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File:00053-1685280548-{nitori k….png (457.32 KB,704x512)

 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.100570

File:[SubsPlease] Bocchi the Ro….jpg (214.07 KB,1280x720)

Ohh, I think someone linked some guy playing this and he was saying how convoluted and expansive it was. Checking my bookmarks, yep, it was this one.
I'm not sure if I have the brain for this. I like building things, but on the creative side of stuff and not the functional one. Is there anything like that, or is it mostly about efficiency and goals?

 No.100573

don't know when christmas is but i'm in

 No.100574

File:[AnonimOT] Star☆Twinkle Pr….jpg (209.41 KB,1280x720)

>>100573
Christmas is always December 25th

 No.100575

File:C-1670223387202.png (10.62 MB,2666x2158)

>>100570
It 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.100582

File:47779631_p0.jpg (321.72 KB,1414x981)

>>100573
Christmas is the day you find and capture Santa and give her a bunch of headpats for her hard work.

 No.100583

>>100575
Something 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

File:50455312_p0.jpg (1.55 MB,1590x1000)

>>100570
In 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.100605

>>100574
lala is reading

 No.100642

File:[Rom & Rem] Urusei Yatsura….jpg (259.74 KB,1920x1080)

>>100575
I 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.100764

File:f4e4ce1d2cda8aa87138e3ce36….jpg (156.43 KB,1356x1026)

>>100642
Going around cleansing the planets of Aliens is a very important task for growing the factory, and the factory must always grow. So there are always aliens to exterminate. As the game progresses the ways you'll be able to cleanse planets become even cooler, so exterminatus is a valid role to play.

 No.100765

Also there's plenty of ways to get creative with extermination if you so wish.

 No.101282

File:5fed71fc8ea11cc843c74cdb1c….jpg (966.37 KB,1200x1953)

Christmas is fast approaching, and with its passing I'll be starting up the server on the 27/28th. If you've anything you want to ask before then, the time for asking is now!

 No.101284

>>101282
Is it possible to join and just watch passively or does the difficulty scale somehow?

 No.101285

>>101284
Nope, 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.101541

File:[Rom & Rem] Urusei Yatsura….jpg (301.43 KB,1920x1080)

uhhhh how do I pirate this
I only know where to get Japanese stuff and don't want to use those scummy sites with re-directs and other things

 No.101542


 No.101546

IT'S UP

 No.101547

File:factorio_SrUm6sk9lC.png (1.06 MB,1282x564)

I don't know how to play and it's not my kind of game, but I made my mark in the world.
Good luck and stuff. I'll visit now and then, I guess, or if there's something simple I can do like kill stuff

 No.101549

>>101547
box man kuon!

 No.101553

File:C-1672195929099.png (113.18 KB,999x995)

Good initial progress being made so far.

 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.101557

File:11548803_p0.jpg (351.75 KB,600x721)

Server is back up, and should be running 'forever' with no interrupts this time!

 No.101570

File:C-1672269091842.png (417.79 KB,2118x1412)

It's growing...

 No.101575

File:[SubsPlease] Utawarerumono….jpg (176.59 KB,1280x720)

>>101570
Although clever, the guy that changed 'Kuon' into 'K-on!' might find himself in an unfortunate industrial accident soon...

 No.101576

File:C-1672278043786.png (43.78 KB,580x557)

The catface is under attack...

 No.101596

File:C-1672354043846.png (1.07 MB,1890x1740)

TRAINS

 No.101638

File:broken.png (75.13 KB,1024x768)

>>101596
yaaaaay... trains....

 No.101652

>>101638
A 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.101715

File:[Coalgirls]_To_Aru_Majutsu….jpg (123.22 KB,1920x1080)

>>101713
I mean, I made a pre-planning thread right here for this.

 No.101720

>>101713
>due to their own unrecognized mental illnesses.

I think kissu users recognize their mental illness...

 No.101721

File:Utawarerumono.S02E05.False….jpg (233.26 KB,1920x1080)

Everything was going fine when the KUON <3 text was there. People need something to believe in, you know. It brings people from all walks of life together and gives them the motivation to fight for a brighter future

 No.101724

File:0aba1bd949.jpg (224.7 KB,1680x987)

he got us..

 No.101742

>>101713
Chaos! Fight! War! Guts and glory!!

 No.101745

File:7939cf90c8.jpg (636.33 KB,1680x987)

I hate my /qa/ friends

 No.101750

>>101745
Love my /qa/ train

 No.101753

File:00006-2090583639-(kuon _(u….png (998.67 KB,1024x768)

. . .

