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Volmarias posted:If this game doesn't end up with giant engines to drive the planet itself, then what is even the point? Hey, let's respect the worthy entries in the genre only. (Jokes aside, almost certainly something that will come down the line.) Also congratulations, you guys have convinced me to pick it up whenever I decide if I need another factorio break, and several friends earlier than that. (Still have a lot to try with Factorio even if I've finished it, but might not be a bad idea to shelve for a bit? Probably enough notes to remember what I was doing...) SkyeAuroline fucked around with this message at 06:25 on Jan 25, 2021 |
# ¿ Jan 25, 2021 06:10 |
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# ¿ Apr 25, 2024 18:59 |
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Doing my best not to check external resources as much as possible until I'm satisfied with my mostly blind run. Just verifying a few things real quick.
Finally got yellow bricks manufacturing slowly, just have to manually run the supply of titanium a little longer until I get the higher tier logistics stations installed and can shuttle it automatically. Committing a lot of design sins while figuring out DSP's quirks.
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# ¿ Mar 26, 2021 05:43 |
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Ice Fist posted:Planetary Logistic Stations have three items with either a Supply/Demand/Storage setting. quote:
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# ¿ Mar 26, 2021 06:18 |
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OH YEAH forgot one more. Is priority for sorters calculated a particular way? After figuring out why my off center sorters kept getting jacked up I've slowly started refactoring my base for more Factorio-style belt layouts (instead of the splitter abuse I had), but I still occasionally get weird quirks where I'll get, say, a mk1 storage with 3 inputs and 3 outputs, but one output never gets any material even if I dead-end its belt to guarantee anything that goes out that way remains visible and isn't used. This is mostly fine, except the time I found out that the starved output sorter was the one leading to my main power generator bank (that was an unpleasant cascade). What determines which sorters get materials first?
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# ¿ Mar 26, 2021 15:34 |
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Clark Nova posted:yeah, the way a building decides which splitter to output to when it has more than one is either bugged or uses rules I don't understand I've mostly dealt with it by just not retiring the splitter-abuse layouts I already built (so at least the feed is consistent, if inefficient), but it is starving out some parts of my base. Plus when I do the usual factory game thing and use my starter planet to build a new, more optimal factory from its resources, I'd like to not gently caress up this time. Like taking about 8 hours to realize I actually could get sorters to not have weird angles or force a 2-long splitter even against adjacent belts, without resorting to splitting the feed to every single machine and dead-ending on it. That was egg on my face.
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# ¿ Mar 26, 2021 16:07 |
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Manyorcas posted:I think earlier in the thread, someone found that with T-junctions, the line coming from the west or north (I don't remember the actual direction) always 'won' and went first rather than alternating from each input direction, so there might be something similar here. Probably just a quirk of the way actions are queued in the code. Oh, I noticed there's definite priority in terms of splitters - I mean offloading from a storage box. Since I'm not home with the game to screenshot it, have a sticky note drawing: Two tier 2 belts with 3 tier 2 sorters each, feeding a box. (in this case it's smelted iron) The two belts get full consumption of the product they receive. There's also four belts leading out of it to different parts of my factory. Belts B and C always work, and I'm pretty sure Belt A (with the requisite 2-long sorter) also runs, but Belt D never receives a single item. The other sorters get prioritized and choke it out entirely.
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# ¿ Mar 26, 2021 16:21 |
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Planet with 0 organic anything (besides a bit of coal) in my starting system. Only other planet with a solid surface as far as I can tell. So far I've just got it set up with a massive pile of wind turbines (very future proofed) because there's no water to get in the way. Is this generally the best power bet for planets like this? Not a whole lot of solar efficiency to work with, and thinking ahead to when I continue expanding the titanium/silicon harvest there and start shipping it to other places. Importing fuel seems wasteful for now, at least, though I'll have to keep some supply on hand so I don't get stuck there in the future.
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# ¿ Mar 27, 2021 19:37 |
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Ornedan posted:Just using wind turbines for your power network instead generates a decent bit of power, enough to power a mining outpost. Later on you'll almost certainly set up fuel rods to be available via interstellar shipping and can just import fuel for fusion or anti-matter reactors. Fair enough re: shipping. Not sure exactly where all the break-even points for energy are and I've done a fair bit of "this is probably less efficient but it's way simpler". (Come to think of it I should rip out some graphite thermal power stations and hook them up to my hydrogen overflow valve instead...) Side note: love to be able to tell what parts of my base I built in what order solely off of how dogshit the organization for everything is. Forgot to upload screenshots before I left, sadly, but it's a fun gradient from "hell tangle of misunderstood mechanics in my main base" to "pretty nicely organized fluid processing with room for seamless expansion".
