clearify what youre struggling with? You dont actually mean you dont know how to run the pipes right?
I don't think it will unless you specify it
Well that's certainly not annoying at all.
Wasting rockets to send half stacks would be far more annoying
You should have plenty items anyway
How the fuck do you figure out Oil?
I hope you don't mean basic oil processing, otherwise you should just give up now.
i just picked up a mod that allows drones to work in space. 10/10
the refineries output three different products and if one clogs up it pauses all production
if one clogs up
Cracking.
Petrol is full!
Then you aren't making enough plastic. In a rare case, you aren't making enough sulfur.
I am making enough!
Then make solid fuel.
It's still backed up!
Stop using coal for your Steam engines and trains and shit.
If you SOMEHOW need more of anything with all that accounted for, you're actually retarded.
it doesn’t need to be perfect the first time, you can just build more fluid tanks and keep an eye on them
I would call you retarded but I had this trouble at first too.
You'll kick yourself when you know the answer:
Crack heavy oil into light, and light into petroleum gas
How do you do that? Literally just a tank for each one with a pump set to only pump to the cracking stations when there's around 10,000 units of liquid in the tank. That's it. That's all you need to do.
I felt like a retard when an anon spelt it out to me.
Don't forget rocket fuel.
Heavy storage with an open pipe to Lube and a limited pipe to Heavy cracking (the output is connected to Light storage)
Light storage with an open pipe to Light cracking (connected to Petrol storage) and a limited pipe to solid fuel and a more limited pipe to rocket fuel
Petrol storage with an open pipe to plastics and sulfur
Light Oil is 3x as efficient for Solid Fuel compared to Petrol and 2x compared to Heavy, but it's less important than making sure your Plastics are maxed out.
And similarly, until you scale up your rocket fuel production, you should be using excess solid fuel to power your trains and steam engines so that coal is only for plastic and science.
Make storage tank for each fluid
Attach a pump to it
Use circuit to pump fluid into other production before it overflows
Easy
oil floats on water
cover yourself in oil
wait for rain
free space travel directly to
problem, space platforms?
Good luck breathing in space prior to getting your coffin.
Good luck going above the lower atmosphere dumbass
How the fuck do you prevent your oil from bottlenecking when you're making enough rocket fuel to feed 80 boilers tosustain 160 steam engines and 40 steam turbines?
Do you wire the light and heavy to only do cracking when petroleum is low or what?
Don't do this, it creates mustard gas
Add a tank each for heavy/light/petro. Add pumps to each of them that activate when the tank has more than 20k in it, make it pump to a cracking setup for heavy/light and to a solid fuel setup for petroleum (then send that solid fuel to boilers/heat towers to be disposed of.)
Optionally, dick with circuits to only allow the petroleum pump to activate when there's a shortage of one of the two others.
Its better to fuck off back to Nauvis and use the planet for shipbuilding right?
You really should either be at nuclear or mass producing solar and accumulators already. Building that many boilers is completely retarded. It's a bad source of energy.
You set up a pump, attach a circuit from the pump to a storage tank holding heavy or light oil. Set the condition of the pump to start working when heavy or light oils go above 20k in the storage tank. The pump then sends the excess fluid off to a bunch of chemical plants that crack the oils. Convert heavy oil to light oil, and then light oil to petrol. Your petrol should never really max out because plastics use alot of it.
You need rocket fuel for launching rockets anyway. This set up works perfectly fine for me. The only issue is figuring out a way to make it all run smoothly in terms of oil management so that it doesn't just produce petrol and use up all the light/heavy oil.
Just turn heavy into lube and crack the rest of it into light
Crack the light when petroleum is below some amount you choose. Use any excess of all oil types to make solid fuel.
That's it.
Yeah I figured it out. Turns out I can just make a circuit fix by activating or disabling pumps outgoing onto cracking for light/heavy oil when light oil is below a certain threshhold. I'm ALWAYS using petrol for shit like plastics and solid fuel so that doesn't need any disabling/enabling pumps, but when my light oil is below 50k I enable the heavy oil, and when light is above 50k, I enable the light oil pump.
So there will definitely be a lot of fluctuation between heavy and light but neither will bottom out completely and the advanced oil processing will run indefinitely. More than enough to support any sort of lubricant or sulfuric acid I intend to make.
I did that and it backed up eventually. Petroleum doesn't need any pumps to enable/disable it.
it backed up eventually
And were you short on anything?
If so, then you did it wrong.
What backed up, petroleum? Are you actually using it? If you don't need a ton of plastic/sulfur, turn it into solid fuel.
What's the difference between burning uranium cells in the nuclear reactor or heating tower?
Hehe if you think oil is hard wait until you try nuclear power
Why, nuclear power is incredibly simple, especially now that you don't really have to give a shit about throughput and the like
one burns uranium cells in a nuclear reactor and the other burns uranium cells in a heating tower
not gonna tell you which is which though you gotta figure that out for yourself
I have figured it out. They are the same except for nuclear reactors have the huge bonus of doubling their power each time they have an adjacent reactor.
Finally figured out oil but I’m too retarded to figure out trains and bots
If you have more Heavy Oil than Lubricant, turn it into Lubricant, if you have more Heavy Oil than Light Oil, you crack the Heavy Oil into Light Oil, if you have more Light Oil than Petroleum, you crack the Light Oil into Petroleum. This requires no combinators and simply hooking up wires to the machines and the fluid containers.
"But my petroleum is still backed up after doing this"
Then you're retarded and didn't set up the circuit properly, I have never been backed up on only petroleum since I did this.
if ur perto iz backed up u need 2 double da stuff dat uses perto
zug zug
make more storage for the backed up one until you figure out cracking and/or your actual needs
Play exclusively with a friend for a year
He gets too busy and now i can't play factorio single because it just isn't as fun
I'm done with vulvanus. Gleba or Fulgora next?
Hey anon. I heard some rumours about your base on Fulgora using illegal AI bots. You wouldn't mind if we inspected it, right? Refusal of inspection will, of course, be considered an act of hostility.
Gleba last if you care about your sanity
a fucking fork
All I can see is the funny Leech ships from FTL Multiverse.
Well, there's 3 big differences.
1. Heating Tower consumes resources at 40% the rate of a Nuclear Reactor. Its output is the same because it has a 250% efficiency bonus.
2. Nuclear Reactors have the adjacency bonus thing.
3. Heating Towers can't consume Uranium Fuel Cells.
I considered making ships from FTL. Although I couldn't think which one to make so I've been making starsector ships.
Also, why the fuck can't we have holes in ships. It really limits the designs
Because your ship is a flying ball of garbage strapped together with duct-tape and lies.
Having donut holes in it would likely lead to it collapsing in on itself.
Cause they felt like it.
Have an IQ that has three digits.
How do I get iron ore on fulgora?
recycle concrete, recycle EVERYTHING.
One step at a time.
Oops, I was waiting for your inspection, but it appears it vanished in transit. Shame, really.
Do asteroids only come from the front?
Now you need a mod for carpet bombing
When the platform is parked, you will have asteroids hitting the rear.
sovl
rly need 2 shluuurrrpppp dat oil fast tho i mean sum real gluck GLUCK industry baby drain dem pipes
Just wait for it to oil.