(also need to try and fix the background... this hypernetwork kills it, so I guess I have another test to add)

 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.101864

File:C-1672708101816.png (15.45 MB,3830x1644)

There we go, the iron hub for trains is now complete

 No.101865

File:7dae05b75f.png (1.82 MB,1210x834)

Propper usage of solar power

 No.101884

File:C-1672772916483.png (2.43 MB,1770x1478)

The main planet territory has expanded....

 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

File:C-1672784035741.png (2.67 MB,942x1207)

>>101889
Just let it, it's fun....

Also circuitry tools (basic ones) are now automated.

 No.101892

>>101889
yeah it does. You shouldn't unless you're fine with wasting about 40 hours this week and maybe next

 No.101893

>>101889
When 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.101894

File:C-1672791296663.png (1.6 MB,3840x2160)

>>101884
Also it's funny that we have so much space but most of all the processing is done in this one small space in the middle

 No.101903

Combinators and switches are neat

 No.101905

>>101903
Even more insane...

 No.101907

>>101903
>>101905
This 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

>>101907
https://forums.factorio.com/viewtopic.php?t=37490

Here'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.101909


 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.101936

File:C-1672857066018.png (582.86 KB,2420x1283)

go green

 No.101939

File:C-1672865554795.png (396.88 KB,573x1100)

yeah this mod is super /qa/

 No.101951

File:C-1672885373120.png (5.06 MB,3198x1923)

We did it.

 No.101952

An interesting video on train systems

 No.101992

File:C-1672959565197.png (615.89 KB,1352x2160)

So I've properly set up train hubs for the main materials on the home planet. Each with refueling stations for each size of train (varying from 2 Cargo to 4, others shouldn't be used anyways).

If anyone wants to hook up a new deposit or gathering train to these hubs then the method to use should be: -Select the refueling station of the hub corresponding to the train size and what the purpose will be
-Select a stop condition of "5 seconds of inactivity" -Then after the refueling station have the train go to the gathering/deposit station.

This way hub trains should always be fueled and not interrupt the flow of resources.

 No.101994

File:9e26eda014.jpg (704.75 KB,1680x987)

debugging the tardmod's problems

 No.102002

File:[SubsPlease] Utawarerumono….jpg (192.92 KB,1920x1080)

not going to download mods to rejoin, but that Kuon <3 thing better still be there

 No.102043

File:24087d1add.jpg (683.32 KB,1680x987)

im blue

 No.102077

File:05fea3208a.png (16.11 KB,613x337)


 No.102097

File:00002-1416973270-1girl, so….png (764.22 KB,768x768)

>>102077
Good work. You have earned an AI thumbs up

 No.102230

File:C-1673287713613.png (14.79 MB,3568x1843)

Circuit station progressing well

 No.102235

File:C-1673315266076.png (194.28 KB,1030x979)

kill me....

 No.102236

File:C-1673316733292.png (222.83 KB,2132x1241)

>>102235
someone give me a programming degree i'm basically programmer now

 No.102237

File:C-1673316844723.png (9.27 MB,2222x1722)


 No.102239

File:trains.mp4 (9.4 MB,1280x720)

Trains......

 No.102253

File:733540f2c6.jpg (1017.26 KB,3840x2019)

stupid hive thing

 No.102258

File:294840617.425_image.png (181.81 KB,1920x992)

Robot attrition is no joke, here's the mod's calculator for how many bots you'd expect to lose over time given planetary/bot conditions. On our homeworld this isn't so terrible, but on other planets...

https://www.desmos.com/calculator/3t5kemazfh

 No.102293

File:C-1673472786507.png (11.6 MB,3840x2160)

module GET

 No.102303

File:factorio_EIx37Txatp.jpg (947.59 KB,2301x1197)

So Anonymous asked me what the issue was with this splitter design and at first I also got a bit confused as to why it wasn't ideal either, but I just looked at it a bit more closely and realize that it is actually fairly imbalanced towards the middle.

 No.102359

File:20230112_201006.jpg (3.46 MB,4000x3000)

molten resources are very efficient

 No.102512

File:hitori-and-a-drinking-senp….jpg (60.95 KB,640x360)

lets play factorio after a bottle of Soju YAAY PEACE PEACE!

 No.102513


 No.102574

File:Hwp58Rk.png (1.14 MB,1104x552)

The server's been up for a bit now and there's still so much left to do... This mod really is huge, and I'm enjoying it.

