No.100569[Last50 Posts]
Server is now UP:
factorio.kissu.moe:34197
Legacy OP text
We're fast-approaching the time of year where plenty of people are available, and there's a lull in media content to keep people entertained. So, I was thinking it'd be a great time to start up a Factorio server and play with Kissu! The plan is to play on a really big modpack known as Space Exploration which should ensure the server lasts a long while, and also that every person can be helpful even if they're new and it's late into the game. You see, this particular Factorio modpack revamps and expands Factorio beyond the typical endgame where you need to build a rocket out of the world, to where you will now need to escape the entire stellar cluster! Utilizing multiple planets and a space base in the process to reach this goal, Space Exploration forces the players to learn every aspect of it to keep their factory properly running. Especially with the added feature of bot decay which really changes the dynamic of the late game.
With all that said, I think it'd be good to get a head start and begin to discuss things related to Factorio related to optimizing Factories, or maybe even teaching new players/people that want to test things out how it all works. There's a lot to learn about the game and it can make it feel a bit daunting to new people at the start, so if you want to try starting up a world and seeing what makes sense and what doesn't initially I highly recommend it! Also remember that the server will be a group effort so there's no need to worry if you're not particularly good at one aspect since others should be able to help out as well!
FACTORIO SPACE AGE UPDATE!!!!
So it's been over a year since the expansion was announced on the Friday facts for Factorio
>>113631 and ever since every Friday the team has had blog posts giving updates on the content and changes of the expansion. Some of them extremely promising and posted in this thread like
>>114141 that shows how completely reworked everything is being to make base building an even more enjoyable experience than before. With that all coming to fruition monday, and the main theme of this thread's mod encompassing the expansion's theme. I think it's about time to start up the kissu factorio server again! This time we're not stopping until we beat the game.
Given the amount of new content and world management there looks to be in this expansion I think we'll have plenty of things for people to work on whenever to the effect that nobody will ever be left behind like in other games such as Terraria/Core Keeper, so it's NOT vital that you join in on the first day if that's a worry for you. We'll always need someone to upkeep train lines, expansion to different resources, bug extermination, and power maintanence. Then once we get to exploring different worlds we'll certainly be needing a lot of hands to make sure that the bases are all well defended and production flow is keeping up with demand.
I'll be available in the steam chat (
https://s.team/chat/NUIbnP7U ) to give anyone who may want to try out the game a copy, or you can pirate it if necessary.
No.100573
don't know when christmas is but i'm in
No.100575
>>100570It is fairly complex, I won't deny that. But, in comparison to the endgame it starts off quite simple and easy to pick up. Early on you just need to follow a setup similar to what I have laid out in this image so that you can get your factory up and started (I recommend if you want to test it out yourself doing so in peaceful mode). First things to prioritize should be the iron miners first so you can more easily make a larger quantity of miners (a miner on stone would probably help this too), once you get enough materials to make ~4, then you go to the coal and construct the ring like I have in pic related. Next off you get the copper and then once you're in a comfortable spot you can start to make electricity to power your base.
First off you make some water pumps and pipes to extract water from a nearby lake/ocean, and then once that's done you make boilers and attach ~2 steam engines to each for maximum efficiency. 4 boilers should be a good starting point. Then once you've stockpiled a bit of wood and copper you can start to make electricity poles to transfer the electricity you're making from your generator, you can begin to make electric tools like electric mining drills that mine resources without as much pollution
No.100583
>>100575Something to be noted about this screenshot that I didn't mention was the mini defense system I built, because I caused a bit too much pollution and nearby biters were sending raids into my factory. If you're not playing on a peaceful world for your first test (which you should), you may want to be wary of how close the biter nests are to you and if there's any forests separating them from your factory. Since biters are attracted to and grow from pollution, it's a nice thing to have some trees nearby that'll somewhat block the pollution from enraging the biters. But if you're in a less forested area, one of the main things you're going to want to focus on from the start is getting defenses set up and an ammo supply chain going to fill your turrets with ammo automatically. It's important to focus on this first in a "death world" like I was playing on since the biters will waste no time in forming groups to attack around once you've started up lab production.