I keep seeing this game pop up. Does it play well on the Steam Deck, or is it really designed for a mouse?
I used to think this game would be super complicated from the promotional images. After 500 hours of playing it, I know these images are usually UTTER GIBBERISH with shit randomly placed down. The factory equivalent of those early AI images that made you feel like you have dementia because nothing is recognizable as anything.
so what's the logic not giving you construction bots until near the end game? even three or four would be so fucking helpful early game. I get that it's soul to place everything by hand, but still..
construction bots are pretty solidly the early part of mid-game, at least in Space Age
but I did like whatever mod the Exotic Industries mod used for one-time use consumable construction bots very early in the game
near the end game
you get construction bots at the start of blue science, that's still basically tutorial land
Circuits are cheating and only autists use them.
i haven't played space age, just the original. so they made them way more accessible?
play the game
progress fine
not having actual autistic out of proportion fun
Guys... how do I flip a switch in my brain or become smart enough? I wish I could do some cool giga bases and shit I keep seeing in the screenshots but I'm just too big of a brainlet. My bases work but are always unoptimes, bottleneck and never transform into sheer autism I can see in videos and webms... I don't get it... is progressing slow even worth it?
factorio.com
Native Linux, so I wouldn't worry about performance
Controls might be an issue? But maybe that's been sorted out by now. Game's on Switch, too, so maybe they've come up with some decent controller configurations.
Cheers
to the nigger saying that construction bots are early game, i still don't have them. Fuck you
You have blue science. You should have bots unlocked then.
stop scaling so hard until you have better tech, retardkun. you don't need 6,000,000 SPM to unlock robots or build them
Nigger you have bases for uranium, there is no way you can't be far enough in the game to not have blue science for bots. Unless this is some ancient version without space age.
hope you aren't throttling your thrust
this is "1.1.57 (build 59622, win64)" as per the title screen.
Also it's fun building trains and lots of extra bases.
I'm working on building an iron platform above nauvis right now although I'm not really sure if it's worth it. My calcite platform brings in a little over 2/s, iron is 10x as much so it'll be around 25/s. I think I can make them both bigger, maybe around 4/s calcite and potentially up to 45/s for iron. It takes a lot of resources to build them though, loads of copper for the rocket launches. I actually have more iron ore available on the planet than copper too.
Maybe I'll just build the one platform and see how it goes and just slowly add more over time if I feel like it. Also thinking about putting quality modules in my crushers but it's only like 6-8% or something with 2 quality slots, not sure that's really worth the hassle.
Red and Green science is at the belt tutorial stage, if the game just gave you robots the moment you did anything, most people would just have fixated on doing everything with bots for convenience
I get it though, everytime ive started a new game ive seriously considered adding "bot start mods" or just starting a custom campaign with a spawned chest with them. But its not something a new player should ever do because they will see every logistics issue and try to solve it with bots and not belts.
Not in vanilla
this is "1.1.57 (build 59622, win64)" as per the title screen.
What does that have to do with not building construction bots?
You get bots in blue science in both SA and 1.1 and 2.0 without SA
Yes, and after that you are basically in the end game in 2.0 without SA
Whats there more to do? Get more copper for LDS? You arent really doing anything new at that point, you got oil, its the final required resource to beat the game.
If it takes you that long to get to blue science that you consider it "end game" then I'm not sure what to tell you.
No, but what i mean is that most of the work towards the rocket is already done at that point
You just make a couple new assemblers and you got your yellow and purple science there
Oh yeah, actually, you just have to input water into your refineries to get rocket fuel, thats it
Youre basically 90% of the way towards launching a rocket
beat the game
bro ur 4k spm factory??
build refinery
input oil and water
output petrol gas, light oil and heavy oil
put them in separate tanks
if you have too much heavy oil, crack it into light oil
if you have too much light oil, crack it into petrol gas
if you have to much petrol gas, turn it into solid fuel or or rocket fuel and use it on anything you can
find more uses for different oil products. heavy oil as well as light oil can be used for flamethrower turrets, but i would personally just crack the heavy oil into light oil and use exclusively light oil for turrets, cant mix fluids anyways
absolute worst case, increase the size of the tanks and purge them every once in a while if you still have issues with it getting too full and clogging something else up
t. played factorio for 300 hours before i finally managed my first rocket launch on my 11th save, and only truly understood fluids by my current 12th save
if you have to much petrol gas
this isn't possible
I'm the same. Very few Factorio players are actually good at it and make these advanced, efficient bases with complicated circuitry. Most are like you and me, dumb fucks who build big messes that somehow still work.
I'm really enjoying my unoptimized mess that is still somehow taking over a solar system. I like to think this is how the City started out in BLAME, with nobody knowing what the fuck they were doing and it all getting out of hand, until it was the size of the solar system and still building nonsensical shit that still somehow worked.
if you were to continuously take out electric motors while everything else is at a standstill, you would eventually run out of heavy oil because the other products clog up the refinery. its obviously nothing that anyone actually does, but you cant assume that everyone does a normal, optimal playthrough.
i know that, ive done some retarded shit to waste my time and basically enter a fail state.
one of my favorite parts about space age is that infinite techs are unlocked super early so you pretty much always have science running nonstop rather than unlocking all the techs for your tier really faster then idling for hours
It cab also happen if your plastic is idle too long and you're using light oil solid fuel for boilers.
everything else is at a standstill
wut
get dat slurp SLURP goin baby u just not gluckin hord enuff on da otha pipez
Design a factory's ghost in an empty area
Cut-Paste it into a forest
The robots cut down only the trees that block buildings
I love it. With this said, do you have any tips for using robots? I placed a bunch of ports on my base and replaced steel chests with passive supplier chest, but now resupplies take longer than if I would have went and gotten the items myself. And how do you manage the storage chests?
want to upgrade my base to use foundries
want to reclaim the land my original setup was using
would have to build like 200 storage chests to clean up the massive amount of materials stuck on belts
even if I cut off the supply to the belts, the copper will drain really fast and everything else will stay at a standstill so I still have to clean it up
I wish there was an easier way to clean stuff up, like just deleting the items on a belt instead of having to pick them up
I have this shitty habit of putting assembler with provider and requester chests in random areas of my factories, setting them to make something I might request and just letting the chaos unfold because whatever it'll slowly be made in the background and I can just request that shit when I need it later.
I know it's a terrible idea but I can't help myself.
resupplies take longer than if I would have went and gotten the items myself
Robots aren't great for long distance. Try to keep it contained in specific areas. Also use buffer chests if you need.
Research robot speed and increase the amount of items requested. If you run out of bots build more. You can hook an inserter to a roboport and tell it to only insert that type of bot when the total available is < 50. Every time you have less than fifty bots idle it will insert more into your network. Do it with both types.
manually grabbing items is faster
Maybe for 1 item, but you should aim to have your entire inventory supplied by bots
I'm curious what your plan is for all those explosives
What the fuck is damaging my robots on VulcANUS? The remains of the worms? Which don't seem to damage me? I don't get it.