 No.102580

File:[MoyaiSubs] Mewkledreamy -….jpg (276.13 KB,1920x1080)

>>102574
Can 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

>>102580
Ohhh 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.102609

File:trains.mp4 (11.97 MB,850x520)

So satisfying....

 No.102899

File:20230124_135512.jpg (3.19 MB,4000x3000)

This mod really requires a lot of patience and planning compared to vanilla where you can mostly wing it...

 No.102900

nerd gaming time

 No.103104

File:[Okay-Subs] Onii-chan wa O….jpg (217.7 KB,1920x1080)

People seem to have burnt out for the moment on playing so I'll probably take a break until people are ready to play again. Also the computer the server was on restarted so if anyone wants to play just tell me and I'll start it up again.

 No.113631

File:33569915_p0.jpg (724.05 KB,800x1143)

https://www.factorio.com/blog/post/fff-373

There 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 FFFs

The 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

File:1469939257268.jpg (339.08 KB,364x652)

>>113632
>the ability to control train systems better
Neat.

>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.113635

File:70210339_p2.png (6.32 MB,2674x1529)

>>113633
>running multiple trainsets that of differing lengths
Yeah, I think I realized this too late, and by the time we approached fixing it the entire base was a huge labyrinth of trains and connections that needed to be redone from the ground up in a more organized fashion, and that base was just too big to really tackle without it being at least a week's worth of effort. Think we need to plan for scalability from the getgo next time and instead of giant belts, we plan for a train system and get that started immediately once we can. Should lead to a much more productive base.

 No.114141


 No.114142

File:C-1695585828898.png (2.32 MB,1153x914)

>>114141
holy jesus....

 No.114143

File:fff-377-new-sbends.png (4.2 MB,2240x896)

i needed this in my life

 No.114145

File:fff-377-screenshot-getting….png (5.56 MB,2240x1220)

>>114142
>>114143
You think those are nice? Look at this. Multiple angles for diagonals instead of only having 45 degrees like before.

 No.114146

File:fff-377-junction-with-2-ga….png (8.29 MB,2240x1792)

>>114145
Yeah 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.115406

File:fff-381-quality-platform.mp4 (14.53 MB,1120x2240)

The upcoming space update looks pretty cool.

https://factorio.com/blog/post/fff-381

 No.115407

File:fff-378-junction-refinery.mp4 (6.2 MB,1120x1120)

>>115406
Haven't been checking out the FFF for a while since I know the dlc is far and away but holy crap some of the new stuff is simply amazing. It's like a complete revamp of entirely positives I can't believe it. Really can't wait to play with /qa/ when it finally comes out.

 No.115408

>>115407
Holy... 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

File:64138471_p0.jpg (909.29 KB,1920x1080)

>>115424
After 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 beginning

Since 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 boost
This 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

File:fff-382-logistic-groups-gu….png (260.85 KB,547x1235)

friday nite!
time to read some factorio updates

https://factorio.com/blog/post/fff-382

 No.115886

File:109864999_p0.jpg (1.21 MB,1605x2006)


 No.115944

File:fff-384-decider-combinator.png (195.25 KB,1326x1012)

How is it possible to have such amazingly thought out and beneficial updates whose consequences will vastly improve the game every single week? In any other game I feel like just one of the fff's alone would constitute a major update.

https://factorio.com/blog/post/fff-384

 No.115945

probably a matter of a game that's really wide but not entirely polished

 No.115946

File:fff-384-selector-combinato….png (531.94 KB,1120x960)

>>115944
explain this one like im retarded vermin

 No.115947

>>115946
too 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.116332

File:fff-385-predictors.mp4 (3.28 MB,1120x720)


 No.116995

File:fff-386-tour-mountains.mp4 (16.65 MB,1120x840)


 No.118096

>>114141
https://www.factorio.com/blog/post/fff-389

It's more here than it's ever been

 No.118115

>>118096
This 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.122302


 No.132498

New video on the YouTube channel.
New enemy variety.

 No.133461

the spice must flow

 No.134372

Going to make a big post in a bit, but here's a prominent player that got extensive playtesting experience.

 No.134393

>>134372
Wube 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.134394

File:f5aabb88ae4894b0878ad75995….jpg (50.99 KB,493x905)

I've edited the OP text to reflect more the upcoming server for the Space Age update.