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# ¿ Mar 27, 2021 21:25 |
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Ice Fist posted:Then they're broken. Unless you're thinking that I wasn't using them. By "merging" I'm saying I was using splitters for combining belts. FWIW I run into splitter logic issues a lot. They're usually only resolved by dismantling and replacing the splitter entirely. Most recently was one that inherited tier 1 belt speed and refused to increase to tier 2 speed like the rest, even when I removed and replaced all the belts feeding them. So try replacing them if nothing else. I've seen very little issue with priority for them, but I'll admit honestly I haven't watched close enough to tell for sure, as long as I still get full belts (hence my storage concerns).
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# ¿ Mar 27, 2021 21:43 |
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Peachfart posted:Splitters have weird issues with upgrading belts. The fix is to use the aoe upgrade over the splitter, which will properly upgrade the one mk1 belt that is screwing everything up. Good to know. Also, now that I'm home: the only part of my base that's not so dire that I can't post it. Partly built before I figured out how sorters actually do work, and you can see the evolution I mentioned. The top part of the image? We don't take cameras there. It's dire.
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# ¿ Mar 28, 2021 00:23 |
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zoux posted:Well I hope you've learned your lesson about building longitudinally I'm going to guess you mean along longitude lines (instead of just "building in lines"), in which case yeah, doing a lot less of that.
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# ¿ Mar 28, 2021 01:35 |
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Ice Fist posted:I love this. It's... mesmerizing in its complexity Lessons learned from Factorio, unlearned in the face of misunderstood mechanics, and slowly relearned. I actually just refactored the hydrogen flow there... and promptly broke everything by not paying enough attention. Do I need multiple logistics towers to get a good interplanetary flow rate? One tower is... slow, and the 10-vessel cap is rough.
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# ¿ Mar 28, 2021 04:38 |
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Actual answer: I'm a dumbass and had things set wrong, plenty of throughput now. Also yes, smelting the titanium/silicon before shipping is what I did (already had smelting in place for manual transport). This is a very pretty game.
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# ¿ Mar 28, 2021 16:33 |
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Blueprints would be a blessing. Some of my processing has gotten... complex. X-ray cracking - is it worth it vs just getting graphite from coal? Noticing a distinct lack of refined oil suddenly, and while I'm ramping up regular refining, not sure if I should be rearranging my graphite production. Already cut out my generators in that particular pipeline now that I have enough fractionators to support a handful of mini fusions.
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# ¿ Mar 29, 2021 15:16 |
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Kinda what I figured as the answer. Unfortunate since that's the one nicely laid out part of my factory (besides the new ISL tower based modules), but I should still be able to cover hydrogen needs and by god I need the refined oil back. Will have to remember to tear all that down and make good use of the space.
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# ¿ Mar 29, 2021 15:31 |
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Ended up cutting my entire x-ray cracking system out and started moving more materials out to logistics station based modules. Not nearly where I want to be yet, but getting a start. Going to probably try completely rebuilding my science production zone before I push to purple science, it's a messy tangle right now that I need to knock over and start anew with. Replaced the x-ray cracking with two extra fractionator loops while I ramp up deuterium power. Actually doing pretty well now, aside from the power drops I haven't totally figured out with (probably my home planet's weird orbit + sail deployment, my sail factory is finally connected to a PLS so I can set up more launch sites at least). Fun game. Could use a much bigger "real time clock" in the corner. Eats time like Factorio.
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# ¿ Mar 30, 2021 03:38 |
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On the note of the sphere planner, when planning mine out (don't quite have launching silos yet but getting there), anything but the equator returned a "latitude too high" error. I know there's a research to increase that by 15 degrees or something, but does it naturally extend at all once I've actually got sphere parts installed to anchor to? (For now just achieving a ring will be impressive enough.)
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# ¿ Mar 30, 2021 15:19 |
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My GPU is finally starting to weep. But I'm also finally getting my poo poo together. Temporary iron and titanium shortages to be resolved next time.