Just a bit of electrical infetterence.
enter map mode
place gun turret outside build range
pick ammo of choice from map menu
right click desired amount
alt+b select it, save bp, put on bar
now you can drop gun turrets with ammo with bots.
theyre ez
this nigger wants to flatten vulcanis
how do you have multiple fluids in 1 pipe
wiki.factorio.com
You can configure it in a number of helpful ways!
Same with the Upgrade planner, too.
it doesn't do that anymore unless you make it
Is there a power to weight ratio for engines I'm not aware of? As in 1 engine per how many displacement tons for optimal/reasonable speed?
Making bot malls has never been easier because of the new Parametrised blueprints you can set up.
lit trees start ground fires when you destroy them, clearing a field with robots mean a bunch of them start catching fire
as long as you drain the pipe another fluid type can go in.
id probably avoid mixing inputs as its a pain, but with enough pumps outputs can be drained quickly enough
Do you meant thrusters for your space platform? The wider it is the more drag it has.
But why is there drag in space?
I don't know.
Like for every robotport?
I'm curious what your plan is for all those explosives
I'm not sure yet. I just want to have them. I wish to never want.
flying over living worms causes them damage
until I killed my first worm I had to set up bots carrying tungsten from its patch to my base and I always knew when the worm was cycling around that area because my bots would start getting hurt
Yes, I'm going to make a nice ship even if it kills me.
wind resistance in space relevant to width
That's interesting.
wat, how did the requester chest autopopulate
For every roboport.
You only need one of those per network to keep it stocked with bots. A network refers to a group of roboports that are all attached by those yellow lines when you place them. You might have separate networks if you have outposts or whatnot or maybe you split your base in half for some reason. Typically most people have one big centralized network in their main base which is what I'm referring to.
It didn't. I shift right clicked on the assembler and shift left clicked on the requester chest.
Although you can set it up to do it automatically I just didn't bother to for making that webm.
Ooh wee now there's a topic.
train_speed = max(0, abs(train_speed) - train_friction_force ÷ train_weight)
train_speed = train_speed + (10 × number_of_locomotives_in_moving_direction × fuel_acceleration_bonus ÷ train_weight)
train_speed = train_speed × (1 - air_resistance_of_front_rolling_stock ÷ (train_weight ÷ 1000))
where train_friction_force is the total friction of each wagon and locomotive (0.5 for any type of wagon including locomotives) and train_weight is the total weight of each wagon and locomotive (see their individual pages for the weight values). The friction and air resistance of wagons and locomotives can be found in their prototypes. The calculated train_speed is capped to max_speed = 1.2 * fuel_top_speed_multiplier.
-via wiki.factorio.com
To preserve your sanity, I propose throwing the word "optimal" out entirely, lol, just go with what feels right and develop your own strategy. (That can change from save to save, too)
Some people like seeing little 1-1 trains all zipping around like lunatics
Others go for the simple 1-4 because that's the default visualizer
I think trains need a weight of 11000 to smush behemoth biters at top speed, which a 4-4 train would accomplish
You might even want a 1-2-1 double-headed train for funsies
I like a 1-4 earlygame splitting into a 2-8 (cargo) / 2-4-A (outer wall / outpost) lategame
tl;dr no wrong answer
aw heck you meant spess not choo-choo lmao sorry
No worries I like 1-4s and 2-6s as well. My favourite is 2-10 though. the 10s are artiwagons
That's so stupid. You would think that more asteroids to defend against would be enough of a deterrent.
Underground pipes
Now if youll remove that red chest and put a storage chest there instead with automatic filtering based on the selected item you are good to go
play for the first time since before trains
realize character runs like a weenie
can't unsee it
unplayable.
why is a fucking RADAR part of an artillery shell?
what?
the shells reveal parts of the map while they fly
He's an engineer, not some faggot jock.
It gets even sillier. This width mechanic encourages building another set of thrusters below the limit of your first ones.
oh right, engineers are all fags, i forgot.
Don't understand how to do that. The inserters don't seem to care about the amount of robots in the roboport.
Click the read robot statistics button.
>But why is there drag in space?
because space isn't empty.
I've been making stuff up on the other planets just to avoid dropping into Gleba for the first time, I know the other planets had their annoyances, especially Fulgora, but I don't think I'm good enough to handle Gleba. Especially after I read about time based evolution, that means monsters evolve even when I'm not doing anything
That's not useful.
Wrong
Factorio space is a fluid which is why we don't continue to accelerate under thrust.
The numbers mason
They mean what they say
You use the signal system to read "T" and see how many construction robots are in your system
that's relativity bro
But I need to read how many robots are in that specific roboport.
You can hook an inserter to a roboport and tell it to only insert that type of bot
You're taking robots out instead of inserting them IN. What I'm talking about is only having your inserts put robots into the roboport when there's a need. Like if you placed 100000 concrete and only had a thousand bots available. It would turn on and keep inserting new ones until the total available went above that number again.
Are you worried about number of robots in the specific roboport, or number of robots in the overall network?
I want to take them out of roboports if there are too many and insert them if there are too little.
See:
Im pretty sure you can read it like reading a chest, if not, then theres no way
Attach green wire from robot port to inserter
Check if worker bots < count etc
You didn't leave any room for beacons
This was long before beacons. If I'll need to, I'll tear it down and rebuild it with beacons in mind.
How old is that build? I remember belts looking like that a LONG time ago. Probably back before the oil change when you could get construction bots with green science lol.
realistic
but you should aim to have your entire inventory supplied by bots
Any advice for that?
Why do you need iron?
Like most of things?
No I mean why are you requesting 5 stacks of iron from your logistics network
I just told you. It runs out quickly, so I need a decent stock on me.
add everything yourl
place
power poles
inserters
underground pipes
chemical plants
passive provider chests
chain signals
Etc
All crafting materials should be max 0 to get auto trashed
But runs out quickly for what? Are you hand crafting a bunch of shit?
no train or robots in space!
but belts are ok
How the fuck items stick to belts? Wouldnt a pneumatic tube system made more sense?
Sticky belts
Are you hand crafting a bunch of shit?
Yes. I'm working my way towards putting a stop to that.
what happens if your petrol gets full and the entire thing chokes? how do you avoid it?
is there a way to make a circuit dump tank contents?
I'm making tons of plastic with mod 3 speed and shitting out blue chips but it still not enough it still sometimes fills over 20 tanks
What are you crafting with the mateirals? You should have a machine that builds those instead and deliver that itself to you. It only takes 1 drone to get you a bulk inserter, but takes like 20+ to deliver the parts for a single one.
Save yourself dozens of hours and set up a bot mall
I nice setup is to have a mall with passive provider chests for each item, an even nicer setup is a mall with requester chests supplying each assembler, which in turn supply the provider chests
Crack your heavy and light oils, dumbass
already doing that
all modded with mod 3 speed
plastic is just too plentiful it shits out at insane levels
If you're using petroleum gas, then a proper cracking setup ensures that heavy oil and light oil stay in the same amount as petroleum gas
There is a specific perfect ratio for cracking that can be worked out
Bros, I think I'm just too low IQ for this game.