Similar to before I'll be putting the server address up in the OP and it'll be a dedicated server that's always running so people can come in and out as they please. I assume like before there'll be an option to make the server have verification or not, and if people want to play like that we can but I'll also be open to buying the game+expansion for anyone that wants to play with us!

Looking forwards to industrializing space with all of my /qa/ friends!

 No.134434

it's gonna be epic

 No.134444

File:FcwGgh5akAILCUx.jpg (187.26 KB,924x1014)

>>134434
And it's going to be in ~3 hours! Need to set up the server and finish some work stuff.

 No.134454

File:[SubsPlease] Puniru wa Kaw….png (1.33 MB,1920x1080)

>>134444
I checked them

 No.134455

File:1440372111362.jpg (48.27 KB,937x579)

SERVER IS UP
IT'S UP
IT'S UP
IT'S UP

 No.134493

Server temporarily down while we apply the day1 patch to the server.

 No.134497

>>134493
Oh yeah it's back up again

 No.134501

>>134497
seems down again

 No.134502

Give me a few minutes I'll start it back up again

 No.134503

back up!

 No.134506

File:C-1729614571401.png (580.59 KB,1615x1343)

death world semi-secured...
we are out of stone so time to make a tank run for the one in the upper left

 No.134511

>>134506
disgusting railways

 No.134513

>>134511
I didn't make them...

 No.134523

>>134511
Maintaining 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

>>134506
It's ok, I'm fixing the issue...

 No.134528

File:C-1729648236970.png (658.14 KB,1873x1430)


 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

>>134543
Well 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

>>134544
Makes 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.134573

File:65d17990e8.png (788.37 KB,2560x1440)

The power of collaboration

 No.134579

File:C-1729713018426.png (863.92 KB,2573x1779)

>>134573
Healing....

 No.134615

File:C-1729801207664.png (12.42 MB,3840x2097)

One small step for kissu, one giant leap for /qa/kind.

 No.134623

>>134579
the more the factory grows the more simple things become, somewhat ironically
probably because with more tech you can make more optimized structures

 No.134624

File:C-1729812006255.png (1.64 MB,3840x2097)

>>134623
also this is in reference to me having redone copper smelting

 No.134637

File:C-1729879890297.png (12.39 MB,3840x2097)

We have FINALLY completed a full speed trip to another planet. The first one we did had to be slowed to a crawl so that it didn't crash into any meteors, after a bit of turret building and ammo automation on the craft we were able to make the trip and obliterate all asteroids on the way.

It's a really great feeling and very hopeful for the future, because these platforms are the only way to get to and from planets and act essentially as space trains, so it's important that we can have them going to and from planets en masse.

 No.134638

File:C-1729880177582.png (350.84 KB,1120x991)

>>134637
Also the scheduling menu

 No.134639

File:C-1729880919201.png (3.71 MB,1778x1329)

>>134638
THIS IS THE BEST PLANET IN THE GAME

 No.134640

this is one of the most beautiful lines i've ever seen...

 No.134641

File:C-1729892313962.png (5.24 MB,3586x668)


 No.134642

>>134639
¥ LDS with only some plastic and basically free resources
¥ Same crafting time
¥ No more belt spaghetti
Now 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.134659

>>134658
back up

 No.134660

File:[SubsPlease] Puniru wa Kaw….jpg (216.92 KB,1920x1080)

Can you take some pictures of the base itself instead of the map view? Maybe record a video running around? Or maybe pictures of the aliens? Maps are kind of meh.

 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

File:C-1730059303214.png (12.51 MB,3239x1763)

