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Been playing this for a couple nights, I'm getting into red researches although their production is slower than I'd like. I could probably double the number of oil refineries making hydrogen (currently four), but my system is already experiencing problems due to the problem of storing all the refined fuel. I know it's gonna be useful eventually, but right now all I can do is burn it (would take loads of thermal gens to keep up with production) or make plastic. Is plastic something that's worth having heaps of, or is it more of a niche product? Anyway, I guess the next step is to grab all the red researches and set up an interplanetary network to start getting titanium. Some questions: -Is it necessary to bring all the colours of cubes to the same matrix tower (or tower cluster)? Is there some way to have this lab eat red cubes, while that one eats blues, etc? -If not, is it feasible to transport cubes between planets, or should I assume all the colours will need to be produced on one planet? -What's up with fluid tanks? I can't seem to put H or Refined Fuel in them. -It seems to me that a lot of techs just unlock the construction of some new material, which you need other techs to actually make use of. Is this correct? -Is there a way to turn my home planet into a parking lot other than by hand? The water's useful, but the rocks and trees are getting annoying. Some sort of area-command for my drones to just disintegrate everything would be cool.
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# ¿ Jan 28, 2021 02:40 |
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# ¿ Apr 24, 2024 08:52 |
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Solar sails are nice, but: -You need those special energy collectors to actually use their power -Each collector can only collect 12.5MW, and only when it's facing the sun -The sails have a limited life, so you need to keep making more and firing them off all the time I set up a sail production line to a couple of guns as early as I could (before I started yellow cubes or interplanetary networks), and it was useful, but not revolutionary like I hoped. It was very expensive to set up, and I didn't have the capacity to go nuts with guns and receivers to get to the point where power didn't matter, which is what I hoped for. Later on I set up a pair of fabricators making normal ground-based solar panels, and made a triple ring around the equator, which sent me up to 150MW-- that was transformative. My plan now is to scale up the sail production (which I can do, on account of all the energy), and move the guns to one of the inner planets with a high orbital tilt, where hopefully they'll be able to fire more often. As for just one silicon deposit: yeah that's not normal, in my game it was just as common as titanium. I think you can also make it out of normal stone, but that's not ideal. Are you sure your starting system only has one planet with silicon on it? Mine has two.
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# ¿ Feb 7, 2021 11:26 |
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Each planetary logistics tower can host 3 resources. Towers have internal storage, and can hold up to 10k (I think) of each of those resources, though you can lower the cap if you don't want this one building to suck up all your sulfuric acid or whatever. A tower can be set to supply or demand each resource (i.e. provide or take them from the other towers). Once you've built a tower, you can equip it with logistics drones, which will ferry those resources to/from other towers on the same planet. No radius or limits, beyond same-planet. They can also ferry resources to interplanetary towers, once you get those. So, if you want to move your graphene from one pole to another without a giant conveyor belt, you need to build two towers, with a belt pushing the graphene straight into one of them. Set that tower to provide graphene, give it some drones, set the other tower to demand graphene, build a conveyer belt out of the receiver tower, and filter that belt (click the side of the tower above it, it's kind of badly-defined) to output graphene. Of course, you can have multiple towers providing a resource, or multiple receiving it.
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# ¿ Feb 9, 2021 05:36 |
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It's not really in the full-automation spirit of the game, but in extreme cases you can just conveyer belt your hydrogen directly into a stack of liquid tanks, and then delete them every now and then. Deleting a tank annihilates the contents, unlike deleting a normal storage box. Each fuel tank can hold 10k units, so it's not as micro-managey as it sounds.
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# ¿ Feb 19, 2021 14:50 |
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Yeah, stackable assemblers would be a cool way to let me double or triple my orange chip production without having to completely rework the post-yellow products zone it's nestled in.
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# ¿ Feb 20, 2021 01:01 |
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I reckon they know-- those aren't steel spaces...
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# ¿ Feb 20, 2021 04:40 |
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scribe jones posted:think I’m done with this for now, anything with a similar vibe I should check out? I have looked at factorio and it seems way too brown so don’t say that please What’s your opinion on grey?
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# ¿ Feb 20, 2021 07:41 |
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Is there a way to see how many rockets your sphere needs to complete its current network? I've only fed in like a hundred, but so far there's only a partial ring of nodes, they haven't started reaching out yet and I can't find a way to see the total # required.
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# ¿ Feb 25, 2021 09:47 |
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On a related note, are the labs themselves full of cubes? It may be that your sorters aren't removing cubes fast enough for the labs to run at full speed.