I'm not a fan of using bots but quality is such a logistical nightmare without them. Pic related is just for 14 epic green circuits a minute.
If you use only belts you're gonna have a factory that's 80% filter splitters.
Make excess into solid fuel and go nuts
Replace coal everywhere and only use coal for liquefication or recipes.
just play space age which has infinite science and then make more science
Every inserter after the base one, underground belts, splitters, every type of power pole, rails and rail accessories, chests, and every type of crafting machine. I'm still surviving off of my second factory which I have with some effort managed to metastasize for the production of chemical science and robots. I hate it and I want to tear it down.
What's a mall?
petrol gets full
shlurp mor petro git dat sucky sucky
u aint gluckin enuff
I wish they let us have trains in space, i mean why not
The bots i understand, but trains would just be COOL
Although then people would just use the wagons as inventory
take them out of roboports if there are too many
Herein lies madness.
When would such a condition even occur? Not enough charging/housing? Add more roboports.
it needs to know where it is and where it isn't.
yeah I was thinking about this, I just didn't do it because it would require tons of spaghetti to get it into furnaces for no gain, nothing else uses coal trains are running on nuclear
wish you could dump tanks with circuits so I could create a overflow tank
I feel like quality miners would be better for this sort of thing even though foundries are really good. That said, if the modules themselves were all rare, your output of green epics would be going up significantly
So if you mine quality ore, turn it into liquid, it loses its quality?
this looks like WW1-WW2 shell not a fucking ultragiganigga smart-rocket 4000
A mall is a place where you have assemblers make all the materials you need to create a factory like inserters and belts. Since you have bots you can make one really simply by having an assembler pull from a requester chest and place the finished product in a provider chest. Hand crafting is a sin and I'll rape you to death if you do it again.
yes, although it wouldn't be hard to set up a few furnaces next to your foundries just for quality ore and feed the rest into liquid
I only have the red and yellow chests at the moment, so I can't build that.
there is no iron or copper ore on volcanus
Then build one with belts. A mall is literally the first thing you should build in game.
purchase a few wubecrates from the in-game store, you should get enough red crystals to put in the assemblers to boost the output to epic
make 50 storage tanks for each and throw grenades at the offending tanks when they fill up
I still don't understand how a mall is supposed to work.
Build an automated mall.
Am I retarded or is the "each" condition bugged? Why is it not passing? And even though it isn't passing, why is it outputting 7 signals?
I don't think you ever will
one-stop shop for everything you need to build more factory
try the Lazy Bastard achievement; it'll make you think differently about how to play the game
Wouldn't your and condition only pass if your red signal was less than or equal to each individual green signal?
I just made it to Aquilo orbit, although I haven't landed yet. How far through the game am I? Looks like I've researched 90% of the research tree, not counting the infinite research of course.
I get the concept, I just can't imagine how to execute it. I know how do build an assembly line, but doing that for everything seems too much.
I'm all out of powergrid.
After Aquilo the only thing left to do is fly towards the shattered planet and collect chunks for the final science.
You're all out of bitrate, too
That's because solar is a meme. Unlocking kovarex with space science is supposed to be a hint.
too bad that game sucked
Break up the task, then! I like to separate by production tab (Logistics, Production, Intermediates, Military)
Bots greatly simplify it. Even made with belts, some form of mall is worth the design hassle. Try starting with a section that makes belts and inserters, get a feel for it.
Aw, I was gonna ask. Bummer.
What the fug does artillery actually work what the fuuck
the only thing to do there is unlocking the rail guns you need to get to the system edge
Grouping similar mat requirements and levels of complexity also help
yes but its absolute shit
lmao nice
youtube.com
That's because solar is a meme.
Nah. I've got a bunch of epic solar panels on my main ship and am generating 1.2GW of power which is more than enough.
REEEEEEE IT'S A HUB, NOT A MALL
MALLS ARE WHERE WOMEN GO SHOPPING
I've been needing to get around to making one of these so I can leave Nauvis, how do you set this up in a way that it doesn't just devour all of your resources to make infinite everything which will just fully saturate my logistics network?
just put a limit on the chests????
not-a-bus
it's a bus.
many things require similar components, so if you had a line of iron plates, then you could take off that line to supply an assembler making iron gear wheels, and then those gear wheels could supply an assembler making yellow belts, and that assembler making yellow belts could then take iron plates from the belt of iron plates
it helps to just try setting up the barest minimum of a few simple items, then building it out over time
a couple split belts (iron plate & gear / copper plate & green chip) is all you need for a bootstrap
too much heavy oil
Crack into light oil
too much light oil
Crack into petrol
too much petrol
Make more plastic
too much plastic
Make more red circuits
too many red circuits
no
STAAAAAHP you're making me want to play factorio again but I don't have the time anymore. Cowboy life is all day every day :(
It does look alike, really
Wire the inserter to the box, it's one of the simplest and widely applicable uses of circuitry
Your problem is that you are relying on cracking for 2 products, you will always have this problem
Use different oil/coal for your two different products, this way you can crack the other one
That or just craft solid fuel from petroleum and trash it in the recycler...
steeaaam deck on the raaange~~~
where the geeears and the chips all get maaade~~~
where anon's a big nerd~
while he's drivin' the herd~
as he's plaaayin' factorio all day~~~~
Make more red circuits
the bottleneck here is greens throughput
plastic is never a bottleneck since they craft 2x
i've never been able to get rid of plastic no matter how much red shit I spam
Okay, but why exactly is it a problem if you have a full tank of petroleum gas?
Holy shit. Thanks, anon that was lovely. I'll think about it. I have a huge preference for mouse and keyboard
lack of green liquid
mod a medium difficulty puzzle out of the game
CHEATER
the fuck am I looking at
finally got artillery tech
I need calcite and other vulcanus shit
I think this is where I get filtered. I don't want to figure out planetary transport, it's tedious
its literally not that hard anon
it's just space trains
Set a threshold of lubey before cracking into light oil (plus a theshold of light oil before cracking into petrol)
why dont you have unrestricted lube production?
Literally?
Everything in this game feels like that until you do it.
that just means I have to scale vulcanuse shit a billion times more just to launch billion more rockets because of a shitty arbitrary limit on their capacity, come on... for fuck sake. Why don't they fuck it even more? yeah maybe 1 calcite per rocket? Sky's the limit when you don't give a shit.
because i'm uncircumcised
You mad?
aw dang i have to play the game
Raw materials each can fit like 10 stacks per rocket. Also you don't need to send calcite across planets after Gleba.
what most "veterans" seem to forget is that you don't start out with the tech to more efficiently convert crude oil to whatever you want and instead you have to deal with useless byproducts you won't be using for hours
if youre cracking oil just crack the byproducts. if one is backing up you arent cracking enough. if you need to make lube just attach the heavy oil pipe to it. or evenly divide the products with 2 pumps. or add a tank in the network, run a wire from tank to a pump to whichever you want to only turn on when the amount is greater than an arbitrary level.
i do not understand why people say oil is hard. just build more shit until youre balanced. if youre stressed out because its hard to route the pipes you should probably just be using undergrounds if the distance youre spanning is >2 blocks. if you dont want to do that its because youre too fucking gay to put 2 assemblers next to an iron plate belt to automate underground pipes.
its the same with people sperging about how hard trains are when signaling is dead simple after you spend not even 5 minutes learning how signals work.
what
is there a mod to get rid of the prissy run?
the tech you start with only creates petroleum, you don't have to crack anything until advanced processing
make nice tidy setup
forget about something and need to rip everything up to make it tidy again
repeat for 10 hours
advanced oil processing takes like a handful of blue, you can get it a couple minutes after setting down the first pumpjack
useless byproducts
??? you start only with oil to petrol
then you just turn oil to petrol, heavy to light and light to petrol too, no circuit conditions needed
What? The only real gap is between basic refinery and advanced. You can research lube immediately after you're able to do advanced oil refinery, and then that's full access to every oil product.