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# ¿ Mar 31, 2021 05:41 |
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SettingSun posted:Ok, I'm still getting the hang of the game in general as a neophyte, but at least some of my skills translate from Factorio. This is one of the most visually captivating games I've played. I was stunned when I set up a rail gun for the first time and started firing solar sails, and I could see each in orbit. The game also enables my love of exploration, and I loved flying to another planet for the first time, a lava planet covered in rocks. Awesome. Some thoughts from someone in an equally tenuous position: So far I've been mostly connecting oil to my main production with belts. I did just install a logistics station so I can import more, but I certainly wouldn't build a logistics station that doesn't feed from multiple sources. May be worth combining ores and oil for that sort of thing, though, to cover one location more densely. Interstellar towers are nice and nearly a direct upgrade, but that "nearly" has a big caveat that the minimum distance between them is much larger. I've been able to use standard towers close enough I could do back to back double-rows of assemblers with central belts without dead space. (I actually did exactly this for my research labs, though they're slightly larger than assemblers.) I would consider automating stock for 100-200 reinforced thrusters since they're used in gas giant collectors, and I just set up a production plant to automate stocking 100 standard logi vessels so I can support new logi stations. Got some that are vessel limited already. Much less for interstellar logi vessels but I only have my four starting system planets in use currently. Buildings though, yes, I think so. My next project besides improving production to keep up with recent expansion is installing a proper mall to make belts, sorters, (a single stack of) splitters, smelters, assemblers, and one or two of the more advanced buildings. I spend enough time inventory crafting them if I happen to run out that it's worth it in my book.
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# ¿ Mar 31, 2021 16:02 |
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In theory, how bad is intersystem travel without warpers? Pondering my options.
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# ¿ Mar 31, 2021 20:45 |
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Noted. I kinda figured it would be bad, but DSP compresses distances and the game's understanding of units of distance is... shaky as a result, wasn't sure how it would pan out. Plenty to do in the home system still, for now.
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# ¿ Mar 31, 2021 20:49 |
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Scoss posted:Well.. problem solved! I had the same confusion. Feature request: priority settings for logistics stations. Magnet stock eternally empty as my iron smelters eat my entire ore supply. e: new patch just now quote:Version 0.6.17.6112 SkyeAuroline fucked around with this message at 15:04 on Apr 1, 2021 |
# ¿ Apr 1, 2021 14:58 |
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Sulfuric became a barrier to advancing (along with other, harder to solve problems). I could set up more production... Hey look, the closest star has sulfuric acid oceans at one planet! Maxed out all the core energy boosts through purple sci and still not enough to make it there one-way with a warper, full energy, and deuteron fuel rods in my inventory. Guess I'll be installing a few more plants after all.
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# ¿ Apr 2, 2021 15:51 |
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GreenBuckanneer posted:Press + so you get a 10x10 grid that you can use to suck up a ton of soil all at once instead of 1x1..... It does consume foundations (as far as I can tell it always does whether visible or not?), so thermals would be the "free" way to do it. But yes, tastes the much easier way to handle it if you have the foundation stockpile.
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# ¿ Apr 2, 2021 16:00 |
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necrotic posted:I think the logistics ships only need 1 warper each way regardless of distance. Might take you time to get over there and setup but I'd definitely do that over continuing to scale the oil chain. In this case it's just installing two or three more Chem plants to tide me over, I've been running my base on four total up until now. Just continuing to have it bottleneck my titanium alloy production. The real issue holding everything back is organic crystals, by way of plastic... solving that is still a work in progress I have to knock down a bunch of factory for. In the meantime juggling all of my resources I thought I had enough of and very definitely do not. Plus I have to set up a small casimir complex until I can reach somewhere with the crystals necessary, just so I can limp through green sci... Always something new to handle and some equilibrium I haven't noticed is totally out of whack yet. Taking advantage of fire ice in my parent gas gisnt though. Not as well as I probably should but hopefully redirecting some resource use efficiently with that. Graphite is another permanent shortage thanks in part to the old production methods, actually had to reinstall my old X-ray cracker to keep up for now (though now it's gated behind overflow valves for the materials, so I'm not wasting anything I would be using elsewhere). Always something new.