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# ¿ Feb 26, 2021 23:58 |
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Mayveena posted:Is there some kind of mod to build all those damned solar panels? If there were, I wouldn't have time to get through all my podcasts
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# ¿ Mar 2, 2021 01:30 |
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Another thing this game could really use: a tooltip listing all the products an item is used to create.
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# ¿ Mar 2, 2021 23:11 |
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Mr Scumbag posted:I'm addicted to excess. Send help. All the cyberpeople back home are making memes with the punchline "sphere pls"
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# ¿ Mar 3, 2021 07:53 |
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Speaking of warping, I'm 40 hours in and I'm finally starting to mine other systems, mostly for the easy organic crystals. Anyway, how do I keep my remote stations supplied with warp fuel? Will the ships automatically pick up enough at home base to make a round trip, or do I somehow have to keep the distant stations stocked up as well? The star I've expanded to is about 6LY from home, fwiw.
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# ¿ Mar 10, 2021 12:23 |
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Cool, that's simpler than I thought. I'm probably going to just have warpers on the home world for now, I only need 2 ships to keep the local belts saturated anyway. Org crystals instantly stopped being a problem; now I need to increase my Ti forging, which also means I need to relocate it...
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# ¿ Mar 10, 2021 13:19 |
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To hell with perfect ratios, a full belt is a happy belt
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# ¿ Mar 13, 2021 10:58 |
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Yeah planets don’t cast shadows, the only thing that affects a solar panel’s function is the day/night cycle of its own world. As for spaghetti, don’t stress. Drone logistics in this game arrive earlier and work way better then in Factorio, to the point where I’d recommend against a main bus altogether. You can just use towers and drones to move products between assembly areas. Also mass deletion is easy enough anyway.
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# ¿ Mar 15, 2021 14:18 |
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It's the idea of having all your poo poo on parallel conveyer belts. That way, when you want to make a facility to product red graphics cards or whatever, you just branch off all the ingredients from their lines in the main bus into the assembly area, and make the finished product feed onto a new line in the main bus, which itself will feed other assemblers downstream that require red cards.
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# ¿ Mar 16, 2021 13:23 |
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I finished the first complete triangle of my sphere frame last night. Have started filling it in with sails too - after looking up how to do it, they really could have explained it better. Anyway, are there any downsides to actually filling in the sphere? Does it interfere with solar power or anything? I know I can just clip through the structure; is that true of my logistics ships as well?
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# ¿ Mar 17, 2021 06:08 |
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Peachfart posted:Plane Filters are the worst to make a ton of. Incredibly slow. I just spent a couple hours redoing my blue chip production, and was horrified at the realisation I'd need forty-eight level 3 assemblers just to make enough filters. Ghastly stuff. Anyway, things are humming along smoothly for me, but my deuterium production keeps getting blocked by hydrogen, every tower that passes H on to the fractionators is totally clogged. How do I deal with this? I'm considering going into hydrogen fuel cells, but we're talking tens of thousands of hydrogen here.
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# ¿ Mar 20, 2021 09:37 |
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OwlFancier posted:You can have the fractionators just loop hydrogen endlessly, then side load extra onto their loop from a tower. I set up all my loops to pass through the towers that feed them. I have no idea why I did that, looking back.
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# ¿ Mar 20, 2021 10:04 |
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Phanatic posted:Let me ask a noob question. Partly it's to prevent resource exhaustion, partly it's to let you get rare resources (like imagine just pumping sulfuric acid straight from the sea into a transport hub), and partly it's there because it's cool. It lets you build your own New Game Plus scenarios, starting the game over with all research completed and building a second sphere as fast as possible or whatever.
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# ¿ Mar 26, 2021 13:12 |
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As far as I can tell, there are only two factors that matter outside of aesthetics: -The size of the sphere affects its overall power output. The smallest possible sphere still makes a shitload of power, so this is barely more than an aesthetic choice, but whatever. -I think the number of nodes affects the rate at which solar sails can get sucked into the sphere, so there's a tradeoff between spending a lot of resources on carrier rockets and spending a lot of resources on sails. There's a toggle up in the corner that pauses the game while you're in the sphere designer, makes it a little less irritating to use.
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# ¿ Mar 30, 2021 10:44 |
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I don't really understand what the middleman towers are doing in this setup. Are you refining/producing in these exo-systems? I just plonk down interstellar towers near to resources, and ship the ore back home.