I mean he's you so obviously
1.2GW of solar
What the fuck anon. Even if it's 300% around Nauvis that's still an insane amount of room to spend compared to a similar quality nuclear setup.
You don't start out with the Advanced Oil Processing research unlocked and you unlock it using blue science.
da reel 1s kno dat suckin da pipes dry iz da gol
jus need 1 tank per thingy
den itz sucky sucky tiem
Each acts as if you put a separate combinator for every single signal type (kinda, it ignores double zero ie no signal of that type on both channels)
It outputs 7 because for seven signal types it passes, if you put down 8 combinators with a different type from input replacing the each, 7 of them would pass
It's not green because it does not pass for all types
before then you only get petroleum which is the overwhelmingly required product. you only get heavy and light oil with AOP, which also gives cracking.
Okay? What useless byproducts are you sitting on from oul refinery that only produces petroleum?
To you this might feel like second nature but shit trips up most players. Personally this is the point where I just quit. 300 hours later never launched a rocket (playing on and off since biter science).
No one knows what you mean, basic oil shit doesn't have byproducts.
whatever you craft lubricant with which you won't use or unlock until like 20 hours later
I don't fucking care and I don't understand why every Factorio discussion needs a person like you appearing to insist otherwise.
this thing that everyone but me figured out made me quit because i never bothered to learn how to play
Great now fuck off.
how do you even get lube with that?
I can understand a new player having trouble with it, but your assessment of the whole process is just wrong and you tried to shit on people who are actually familiar with it as being out touch or something lol.
No, that's advanced oil refinery for heavy oil.
300 hours and hasn't gotten past advanced oil processing
lmao
could someone explain something to me regarding each planet's production building? since they have a 50% productivity bonus, does it apply to EVERY item crafted, instead of just intermediate products like the prod modules do? if I try to craft a foundry inside a foundry, and input enough materials to make 2 foundries, is it going to make 3 of them?
posts like this make me happy because that means no matter how retarded i appear to be playing the game, there will always be some dumbfuck ten magnitudes more retarded
lol
yes, I am.
Nigga I'm not on Gleba, I'm not even on fulgora
It's similar to those weird posts like "why train if belt exist".
Honest to god, that's the only reason I even browse Anon Babble any more
if I try to craft a foundry inside a foundry, and input enough materials to make 2 foundries, is it going to make 3 of them?
that's exactly it. and you can put prod modules in, too
have
It means it makes 3 items for every 2 you produce, it's really not that complicated
And yes, it compounds for every intermediate product you use productivity on, it's always been like that
Yes, that's why your first special building should be making special buildings
alright today I will go to space
spend hours fucking about on the starting planet
don't actually end up going to space
Boy when I get up there I'll be well prepared I guess
you only get heavy oil with AOP. Which gives you the means to crack heavy oil to light oil, and light oil to petroleum. The lubricant research is also not unlocked "20 hours later" it requires 50x research packs of red, green and blue science. AOP, which allows you to make heavy oil, requires 75 of each of the same science. If you were producing, say, 1 per second of each science and consuming them just as fast, it would take a little more than 2 minutes after unlocking AOP to unlock lubricant. Or you could just crack heavy oil to light oil.
can't mine rocks in FUCKING SPACE
unplayable garbage made by retards with 0 regards to logic for retards with even less logical skills
click on building
purple bar go full
+1 extra product
No filthy fucking bug is gonna touch my precious base, guess this should be enough to keep this planed colonized while I go claim vulcanus
Although doing all this without uranium ammo or spidertrons was a big fucking pain
ive spent probably 60 hours since release just improving and optimizing my nauvis base and getting everything at a good level of efficient production, while slowly assembling a space platform for a trip to fulgora. im massively overpreparing, ill have a ship capable of aquillo by the time i leave.
you only get heavy oil with AOP
I haven't played since 0.15, did they change this? The way I remember it you got everything from crude oil and AOP let you select ratios.
are you guys bothering with bio chambers for cracking/rocket fuel or not? I have excess biter eggs but haven't really looked at how many nutrients I'd need and how much the eggs would provide
everything space platforms related is absolute fucking dogshit tier and brings the whole game down a couple of points
why didn't they just copy SE is beyond me, who the fuck asked for clunky space trains
I cant recall if thats how it was having played the game to post-post endgame back when alien science was a thing, but yeah. first level oil processing only requires oil and only gives petroleum. second level requires water and oil, and gives light, heavy and petroleum in fixed ratios. it also unlocks cracking in chemical plants, lubricant is available immediately afterwards but not needed until you start making blue belts
I'm 3/4ths of the way making a big fucking self-repairing perimeter before I finally finally for real actually blast off
finally head to space
realize i forgot to do something on nauvis
reload
repeat
you can send the ship back to nauvis after you land to get more stuff, and configure your entire base remotely via tank, radars, and roboports. just go
instructions unclear, spilled spaghetti all over my base.
Re-doing my entire fucking base for the 6th time because
Oil isn't properly optimized
Defenses aren't good enough to withstand prolonged periods of time in another planet
Still don't have enough production to comfortably maintain science to a comfortable rate
Nauvis location is utter fucking shit. Open on all sides. Biters closing in from every direction and the best patches are farther away than the moon while being riddled with behemoth worms and everything in between
Logistics set up still not there yet, meaning no self-repairing, either.
So I'm at a point where I am genuinely seriously asking, would it be at all a bad idea to dash towards Vulcanus and forget everything about Nauvis? Just let the biters win and take that shit while I hunker down in Vulcanus and live the easy life for a bit just getting easy science and shit?
Is there even a huge penalty for doing that?
complaining about logic/realism
It's a fucking VIDEO GAME you fucking autist
SE is already updated to work with 2.0 if you want to mine space rocks so badly
do you want to come back to no factory and the need to import a tank and explosives from a different planet and then manually clearing everything in existence?
go for it dawg might as well give it a try
Damn artillery in space looks cool. They should fix it so it auto targets huge asteroids
making science on vulcanus is hard because 1. plastic requires a ton of coal, and 2. to get the advanced coal processing tech you need to already have vulcanus science. might honestly be easier to generate science on fulgora
leave some tanks, you can remotely move them into gaps
research nuclear energy, science pack unlocks kovarex enrichment
automate laser turrets, spam them around wall
Literally this is all that you need to do to be safe on Nauvis for 150 hours.