>>134642
I'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.0eNrdWttuozAQ/ZWVn6HCV3C+YfcLqqhKGiuylgAC0m1U8e9rkrZJGyaxPQ+LVqpUhcs5nmP7jMf4jazLvWlaW/Vk8Ubsc111ZPH4Rjq7rVbleK1a7QxZkLVZuZtkSIitNuaVLOiQTD1mt+nOVrbappvWluXFC2xYJsRUve2tOZEcfxyeqv1ubVqHmHygmNemNV2X9u2q6pq67dO1KXuSkKbu3OuuHY7RQaaUyexBJuTg4DP5IIexUd9gWQysUPdgeRQsuwcrkm+KTwYtP2FcO0eJe7M7aWo3F73RNcZs0l292Zcm5eT8oHuuerLViyOv28PpxfMv1xFdv3r+TRbZ2MLJO3RYDu7vOgDpFQCbbwAKOQzVdMfmSNh8GrbwkVsU85VbI6cnIDfNkLiA3pR6CS7mKzhlSOeCFMc6IqS4lyWKbMaKe3kiz2ccQZwpnmeBPka0sa15Pj0jpljiPJIFshRRLDyQRSP9vgBWMxkSVwO4casvGqYKwy7GoNZzJC6ktkB6GoQrkbiQDlHzVNzoRcqmaKImqshCaaJmKtehNFFTlReBNDzzWhl/ZgGazS0L8GuP2Lvart22tfvvkwfeY+oPzQhS7/tm35MpJqRPHHmmcJE+QSmAK+KUOQ8ib2X81hJyxqPo7FHdfu2ePjZ9usx9j4FPan42oatdh9u5irKrXAUq1LROHPfUi6P+EIp5C8VAodiFUNAdBt7hoLjXltk1pe17d/N2ZehEvpu+ObJYoxzY9Igr1vIvuF9aX0yxUGTrGdB6hmw981k6iTjrkoEaicDxI6DxM5kDhUQGwbxSrVBh1iDoLYL/xRtE7mu8o4vAxiuKwIWMmFsKEhq9kBGX6dpWQLaWGa5upsAusaS4GvaIe38eSYYryH1pOK6m9aWJK+aKUJo4j9OhNAqZzaChlSNxBYBbILOk9MlfUoeuf77M5zvoKm6dIuAYpjK9osgk6cfCApWSQUohN4M9Y4ib0TyQReJ2OzxZFLqE9MtJKsdtd0DGoZC7NZ4y6cD6d3aLjxy5g0uVV37IkZ/TKfA5Jg/0jYuyW/k0myOTNPT5VSDTj6fqEpk9IdWx2R6SJUf6NNTeAomrfMwgD8324FicQi+ysLMYtJib1RQ07DDGDCNgSBcDPpQU2JID+LBTiLDzGDNUHOtgkOJYB4MUz8MOZMxQcaxXQspoJC7QkzoLO5AxP8U1DTuQ8a8jWCbkj8tVI/cjV4lMRJ7I5fJENAbxeYgzIeXKda279uu46fmDpz9XlXHXX0zbHcOTimmhtRRUMEbpMPwFOUC5cg==


Also we just got started on Gleba and I'm not too sure what it is yet, but it seems like a more farming/agricultural (in the factorio sense) type of planet? Another Anon has been over there far more than me and figuring things out while I've been trying to redo these mines. Just a bit ago some eggs that were in his inventory hatched and attacked him so it seems like a pretty crazy planet. No resource veins on it at all. Haven't even gotten to Fulgora or beyond yet.

>>134660
Once 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.134683

File:C-1730060716807.png (407.36 KB,897x785)

>>134682
Also in case you thought the resource drain was busted just wait until you see what quality does to it. Now more than ever I want recyclers to just bang out legendary quality.

 No.134684

File:C-1730060953557.png (14.43 MB,3840x2097)

I guess if people want to know a bit more than this is also a bit different, and my pride in terms of what we've done with trains in this world.

The trains for iron I made differently in the sense that I used the circuits to program the limit on the train stops to be 1 until all stations have received a train, and then if all the stations are full then the limit on amount of trains allowed at each station switches to 2 to allow some buffer and for trains to be on their way instead of waiting at the drop off station. It's been working beautifully ever since I implemented it and there's a bit of priority programming there too so that even when the limit is 2 each train is going towards an empty stop first. I really want to do this somewhere else too.

 No.134685

>>134683
Quality 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.134691

File:c8f6fd0390f76e5f0fdb40eda8….png (399.23 KB,556x1000)

>>134685
>Been losing sleep over it which I hardly ever do.
Heh, same here. Had to forcibly stop myself from making some more improvements to the main base after expanding because it's 1am and I've been playing since 11am and didn't get any of my daily tasks done.

 No.134740

File:1446644341521.gif (1.56 MB,540x501)

I like going on /v/ from time to time for this game because the threads there aren't culture war hellholes and it's crazy to me when I'm comparing our progress to some people. So many people talking about getting stranded on planets or still being stuck on Nauvis, makes me think we're being pretty fast and doing extremely well here on Kissu. Or maybe it's just the fact that it's a server and we have multiple people, all of us pretty good at the game, managing each world. That's probably more likely the case.