No.100585
>>100570In some sense there's an element of beauty to making the most efficient and clean factory. While aesthetics may not be the primary end goal, restructuring/pre-planning bases to remove clutter or promote organization is actually quite helpful in the long term.
I can't tell you how many times I've played this and ended up with a giant mess at the end which I can only patch up messily with additions to create the next step of materials I need to construct.
No.100642
>>100575I think that seems too... functional for me. Can I go around shooting aliens instead? As in, can I just focus on doing that and building turrets or something? Resource management is.... eehhhhhhhhhh. I'd have more fun arranging rocks.
I could enjoy watching you guys do things, I guess, so post updates or stream stuff here or something?
No.101284
>>101282Is it possible to join and just watch passively or does the difficulty scale somehow?
No.101285
>>101284Nope, the difficulty doesn't scale at all with more players. Which makes multiplayer nicer since more people is just a net positive.
No.101499
I'll be starting up the server tomorrow evening!
No.101546
IT'S UP
No.101556
So I had the server running on a laptop, and for some reason even though it's set to 'Never Sleep', it still slept and paused the server. Which is just what I'd expect from a great software such as Windows 11. This time, I'll put it on a PC and start the server so that it doesn't run into this issue again. Should be permanently up for people to play once it's up again.
No.101652
>>101638A good strategy going forwards is probably going to be deigning one or two people master of rails, and then having hubs for each main resource.
No.101713
too many people are upset with what other people make so other come around and try to remake things or do it in a way that appeals to them. In the end there's no resource flow or anything.
There's no regard for progress. Just people trying to be bosses.
I want people to be banned for being non cooperative and causing trouble due to their own unrecognized mental illnesses.
No.101714
it's a video game...
No.101720
>>101713>due to their own unrecognized mental illnesses.I think kissu users recognize their mental illness...
No.101742
>>101713Chaos! Fight! War! Guts and glory!!
No.101750
>>101745Love my /qa/ train
No.101793
0eNqdmetu4jAQhd/Fv0MVO77EeZVVtQrUraIFByXOahHi3TfQvSAak5nzo6pow+fRODM+Z3wW2/0UjkMXk2jOotv1cRTNt7MYu4/Y7q9/S6djEI3oUjiIQsT2cP0U9mGXhm63eZ+G2O6CuBSii2/hl2jkpVj9+ns7pk0a2jge+yFttmGf7gjq8lqIEFOXuvAZze3D6XucDtswzEs8BRXi2I/zd/t4XX/maf9iCnESzUaaFzOv89YNc/i3B+w12ge84uGN5OErJr7k4fU//Jja3Y9NF8cwpPk/z8h6Ji+wDDPUiheqZeIVD+/omajWMlEzQzW8UD0Tr3l4WdJTYddSIZnlZxwzWG79WSafW4DM9iE1k18z+Ya+mX51M5k1aJnNTjomn9ntJLMwLbNFSWZlWmaPUvTKvENnNlNJOsyswphlaJktTzHL0DJ7nmKWoWW2EWXyaujZUasy6bYcXLWKcxycXcXVHJxfxXkG7u69z+CqkoMzqziJSKgyA1OICsnBKuQcz8E0co7kYAbpYzmYRfpYDuZQt+BJar5G5TwN71EzQsLrEnjV60eyXiJLVNzTAleoNaHhK6BqaXnRqNSnBW5Qo0LDP8jFaXbsw8fQz79X1fnXBYq/04F+SsfpOgL4uqADOh5tI/4X7jhtZ/jt0QV1/if6pd6iPTsdnpCOLmayYUqgZZOyYSSq00nvjVGozaDhK1Sl0/AaNRk0PHJ20nbVohqbFrhDLQINXwMygJYXj3oDUuC2hKyBXRYwVkLOIEdTkDHI0SrIF+RoGrIFOZqBXEGOZgGlpCkvo0XmlDRyDRyeNLIHDiIS2SEDERoZmY7QyAq1GBVpjg3fGNDwGrUYNLxBjQANb1EjQMM7VK7T8PC9Ag3v0VE6CV+X6E0ADS/RQT0Nr9A5PQ1foZKXhteoYKfhDaqoaXiLKmoaHhamNHyNymoaHlanC/jX4vPuvbm76S/EzzCMtwdULbXzylkz/0h3ufwGEQB0Vw==
pretty nice recipe for furnaces
No.101797
There was an issue with the save size going up to 250MB, so I did some trimming and managed to reduce it down to 40MB, the culprit seems to be scanning entire worlds, so I'd recommend against ever pressing the button again.