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# ¿ Apr 2, 2021 16:27 |
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Chem plants in general are just a weird ugly shape that made my initial misinformed self set things up even worse for density. That whole part of my base is getting slowly rebuilt and logistics-integrated. Hopefully to a point where density is better. I did move a chunk of organic crystal out to a logistics station row though, so I have marginally more space to work with.
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# ¿ Apr 2, 2021 16:47 |
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Peachfart posted:I had massive plants on my planet dedicated to plastic and organic crystals, and when I started shipping them in I suddenly had zero use for either so I ended up tearing up all of those plants. It was crazy and awesome. It's a good feeling to get to clear up big chunks of space to work with. Unlike Factorio you can't just endlessly sprawl in every direction, so getting to reuse space for something "better" actually feels rewarding. Then you fill it in with something else you'll probably need to replace...
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# ¿ Apr 2, 2021 17:52 |
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SettingSun posted:I did the math on the infrastructure needed to produce even 1 titanium crystal per second and now setting up an interstellar route for that natural vein I found of organic crystal seems like a no brainer. The moment I can get Icarus to actually sustain a warper long enough to reach another star, doing the same. Just drastically ramped up plastic production that I'll need in the future regardless of organic crystal creation, and not looking forwars to the sheer amount I need to make yellow sci reasonable. Casimir crystals make it even worse. Gotta go straight to the crystal rare resource for that one.
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# ¿ Apr 3, 2021 19:35 |
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Phanatic posted:Wish I could take refined oil and just dump it into the ocean. I’m turning the entire planet into orbiting mass anyway, who gives a poo poo. Better idea: dump it into thermal generators. Hell, send it offworld and use it to kickstart other places. It's not the most effective, but you're dumping it into the ocean anyway.
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# ¿ Apr 4, 2021 01:54 |
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seaborgium posted:People keep saying burn off your excess, but am I the only one who has their generators shut off when they aren't needed? I feel like I'm missing something, but whenever I have extra I eventually build up enough I can't get rid of it. Natural disclaimer: I am not good at this game and should not be taken as gospel. Yes, due to the weird power balancing mechanisms in this game, generators shut off or ramp down when you're in excess and not on any "conserving/using fuel" basis. My planets so far tend to ride a +/-30% range of power variance, so I don't always build up that power need to use refined fuel either. What I'd suggest for something like this is setting up a smelting planet, installing a non fuel dependent power source linked to the ILS bringing in fuel and materials, and then using your waste burnable whatever to fuel the smelters. Guaranteed usage of the fuel, fallback to ensure the supply chain keeps working and doesn't shut the whole planet off when you miss a fuel ship. But not the most effective power source by a long shot. Personally I'm dumping mine into plastic and hoping that will do the job. I'm in the same backlog situation as you. Four full stacked tanks and multiple ILSes full to the brim as my hydrogen suffers.
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# ¿ Apr 4, 2021 02:07 |
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Richlove posted:Just finished my first game with a completed Dyson Sphere. What a nice surprise! My first planet was horrible spaghetti. Spreading out and getting logistics towers helped accelerate things at the end. Reaching that conclusion myself. Finally reaches another system, promptly set up organic crystal and (whatever the nanotube precursor is) mines plus silicon processing and sulfuric pumps. Just annoyingly tedious. May just shelve the game till a few more patches have come through. Right now a lot of design decisions I really don't care for.
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# ¿ Apr 5, 2021 06:31 |
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Pocky In My Pocket posted:I still really want inputs to research towers to be based on lowest resource amount rather than lowest up. Sorry, can you clarify? I haven't run into any research resource distribution issues yet but also haven't looked at the mechanics any closer than "hook up sorters and it just works".
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# ¿ Apr 5, 2021 16:54 |
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Pocky In My Pocket posted:If you stack research towers, the input will fill the bottom building, then try and fill the second toward, and so on. It can lead to your bottom few buildings being kept full while your top one or two just sit empty Ah, yeah, okay. I had noticed I only had a few running at a time for green and yellow sci. That would explain what the issue was. Pass-through-first logic would be nice.
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# ¿ Apr 5, 2021 17:59 |
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Welcome to my corner of hell. Supermagnetic rings are a nonexistent item in my factory too, mostly because my iron of all things can't even remotely keep up (literally cannot keep a stock of either motor type above 0). Problem to solve next time I play. Plus side, my ring (eventually sphere) is finally actually under construction. Feels good.