Oh no. This planet is going to be an utter shitshow, I can just feel it. Gatcha: the planet. Maybe I'll figure this out without resorting to a fucking mess of splitters and robots ferrying everything everywhere but I doubt it. I have zero organizational skills so this is going to be... something.
anon you can just make all the science on Vulcanus fuck nauvis just leave nauvis disable sound effects and have fun
It's the real worst planet
Garbage indeed but so is SE
pls....if it's jUsT
A VidYa gyEaM
does that mean it's ok if they update it to have magical powers, to be able to mine water from anywhere, to skip 2 versions of concrete, to have only one oil, no enemies, to have teleport from planets to planet...
IT IS A GAME about logistics and logic. NOT being able to mine fucking rocks in fucking space is retarded as not being able to pump water from a water source
SE is garbage as well
I started with splitters and it was mostly ok, but kind of fell apart once I started needing multiple belts worth of scrap.
gacha
Recycling produces always the same products at the same rate, that you can even see when you recycle. There is zero RNG with anything.
I'll try that.
Nope. Scrap products are very consistent.
Not until you start using quality modules
Fulgora is literally 100% solved by splitter and storage chest + big island. I'm a giga brainlet and I had zero trouble with it.
It starts off pretty simple until you start putting quality mods in everything. Quality scrap turns into quality product so you're heavily incentivized to do so.
yes of course, i have infinite pentapods, nutrients, bioflux, and spoilage burners. turn it on fill a box up with biochambers and turn it off before things spawn, put the pods back into their loop.
I'm not concerned with making the chambers, I'm concerned about generating nutrients on nauvis (or sending nutrients to vulcanus through space)
gleba enemies assrape me
literally place one single artillery turret
mfw
oh i'm retarded, well then not yet but I plan to because I transport bioflux to nauvis and have to get captured spawners figured out somehow so I can get the sexy biolabs
yeah that's basically as far as I got but not sure if I want to deal with the extra step after that lol
TIPS : You can Copy paste a factory and then paste on a Requester chest to request items to make that item
The contrast between giga autists and brainlets is always staggering in these threads.
Yeah and none of that is fun or interesting in anyway way.
Outposting is already the worst part of the game and they designed an entire planet around it while also limiting what you are allowed to do.
It could only have been worse if they had allowed Eraendel to put his robot enemies on it.
holy based
i think it says something about factorio that it can accommodate both
Just shift+left click the assembler, then shift+right click the requester chest.
circuits do undermine the mechanical/analog basis of the game
You can put blueprints on "new section" part in your logistic requests to create a request with everything in that blueprint
Its pretty cool. There are people 60 hours in and still on the first planet. Then there's that one guy that used circuit conditions to make and entire mall using just one assembler.
considering you need a 1x2 meter building to do some basic calculations, i think the circuitry is analog and tube based
i don't think they're a bad thing, thematically they're big clunky machines, and mechanically they're merely there as an additional tool for people who feel like messing with them, factorio is already software engineering lite, may as well give people the means to take it all the way
my plan is: biter eggs directly into heating towers constantly lol, only pull eggs from spawners when need nutrients
The big issue I have with understanding this is which side is the input and which side is the output.
Doubly so since you have your machines facing both ways.
But if I am reading this right,
Roboport reads that there is nothing in the network and sends this to the first yellow combinator, which then blocks the signal because it is 0, but if it was more than 0, it'd pass through and be multiplied by -1 to then be added to the Constant Combinator signal to determine how many you are short
Which then goes to the 2nd yellow combinator, which outputs the signal as long as the total is > 0
Then it goes to the first green one, which sorts them (no idea how this works)
Then it goes to the 2nd green one which picks a random one (why sort them in the previous step then?) to send to the assembling machines, which then sends its ingredient list to the last green
Last green then sends a list of everything needed to craft that item in the amount wanted to the requester chest
You stupid nigger, so many great things can only be achieved by only using circuits in the game
How the fuck can i know how many worker robots is in my logistic system using only belts and inserters??
Circuits are absolutely necessary to do anything, except beat the game
I always feel bad because I'm a huge brainlet. I'm not completely retarded, because otherwise I wouldn't be able to play the game past blue science, but I'm too stupid for most of Space Age.
Cyrogenic Plant
"can handle extremely low temperatures"
freezes if not next to a heat pipe
hmm
Anons, im at my wits end, i dont think i have the autism, i want to transition into a comfy city block base able to defend itself before going to other planets and i cant figure out where to place stuff, or should i just rough it and have everything fall where it goes?
i want to transition
it's over for you
city block before space is pointless, you're going to tear up your entire base and remake it after you visit the starter planets
Go to Vulcanus and make all the science there instead. Forget about Nauvis, and come back with Artillery.
??? There is literally not a single difficult thing in the game. The only difference is that the brainlet is going to take a bit longer. The giga autist may look impressive but they all have 10+ times the play time. Autists are not particularly smart, they are just obsessed.
Man, space foundations being limited to 50 per rocket launch is no fun. I don't care if rockets are virtually free, they could at least increase the limit for this particular item.
I went and built it myself and tested something.
What is the point of the 2nd Selector Combinator, which selects a random signal from the inputs when it's only getting a single input anyway?
The best starting point is starting with a double belt lane with iron plates, gears, green chips, and steel one individually on each single lane (A belt can have a different item on the left and right lanes of it if you didn't already know). With this combination, you can make a lot of things, inserters, assemblers, drills, it's a wonderful starting point.
Is uranium cell saving just about letting reactors cool down to a certain degree before reinserting fuel?
And suddenly, it just stopped working. What the hell.
You can mix items if the rocket is not on auto request
yes, or doing it based off your steam reservers
I think the meme had been using tanks to save up excess steam and only refueling once that runs low, so that you don't waste fuel on capacity you don't need at the time
pic related
gonna do this instead, might be what i need to break through, specially since there's nothing else i can research in nauvis.
You unlock lasers and nuclear before you need to venture out of nauvis, literally what else do you need
Version 2.0.18
[space-age] Container sizes increase with quality.
HA HA TIME TO HOARD
city block
no
city block before other planets
fuck no
Yes.
On Nauvis your reactor never cools down below 500°C so you can just insert a power cell whenever you have less than 100s worth of steam remaining in your tanks.
additionally, you can remotely drive tanks and those tanks can reload ammo using logistic requests
Circuits are cheating
Careful, anon. Your brain is in danger of reaching terminal smoothness.
storage tank into flamethrower turrets to hold off the giant hordes at your gates.
mag-locked belts. Each item on the belt actually already represents a crate or canister full of the stuff.
For some reason I thought the personal nuclear backpack need fuel cells
Does it just generate power for free?
anon I have so much uranium and uranium magazines the max level 9000 green biters get instagibbed the milisecond their hitbox enters the gun range
On a technicality, he is actually right about that one though.
Whoever coined the term 'mall' for it, is a fucking idiot.
The worst thing about Gleba is first making tons of landfill to even really start making a factory. What were they thinking?