No.101889
I really want to play this game, but it looks like something I'd enjoy so much that it'd suck up all of my free time for months to come...
No.101890
>>101889Just let it, it's fun....
Also circuitry tools (basic ones) are now automated.
No.101892
>>101889yeah it does. You shouldn't unless you're fine with wasting about 40 hours this week and maybe next
No.101893
>>101889When I first got the game I played it for 18 hours straight. No breaks at all. I didn't even realize how long it had been until I looked at my phone. It's super addicting.
No.101907
>>101903>>101905This kind of stuff is so cool, reminds me of how amazing it is that we can fit these functionalities onto tiny little computer chips.
No.101908
>>101907https://forums.factorio.com/viewtopic.php?t=37490Here's a more in-depth breakdown someone made of how they made some video player in-game. And yeah, it really is crazy how much you can do with the small chips we have.
No.101911
Apparently there's some secret victory involving pyramids on planets. So we should probably make a note of each planet we find in this thread that has them. So far I know that Adul and Orion have one.
No.102580
>>102574Can you upload a folder of the mods? I'm not comfortable connecting to their servers to make an account on a pirated copy.
Or record a tour of the bases or something?
No.102581
>>102580Ohhh yeah oops, completely forgot to keep the folder in the OP up to date with what the server's currently using. I added a link to another zip that has all the additional mod files we're using on the server, so just shove those files into the existing mod folder and you should be good to join.
No.102900
nerd gaming time
No.113631
https://www.factorio.com/blog/post/fff-373There may be hope for kissu's space adventure's yet. An expansion for factorio is in the works and kovarex is collaborating with the maker of the Space Exploration mod to make it.
Some key notes that kissu should take into account
¥Game Length: Space Exploration is a long-form adventure designed for players to gradually uncover many interconnected challenges over 150-500 hours (or more). Space Age challenges are more streamlined and self-contained for a faster pace of 60-100 hours (rough estimate).¥Space Age has a lot of different challenges but they never get too extreme and the usage of combinators is quite lightweight, so we expect that most players will be able to complete it.So the expansion will be essentially a more simple version of space exploration baked into the vanilla game. Hopefully meaning that we don't get stuck like we did trying to play the later parts of SE that just became a complicated drag that would require us to rebuild entire bases to fix.
Also worthy of note is this
https://www.factorio.com/blog/post/fff-375, when we do Space Age I don't want a SINGLE structure that isn't legendary quality.
No.113632
ALSO
¥Examples of things that will be in the 2.0 update are: the ability to control train systems better, better blueprint building, better flying robot behaviour and many more. It will all be covered in more details in future FFFsThe smarter robots were already elaborated on in
https://www.factorio.com/blog/post/fff-374 so I can't wait to see what they have in store for trains because I wanted to tear my hair out sometimes trying to fix them.
No.113633
>>113632>the ability to control train systems betterNeat.
>I wanted to tear my hair out sometimes trying to fix them.A lot of the issues comes from running multiple trainsets that of differing lengths. One of the bigger issues is with distance between signals. If a backup exists up to a signal station, eventually a train will get stuck in an intersection depending on how the intersection signals are configured.
No.114146
>>114145Yeah it's lovely, and looking at what else they were talking about with the improved signal placement makes me extremely excited to get back into the game once this expansion comes out. It's going to save so much headache-inducing brute forcing of railroads...