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# ¿ Apr 6, 2021 05:34 |
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Probably above the number of crates they were ever expecting to have to show; I think those are issues anyone running blueprint mods will run into pretty quickly. Just not meant to build up quite so large of factories in "normal play" yet. Two side questions. 1) How much do you guys actually use the satellite substation for power? Standard poles have their obvious use, and long range poles have the only external mech charging method (and the only potentially "free" one with solar/wind) plus the long reach to link things. Substations are huge and expensive but also cover a huge area. I've mostly been using them outside of the 30° or so latitude range where poles fit between assemblers, but interested to see others' approaches. 2) please help, my iron supply is starving. So far haven't hit a single one of the usual bottlenecks in my factory that isn't predicated on an iron bottleneck. Is this just the way it goes? (Hydrogen is getting there too, but anything using hydrogen is also getting bottlenecked by either: my 50ish fractionators not being enough, and (not or) my iron supply running too short for anything it combines with.)
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# ¿ Apr 6, 2021 17:06 |
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Yeah, interstellar ventures for iron are looking about like my next step. Can't bootstrap with deut on these new planets though, because of course I was enough of a fool to convert two of my three home system planets to deut fuel and now as mentioned my fractionators can't keep up with fuel costs, let alone supply the extra deut that the strange matter - > graviton lens chain wants. at least I've got some high wind power options and a ton of precharged accumulators to get things to a minimum level of function. Hydrogen (not deuterium) isn't actually a problem currently, I've just been sick of building chem plant sprawls so I haven't expanded fire ice processing. I have a full 40-extractor setup on my home planet's parent giant pulling hydrogen and fire ice. The hydrogen is getting used, the fire ice is... less used but gives me another source for a ton of it. Also got the crystals used to make graphene directly, so I'm sure that's about to gently caress with supply chains too. Iron is just bottlenecking everything that everything else is used for. I could probably put more miners per vein to get a better rate for now... but then I just have to fix the problem sooner. At least the ring is over halfway done by my estimate (haven't figured out how you can actually see progress besides the pieces changing color) so I'm making progress there and might eventjally be able to wean home system planets off so much local power generation. None at a perfect 0 inclination, and none tidally locked, so it's going to be less than perfect though. At what point is it worth setting up a second ILS with more iron processing linked to it? I'm almost certainly going to hit supply chain issues to and from the station thanks to limited ships before I hit the limits of my belts, no?
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# ¿ Apr 6, 2021 19:22 |
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The full progression from "mech, alone, on a deserted planet" to "casually building dyson spheres and artificial stars to power your all consuming hunger for goddamn iron" is already present. (the win condition is not actually "build a dyson sphere" thanks to a quirk.) A mountain of downright essential QOL is missing. I am intent on getting my sphere without mods, but I will second the "they make your life way easier" sentiment. edit: mmkay posted:Yeah, the game is mighty addictive and I had to uninstall after like 90 hours of play time (two playthroughs, both times ended in various stages of building the sphere), because it was way too easy to lose track of time. There's always something to fix/expand/build. Christ, mood, I'm only at 38 hours... 28 in the last two weeks spread across maybe 4 days. One of the only two games I'm really doing atm (alongside Destiny). Even alarms don't help. Thanks, poorly treated ADHD. SkyeAuroline fucked around with this message at 21:26 on Apr 6, 2021 |
# ¿ Apr 6, 2021 21:23 |
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What exactly does it even do, just copy inserters down the line or something? Not really wanting to compromise on it but also not excited to do another round of "weaving inserters for two rows of assemblers feeding from three shared belts" for 20 minutes a "module" again. I still don't see how a blueprint mod doesn't break with latitude adjustments.
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# ¿ Apr 6, 2021 21:42 |
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Houston, we have a ring. Now I just have to get green sci steady enough to a) start replacing my warper supply before my supply lines break down, b) get to work on the increased latitude research (see prior, since lenses are currently bottlenecking me through a chain or issues, mostly motors).
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# ¿ Apr 7, 2021 14:14 |
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# ¿ Apr 25, 2024 18:59 |
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zoux posted:Oh we could've told you that Now now, let's be fair, it could have been casimir crystals, or electromag engines (turbines? "green motors") But yeah, frequent pain point. e: sulfuric acid was solved in one move for me. Set up an ILS linked to 12 sulfuric pumps. Promptly bottomless-enough supply.
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# ¿ Apr 7, 2021 16:38 |