Instantly fucking recognized, holy shit nice job.
big fucking self-repairing perimeter before I finally finally for real actually blast off
How the fuck are you idiots being overrun by biters before making it to Vulcanus and back?
Did you not place efficiency modules in miners to cut down on pollution?
Did you not do early sweeps to ass-blast the biter nests around your starting location out of existence with a tank and basic cannon shells?
Finally, more oil. Building rail via robots and blueprints from the comfort of my tank was an absolute treat.
honestly, i did those and they just keep coming back. Am not really getting overrun so much as one just waltz in and starts nibbling on my cables or something.
Before going to other planets, im gonna just make a proper wall so they dont do that
My favorite part was the oil hauling train almost hitting me shortly after I finished the railway. It just works.
biters never attack that?
or is this without expansion
Well, since the guy isn't going to respond, can anyone else tell me why the Assembling Machine isn't attempting to assemble Inserters?
So soulless my soul was close to dying. Spoiler this image next time.
Rail World, no expansion.
I just had inserters grab things for dedicated chests, then if anything went past It got recycled to death. Super easy.
curious to see how much per second this ends up producing once the buffer that built up while I was still building runs out. it's at 200/s with the buffer but I'm thinking maybe only 40-50/s once it's running as normal
It ain't much but it werks. Finally got a lot of use out of circuits too to make it more efficient.
shit forgot my picture
it's a mall because you literally walk in and pick from the various stores (boxes) what you need.
The name makes sense, even if mall culture is dying so the zoomers don't understand it anymore.
Everyone I've introduced to the game gets filtered by bugs on their first base. Usually they have a factory that's not actually capped and logistics is producing things (and thus pollution) forever.
Your red circuit signal should be the single input checkbox, not 100 i believe.
Looks a lot like my calcite platform, though now I'm at +100% asteroid productivity so it's getting a little silly.
Are you planning on fueling multiple gigawatt plants or something?
do you not make too much of the bad uranium?
Scratch that, i have no idea why your signal isn't working, works fine on my end with both 1 and 100 signal.
First time I actually get to nuclear so I don't really know how much is too much.
I set up my Uranium-238 chest to only insert more into the kovarex loop if there is less than 40 pieces in the loop.
If my assumption is correct, it should never clog up my belt this way.
this is my trashcan
Your red circuit signal should be the single input checkbox
That made it work for a few seconds and then it went right back to not working when it produced enough shit.
Yeah, I'm basing it on that stuff posted up above and it's just not working right. Weirdest shit.
You are producing quality ingredients for everything right anons? Enjoy the mountain textures as the belt goes by.
As long as you properly limit all factory outputs so it's not producing things forever, you can build as big as you want desu.
That made it work for a few seconds and then it went right back to not working when it produced enough shit.
Oh recipes get deselected if the output is full and the recipe signal changes, that's probably what's happening. As long as the output is empty the machine should begin crafting again.
As long as the output is empty the machine should begin crafting again
It is empty. Both the output slot and the active provider chest.
i just got to blue circuits in blue science. is this shit gonna be needed for a lot of stuff that i should make a belt of it or is it gear territory and build when its needed?
you need it to build rockets, so yeah you need a belt of it. go build more greens and reds and add more iron/copper to your failing bus
it takes too many greens to build as-needed
sounds good then. am i gonna need a lot of reds too?
You're going to need significantly more red than blues as you push into more complex stuff.
you should really post a full picture of the setup anon. Sounds like your circuits are broken somewhere. Try using a constant combinator pure signal to your machine with no other inputs and see if that de-selects as well.
Then troubleshoot going off what the results of that test are.
You're going to need an endless amount of every intermediate product in the game pretty much. Scale accordingly.
oops
ah so blue science is when i start building fuck huge then. thanks
yeah because you need green, red, and blue to make modules / beacons, and then you'll stuff modules into everything and need more.
What's the point of the second selector.
Sometimes you'll run into an issue where the signal keeps changing over and over. The random input combinator allows you to lock in a signal for a certain amount of time before it switches to something else. Each 60 ticks is one second. There might be abetter way to go about it if you use a latch but I was worried about it getting stuck if it never finished making the items.
And yeah my picture sucks because it's hard for me to put my thoughts into words. But here's what I wrote last time someone asked.
The first decider combinator filters robot requests that sometimes show up as negatives in your logistic network.
The Arithmetic combinator turns your logistic contents from positive to negative so you can compare it vs. the positive values in your constant combinator.
-45 yellow belts +50 yellow belts = 5 yellow belts that need to be created
The second decider combinator only allows signals through that are positive
The first selector combinator allows you to choose if you want items to be made in ascending or descending order (might be important if you need to build the prerequisite items first)
The second selector combinator gives the signal a delay so the machine stays working instead of instantly switching to a different recipe. This is why you want to use speed beacons/modules so it doesn't switch off a really slow recipe before finishing. Or you can make the delay longer but it might craft more items then you need. Usually not a big deal.
Third selector combinator reads the ingredients from the assembler and outputs their stack size to the requester chest so it can automatically request ingredients. Set "trash unrequested" too so items that aren't needed get taken away.
Here's the blueprint.
rentry.co
cool yeah i was defaulting to makin a ton of greens which im assuming it makes machines use less electricity ?
guess ill work on that then before i jump into purple right away
ou should really post a full picture of the setup anon
It's literally the exact same as Also yeah, a constant combinator with a signal of 100 Medium Electric poles doesn't work.
Aaand I just figured out why it doesn't work. Nevermind. I am a fucking retard.
I'm in a test world without Medium Electric Poles craft unlocked yet.
Oops
Sorry I don't consent to you calling my shopping mall a hub.
finally converting nauvis to use upgraded buildings, although thinking about whether I want to use productivity or quality. I might just try to do everything quality on fulgora and leave nauvis for science, foundations, belts, etc.
wish I could get copper easier from space though so I don't have to worry about mines
set up cracking while you guys were arguing about it, from my napkin math i think i need 5 chem plants cracking heavy oil to light oil, and 17 (?) cracking light oil to petroleum gas
what do you all think? seems about right to me, but i wouldn't mind a critique
you are never going to need that much lube
Brother
that pipework looks fucking vile, i hate beacons so much
At this point I could just leave the three between each machine and upgrade them to legendary and probably have it be even better than it is now. Beacon stacking isn't nearly as good as it used to be. Even a single beacon gives you nice bonuses now.
building on dirt
disgusting
How do I into Oil on vulcanus? Even with coal liquefaction I am not making enough petroleum to support full 2 belts of plastic. Is there any trick to it, other than quadrupling all the cracking?
I guess I can again do the circuits like on Nauvis and only start cracking when the oils are below certain threshold, now that I produce all 3 oil products out of refineries.
it's only 5 chem plants, i feel like that could get used up by making blue belts, i do plan to make a lot of them
my brother, just put the pipes on the outside of the beacons
i do feel bad about it, will concrete and remove the extra power poles
pipes on the outside of the beacons
Never.