Man... this'll make it possible to have parallel train lines running as well... I hope the expansion comes out sometime next year.
No.115408
>>115407Holy... Flying junctions :o
No.115417
As if I needed more reason to stay in-base and have robots work on everything
https://factorio.com/blog/post/fff-380
No.115424
I don't like the Quality feature in the new expansion. I hope someone makes a mod to remove it.
No.115509
>>115424After having read the blog post on it and thinking really hard about it, I actually really like the system. Especially when I read the line that basically made one of the points I'd make for me:
>It plays nicely with the space platform building part, as the space on the platform is quite limited and expensive, it is very efficient to save the best stuff you have for the platform, at least in the beginningSince the next expansion is a mini space exploration, quality seriously helps with setting up new planets and quickly popping out a new world base. Also if you pay attention to the notes about quality, it only adds benefit to existing buildings, it doesn't actually detract from the existing functionality of stuff so you could play completely ignoring it and have no difference in experience from playing regularly. But now instead of needing to worry about quickly sucking dry the resources of a new planet that we're trying to expand to we can see instead a way to keep bases a bit more compact for a while and not need to make a labyrinth out of each.
>Mining drills deplete resources slower>4 Legendary productivity modules in an an assembling machine 3 gives +100% productivity bonus (it was +40% before). Since this multiplies in multi-step production chains, the overall factory productivity gets quite a big boostThis could seriously improve the longevity of a small outpost on a new planet. Also assuming they add the planetary drill from SE then this could be used to make that an even more viable strategy. I can already picture an endgame setup where your space platform has a large quality factory on it taking resources from the many planets you've colonized and there you use it to craft legendary quality materials for your most important facilities (like previously mentioned world drills)
On the topic of things I'd really like to see added in the expansion, I think an expansion on the current enemy variety could be cool. Especially so if it's worked into the planetary exploration part of the game where different planets could potentially have different species on them and the world you spawn on initially could harbor any of them. I think this'd be neat for later game when you're already in space so that maybe you need to adapt different strategies with your godly arsenal at that point for expanding into a different species than you've been struggling against already. Like maybe extremely fast and numerous aliens with far less health, or maybe even flying ones. Would add a whole new level to death worlds if you could spawn on a world with flying bugs.
No.115548
friday nite!
time to read some factorio updates
https://factorio.com/blog/post/fff-382
No.115945
probably a matter of a game that's really wide but not entirely polished
No.115947
>>115946too many of these could make the game really slow...
it looks like you can select a specific signal location on the top row. Based on the sorting you can select the number 0(which would min/max) so on. Then there's a flag for counting the number of something... then a random number generator and so on
No.118115
>>118096This is probably one of the best additions they've announced so far. Making refueling stations for each deposit/drop-off caused so many unnecessary headaches in getting the fuel all around up until you have bots capable of doing it, and even then sometimes you'd have the conditions for coming and going from stations be fulfilled causing the trains to eventually blow past stations too fast to refuel and then run low while in the middle of the tracks. Even more than that though, you could probably make an entire train system based on interrupts and the new grouping system for trains will make scaling up infrastructure a breeze if adjusting a group will adjust the path for an entire system of trains. Probably will be amazing to combine this with switches.
No.134393
>>134372Wube had a huge LAN party and a bunch of youtubers and others got in to play. A few in the engineering games thread on 4chan also got in, and one of them is a big factorio youtuber. The sneaky pictures some took were funny. Pretty sure the NDA's been lifted now anyway, but I don't want to go spoil myself for everything until I play. Really looking forward to it.
No.134434
it's gonna be epic
No.134493
Server temporarily down while we apply the day1 patch to the server.
No.134497
>>134493Oh yeah it's back up again
No.134502
Give me a few minutes I'll start it back up again
No.134503
back up!
No.134511
>>134506disgusting railways
No.134513
>>134511I didn't make them...
No.134523
>>134511Maintaining spaghetti railways is far easier. One depot for one resource, all dedicated tracks for resources
No.134524
like, this system I'm making with the rails is equivalent of a multithreaded distributed architecture.