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# ¿ Mar 31, 2021 04:06 |
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180 degrees is the opposite end of the planet
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# ¿ Apr 1, 2021 03:09 |
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SettingSun posted:Somebody send help, this game is taking control of my life. My home planet is a nightmare. My demand for graphene is appears insatiable. I just kinda let oil do its thing and hope it works (spoiler: it doesn't). My early mining nodes are beginning to deplete. I feel like I need to review my production line from top to bottom. I've got to expand my blue chip production soonish. As far as I can tell, every assembler on blue chips requires 4 assemblers on plane filters, 1.333 on Casimir crystals, and 1.666 on titanium glass (plus production lines for orange chips and graphene, but I assume you've got those elsewhere).
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# ¿ Apr 2, 2021 04:45 |
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Duzzy Funlop posted:3. Yep. I think a large sphere generates more power and photons than a small one, but even the smallest possible sphere generates shitloads. If your priority is to research the final tech and officially win the game, any size will do. You don't even have to complete the frame, you can pull it off with a ring. Basically 90% of sphere design is for aesthetics and personal satisfaction. If you want, you can make a second sphere around the first.
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# ¿ Apr 3, 2021 10:29 |
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AlphaKeny1 posted:I started this game on Saturday and was a little overwhelmed and had no idea how to even start. For some reason the in-game tutorials don't do it for me. But I watched about 10-15 mins of youtube to get some basics and then I just spent over 8 hours playing today... For now, just focus on automating science, and on automating production of basic things (belts, sorters, assemblers) that you need to expand the factory.
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# ¿ Apr 7, 2021 10:42 |
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I smelt everything on my homeworld. It's less efficient in terms of shuttle throughput, but that's never been a bottleneck for me. It makes it easier to manage power and diagnose supply line faults, since there's just less going on in the other systems.
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# ¿ Apr 8, 2021 01:40 |
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Dirk the Average posted:How do you power the resource harvesters? They don't need a power supply. You need a bunch of fully-charged battery buildings to construct them, and they just never run out of juice.
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# ¿ Apr 9, 2021 07:56 |
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I finished the game yesterday. I got up to White Science a while ago, but delayed researching the final tech until the sphere was done. Then I realised how long it would take to fill it up with sails and decided I'd done enough. I chose to make the biggest possible sphere, which was a mistake, but a pretty fun one. Anyway, I turned the starting world into what I imagined Sim City 2000 was like as a child, which is really all I wanted to accomplish. Total play time was 84 hours; I probably could have shaved off 20 if I'd gone harder into automation earlier. Even by the end, I was hand-crafting Inserters. Ah, well. Some shots: While the sphere is cool, I'm way more proud of what I made of my starting world: (the dozens of ships in transit is more obvious in a moving image) Kazzah fucked around with this message at 13:27 on Apr 10, 2021 |
# ¿ Apr 10, 2021 13:25 |
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I may be wrong about this, but I think ray receivers can only draw from a Dyson swarm/sphere, even when they're in photon mode. If you set them to photon mode without any swarm, they wouldn't function. The energy they consume while in photon mode must be supplied to them by other buildings (which may include ray receivers that AREN'T in photon mode, or from solar panels, or anything really). So, while your power supply wasn't dependent on the swarm, your photon supply was.
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# ¿ Apr 13, 2021 02:17 |
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Uni mags are just all-round baffling. They're the least common resource, they tend to spawn at max distance from your start, and the products that use them cost so many that it's honestly easier to make a billion green engines instead.
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# ¿ Aug 10, 2021 04:26 |
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Duzzy Funlop posted:/edit: You can add a bunch more nodes, but that'll require you to launch more frame rockets.
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# ¿ Jan 5, 2022 11:07 |
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What about a big ship that tears a continent-sized chunk out of a planet, cracking it if you will, and then mines the chunk in orbit?
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# ¿ Jan 20, 2022 00:41 |
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They should add a tombworld planet type with landfill nodes where you can directly mine out plastic
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# ¿ Mar 8, 2022 23:21 |
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You have to do a couple runs of manually carrying a shitton of titanium to your home planet. Eventually you'll unlock interplanetary logistics, and then you can just set up automatic transport routes that'll move it for you. There are people who argue in favour of local production, or making a bunch of single-product forge worlds, but for what it's worth I was able to beat the game with basically all production happening on my homeworld. Every other planet was just a resource colony.
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# ¿ Nov 8, 2022 05:59 |
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# ¿ Apr 24, 2024 08:52 |
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Hey I just started a new save file after finishing the game like two years ago. This time I'm going to try out some mods, and I'm getting a bit stuck. Apparently everything requires BepInEx, which is fair enough, but all the instructions for installing mods after that refer to subfolders that don't exist. EDIT: you need to run the game with bepinex once, in order for it to create those subfolders. Kazzah fucked around with this message at 08:09 on Apr 28, 2023 |
# ¿ Apr 28, 2023 08:02 |