In this family we tile our builds to share beacons.
to be fair, that would reduce the absurd requirement for modules
what mod
that looks great
i stack quality items 4 high because i understand stack inserters and combinators
The new stack inserters can stack most items up to 4.
mod?
set a filter on those splitters so there's no wasted circuits sitting on the unused output
Seeing the yellow arrow would trigger my autism
how do you unlock them
Bots are but the real fun starts when you unlock logistic chests, which requires space science
oh shit, that's actually kinda nice, i could fit the entire refining and cracking setup inside the width of one roboport grid
Do you need to have fusion power and railguns to get to the end of the solar system or can my nuclear/rocket Aquilo boat handle it?
Nigga they literally made oil even easier for your dumb ass, no pipe throughput limit, highlight of liquid with color and direction
Theres no excuse now.
Railguns are mandatory, nuclears good enough
Its like I kicked an ant pile.
On Gleba.
I don't think rockets can destroy huge asteroids.
Nuclear should be more than enough but fusion is way better and much more condensed. Pic related only had one fusion reactor and 2 generators. No quality. That alone gives you 100MW which should be more than enough unless you have a crazy amount of beacons.
storage chests unloading into active providers.
10/10
should I go swamp or electric planet next?
Swamp last
an asteroid field this thick should have congealed into a planet
You mean pentasquidcrabfarmingland and that trash planet from Transformers? Go trash world. You should be as prepared as possible before the world that has the nasty evolving aliens.
I don't know if you're being serious or not, but I tried to take the time to read item descriptions and I think this is the best solution to recycle shit.
Artillery not enough to stomp those aliens?
no, you've created a loop. storage will unload into the active providers and then bots will move the contents of the active providers to storage
Blue science SUCKS
Friendly reminder that using bots for anything but construction is actually cheating.
I thought bots only dropped off at yellow chests and never picked up from them, so you either have to put it into a passive or active chest. And active chests are priority over passive. Am I wrong?
That + Red and green devil wires.
They really come at you once they ramp up. Fulgora gets you better armour, better personal roboports, easier access to high quality shit, better shields, better laser turrets. Bunch of shit that helps.
I don't know if I love or hate Fulgora
Am I wrong?
yes
no, they store in and pull from yellow chests, and i think at a pretty high priority. i've always noticed yellows take precedence over red anyways. not sure about active chests because i rarely use them, but i would think it makes sense they would be the highest pull priority
Lack of space becomes pretty annoying even if they 'from the top down' recycling is pretty fun.
Storage chests are where bots store items that don't have a request anywhere else. So if you deconstruct all those trees+machines they stuff them all in storage. If you have any requester chests they will pull them from both passive providers and storage chests.
Active providers tell the bots to store them immediately. It's sort of niche but can be very useful for a chest you never want to get full.
Forgot image
was there ever any reason why storage chests don't have a "exclude active providers" checkbox, kind of like the opposite of requesters pulling from storage?
like, why is there not a box that only accepts trash/deconstruction?
retards like this are the reason why enemies are on by default
Why would you ever need that, what's the use case
Pro tip: use stack inserters on recyclers to ensure maximum belt compression.
Active provider chests request that all items are removed from them at all times. Meaning that all items in them are queued to be moved to requester chests, or if there aren't requesters for that item the items will be put into storage chests. Then your inserters are putting them back into those active provider chests.
I think what you wanted to do was use buffer chests. Which work as both requesters and providers; shit will be put into the buffer chest from active providers, passive providers and storage and then will be taken out by requester chests.
I have no idea what I'm doing.
so that you can use active provider chests and storage chests in the same logistic network without just filling up all your storage with whatever the active provider is supplying
pro tip: make it smaller
that's the DLC brother, no mods.
Only way that's happening with my setup is 1 stack inserter for each quality, or some kind of dump chest i guess.
Also i just tested to see if tree farms on Nauvis actually reduce pollution and they do by a substantial amount.
You are both like little babies, you must go SMALLER.
tile our builds to share beacons
fuck me this is FAR better, many thanks
Couldn't this still jam from dumb luck with 5 different qualities of all the items it outputs? That's 60 different items.
That's the exact same problem as above where putting things into storage chests just makes your robots keep taking them out again. If you just want an area to store lots of fuel but letting it be available to be requested then just make all of the chests buffer chests.
Sure, you can look right through the barrel of my railgun.
it was a concern for me, but the new patch adds more storage in chests with quality
yeah, but i wanted to use both sides of the belt
Wait how do I get power on fulgora? I got like a trillion accumulators but I keep running out of power
I have 3000 accumulators and it's enough for about 2 full blue lanes of scrap recycling, a small mall, and science
If you have a trillion accumulators but are still running out of power you're probably using a ton of modules of extremely high power requirement buildings and just paying 10x the power cost.
But the answer is just build more accumulators. Connect to another island and just fill that island with accumulators end to end.
Gleba is filtering me.
boilers fed rocket fuel.
Import nuclear
Spread your factory to a different island.
Upgrade accumulators.
cover more area with lightning rods
Getting squidded or just because the engineering requirement is so different?
in addition to accumulators, you can burn free solid fuel from the ocean in heating towers if you have the water to spare. boilers aren't really worth it as the energy density of the steam is kinda low
God dammit I'm spending far too long in these threads if I can recognise anons by their favourite reaction images
Lots of accumulators and maximum lightning collector coverage.
Continuously moving belts
Abortion clinic
Oh nice. I'll have to pay more attention to the experimental builds.
the new patch adds more storage in chests with quality
i'm not seeing it, is this a beta/experimental branch?
Get quality lightning collectors, bigger range better efficiency and more energy converted.
is this a beta/experimental branch
yeah, experimental is always very stable, so i usually run it. their "experimental" is "we tested it over 9000 times but there might be a corner case that 0.0000000001% of people hit"
On my way to the shattered planet. It's only 4,000,000 KM away. No problem, right?
I instantly updated when I saw you could do pic related with alt+scrollwheel. If there was a keybind already I sure didn't know about it. This will save so much time fucking around in menus.
Isn't solar power at 1% effectiveness all the way out there?
It'd be nice if you could use the heat from your engines to generate electricity in transit
Well, one AU is 150~ million, so that's not much at all.
Oh wow that's fantastic, but looking here the
the new patch adds more storage in chests with quality
doesn't work on liquid tanks, or train cars so i'm angry.
It is. I've got four fusion generators and 2,000 fusion energy cells. Hopefully it will be enough.
At least that drop down menu is dead and gone.
Yeah I wanted to do that but I can't build any power poles on the oil?
Doesn't this only start building once you need something?
I want 200 tier 3 assemblers
sure thing boss, they'll be done in 4 hours
Great.
I believe it's keeping them in logistic storage to the amount you set, but i'm about to make a basic one right now and then probably replace my entire factory with them.
You can make as many as you want and set the constant combinator group to be the same between all of them. If you need assemblers you just add it to one combinator and all of them get updated at once and they start building.
What most noobs seem to forget is someone teaching them how to read back when they were kids because you don't get any byproducts with basic oil processing, you fucking retard.
Quality Large Pole.
Eventually you get tech to build foundation on it. But check if higher quality power poles will extend far enough. Each tier is only 2 more squares for big poles, but that's 36 squares for rare poles at least.
You might just be screwed by generation, but usually you get a small swarm of islands you can interconnect at least.