IRON SERVER handles Iron and all requests for iron are sent into it
COPPER SERVER etc. etc.
Meanwhile what has been made before is a monolith that gets hard for the majority of users to understand. This system is much more intuitve
No.134527
>>134506It's ok, I'm fixing the issue...
No.134543
You guys work fast. How does the expansion feel so far? I know they made rockets cheaper, but did they decompress other recipes to make off nauvis faster?
No.134544
>>134543Well they definitely moved stuff around, cliff explosives and artillery seem to be reserved for post space now. Aside from that I haven't been able to experience much of the new stuff yet since a bunch of it is gated behind space.
No.134552
>>134544Makes sense, another question I have is are the planet maps "infinite" like in base game or did they limit their size in some way since you've got five planets?
And I have to say I am both appalled and a fan of your rail network, the 1:2 trains are very cute.
No.134623
>>134579the more the factory grows the more simple things become, somewhat ironically
probably because with more tech you can make more optimized structures
No.134640
this is one of the most beautiful lines i've ever seen...
No.134642
>>134639¥ LDS with only some plastic and basically free resources¥ Same crafting time¥ No more belt spaghettiNow THIS is podracing. But with the pipe rework how does that affect throughput? From my understanding pipes now function like power poles and it's a matter of meeting supply to demand. So I imagine as long as you have the molten metal output met you can print as much as you want.
No.134658
server down
No.134680
>>134660>Maps are kind of meh.If you said this to a player of paradox games they would be very upset
No.134682
>>134642I'm not too sure how it affects throughput since I haven't been really paying attention to how it works. But saying it's like a power pole is probably correct, since I've noticed not really a crazy amount of variance, if any, in my pipes. This is definitely making throughput much more convenient than it was before, although now you need to limit how long your fluid lines are or train it otherwise it breaks and refuses to work. I think I prefer it, but that's because I hated working with fluids in the original. Also there's one extra condition that I forgot about when it comes to the molten iron/copper and it's that you need to make it with calcite first, but that resource is abundant throughout Vulcanus and if you can kill the worms then you're pretty much good to go.
Now in addition to that printing the planet unlocked us some new drills and I've started work on better, more efficient mining and came up with this pic related as my current finalized design. A pair of big drills with 4 Productivity 2 modules surrounded by 8 beacons each which are all outfitted with Speed Module 3s. I did the calculations and the result is that these drill pairs produce just about 1.25 blue belts per pair, and later on once we've upgraded around 0.94 green belts per pair so it's very upgrade friendly. Also despite the drills looking fairly far apart this does encompass the entire patch of iron because the radius of these drills is huge. But all of this pales in comparison to the most amazing fucking aspect of these drills. If you read the building info you will see that there is a stat called "Resource Drain" and this stat says 50%. This is not an addition to productivity, this takes the productivity of the drill and
FUCKING DOUBLES IT. It's insane, it's busted, I love it so much. This expansion has really been amazing so far.
The blueprint in case anyone wants to try it out.
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>>134660Once I remember to I'll take some more pics of more efficient areas we make. And maybe I'll video myself nuking biters in a minute.
No.134685
>>134683Quality seems like an amazing module for some things, should've been paying more attention to them.
Also I agree, the dlc is crazy good. Been losing sleep over it which I hardly ever do.
No.134745
These are my Fulgora prints I'm using in the server
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No.134753
>>134740As far as players go, I think the better ones prefer going alone so they can get right into the expansion and complete it on their sole efforts. Also /vg/ has /egg/ which has a collection of good players like doshdoshington.
No.134760
>>134740Though from what I've read there and my personal experiences with the planets so far, my recommendation for anyone's first planet would definitely be Vulcanus. Just remember to have a good offense for killing the initial worms. This is my choice for it, dominates small worms and if you're lucky maybe you can kill a medium worm with it. Though I'd probably want better gear to do that.
Won't kill a large worm.
No.134857
>>134855i have NO idea what i'm looking at
No.134861
>>134857ice planet with nothing on it besides stuff you need to bring other world's materials to for to build
pretty sure if you fuck up your main bases and ships here you might get softlocked...
No.134862
>>134861also almost 90% ocean
No.135153
>>135149woah legendary quality grabbers, do you have those automated?
No.135161
That's pretty cool. Not cool enough for me to play Math Simulator with you guys, but cool.
No.135185
This is a 90% perfected design. I can still push it a bit further by optmizing the programming
>>135183gross
No.135274
>>135272Must've been a big worm
No.135320
how are you recording at 480p
No.135323
Although I wish we had personal Tesla turrets...
>>135320Converting to 480 via handbrake after I finish recoreding at normal res on OBS.
No.135324
Discharge defence
No.135325
Converting them to 480p on purpose...
No.135326
>>135325do you SEE the size on it
No.135396
>>135395Man, now I just want combat robots to be controllable like spidertrons are. With a click of a button you can send a herd of 2000 destroyers over to your local bug hive and turn it into a parking lot.
No.135397
>>135395WOOOOOOO DEATH RAVE alexa play Quake - Soundtrack [Full Album]
No.135399
Been a long couple of days, but now Nauvis territory finally has been expanded to proper post-game size. Never going to need to worry about res on here anymore.
>>135396It'd be cool, but you run into the problem of the 120 second lifetime of the bots. Let me say that pulling this expansion off wasn't cheap. Think I eventually used like 5000 regular destroyers and ~2000 uncommon ones +100 rare. Not to mention the thousand nuclear bombs I set off.
>>135397Eventually settled on this as the most appropriate bgm for my electric extermination.
https://youtu.be/9iUh8pBcR1A?si=YaC9LjDX_nyioNmG&t=247
No.135400
>>135399>120 second lifetime of the botsI'd take a more expensive crafting recipe for one that could be charged off roboports. Like a combat area around the port where they automatically deploy and kill stuff. Could make combat spidertrons more deadly as it vomits out robots to zap things along with their rockets, or a passive defense network where an outpost can be defended by a few roboports stocked with combat robots.
No.135405
>>135402>but most everything higher quality related now is done via bots.And funnily enough right as I was looking at it to detail in my post a bit, one of the reasons I use mostly bots appeared. I was checking on the belts and normal quality holmium was congested because I filled up entirely the epic holmium chests I was using to store its plates. The initial idea was to train over scrap from a quality scrap mine and then let it be processed at a rate which could allow for continuous drilling of scrap, but that didn't really pan out, it only sorta works now because I made a secondary processing area for normal and uncommon scrap. Would be much better to just have the drills all storing to chests.
Then the main thing after is just figuring out how to deal with the byproducts of scrap recycling. I was tinkering with that for the longest while, but I'm pretty sure I've figured it out now. You just need to learn circuitry and conditionals, then have the byproducts sorted into chests, probably with buffers in-between for higher qualities, and once you're getting close to full on a chest have a requester chest that reads that value on the logistic network and send the materials into a big quality scrapper contraption to either attempt to get lower materials or the same thing at a higher quality. Once you get to legendary though I don't really like destroying anything unless I'm turning it into other materials, in that case just have a lot more buffer chests.
Though before any pure recycling to reduce quantity you should really be turning the materials into anything you can in other quality moduled assemblers. The advantage of scrapping more expensive buildings and such is whatever you get in return is all of the same quality. So say you scrap an Electromagnetic Plant and it rolls legendary, now you have a bunch of extra legendary materials for free that'd otherwise take you forever to attain through traditional means or trying to scrap raw materials into legendary.
No.135410
it was around the end of space exploration that I realized these bots are incredibly strong, especially when combined with cars.
No.135411
>>135410Yeah, that's my plan for whenever I get back to it. I'm going to cut off the mines from the greater logistic network and instead have a bunch of bots dedicated solely to a patch that take ore and sort them out into different chests that transport into trains that will then take them to different areas that probably will connect to the rest of the logistic network. Will most likely take a bunch of energy though, but it'll be well worth it to have an efficient quality sorting method that doesn't get backed up all the time.