 No.134745

These are my Fulgora prints I'm using in the server

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

 No.134753

>>134740
As 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

File:2024_10_29_20-47__yNU.png (55.92 KB,630x135)

>>134740
Though 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.134761

File:beating the game.png (244.04 KB,796x1388)

Also it seems shrouded in mystery, but I really want to play not only until we beat the main game, but further beyond I want to see what this shattered planet is about. And from comparing the route on the recipe book to that of the solar system edge, which seems to be the beating the game condition, it seems like you need a functioning megabase producing legendary everything to reach. Which seems like it'll be fun to try.

 No.134762

File:mystery shattered planet.png (199.64 KB,755x1288)


 No.134855

File:C-1730479907888.png (9.1 MB,3840x2097)

oh my

 No.134857

>>134855
i have NO idea what i'm looking at

 No.134861

>>134857
ice 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

>>134861
also almost 90% ocean

 No.134866

File:C-1730519359121.png (12.57 MB,3840x2097)

we just figured this out... 221 hours into the run......

 No.134931

File:9136893e5a.mp4 (20.85 MB,2560x1440)

Love my abomination

 No.134945

File:C-1730782450392.jpeg (829.68 KB,2560x1440)

wasn't the first in the server, but first to post it to this thread

 No.135149

File:2024-11-13 09-40-16.mp4 (19.36 MB,1920x1080)

Mega ship time

 No.135150

File:2024-11-13 09-17-02.mp4 (62.03 MB,1920x1080)

longer ver

 No.135153

>>135149
woah legendary quality grabbers, do you have those automated?

 No.135160

>>135149
looking good

 No.135161

That's pretty cool. Not cool enough for me to play Math Simulator with you guys, but cool.

 No.135163

>>135153
no, not yet

 No.135164

>>135150
That is so cool!

 No.135182

File:6f6556207d.jpg (653.34 KB,2560x1440)

Compact designs are nice.

 No.135183

>>135182
the sph ship

 No.135185

File:77caff3229.jpg (721.56 KB,2560x1440)

This is a 90% perfected design. I can still push it a bit further by optmizing the programming

>>135183
gross

 No.135190

File:C-1731711883122.png (7.94 MB,2880x1620)

Gaze upon the spaghetti factory of /qa/lity

 No.135194

File:C-1731724197500.png (3.4 MB,2560x1440)

>>>/f/577
Perfected

 No.135210

File:C-1731887527574.png (7.34 MB,2880x1620)

robots make quality a bit easier..........................

 No.135272

File:C-1732061793348.png (3.18 MB,1883x1290)

lol....

 No.135274

>>135272
Must've been a big worm

 No.135279

File:C-1732069038569.png (5.12 MB,2897x1958)

Finally, I've done it....
MAYBE a bit of cheesing, but no I'm not going to make a FUCKING legendary portable fusion reactor to make this work

 No.135291

File:C-1732075992165.png (2.05 MB,1934x1656)

>>>/jp/83120
Good question, I'll post a bit of the current factories we have running.

 No.135294

>>135291
SAW that edit

 No.135295

File:C-1732076091688.png (1.89 MB,3840x2097)


 No.135296

File:C-1732076140772.png (1.05 MB,3020x1487)

>>135291
A bit of a closer look at nauvis

 No.135297

File:C-1732076157699.png (1.44 MB,2614x1985)

Vulcanus and Aquilo are probably the least developed.

 No.135298

File:C-1732076215800.png (16.47 MB,3840x2097)

Aquilo can mostly fit into a non-map view because I hate working on it.

 No.135299

File:C-1732076248912.png (1.82 MB,3840x2097)

And then there's Fulgora, a bit more on my space specifically (bottom right) in a bit

 No.135301

File:2024_11_20_08-21__6vL.png (45.68 KB,387x207)

Left it on all night, and...

 No.135302

File:2024_11_20_08-20__JdA.png (43.52 KB,403x192)

Yes... YES

 No.135303

File:C-1732113431333.png (53.41 KB,640x618)

glorious

 No.135304

File:516fd3761e.jpg (1.2 MB,2560x1440)

Pullin some agro here

 No.135306

File:768a1eb971.mp4 (28.86 MB,2560x1440)

The juice machine

 No.135318

File:2024_11_21_00-55__tVb.png (426.11 KB,952x1409)

Upgraded my armor a bit

 No.135319

File:2024-11-21 01-02-59-1.mp4 (15.65 MB,480x360)

And now, this is possible.

 No.135320

how are you recording at 480p

 No.135323

Although I wish we had personal Tesla turrets...
>>135320
Converting 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

>>135325
do you SEE the size on it

 No.135395

File:2024-11-22 19-21-08-1.mp4 (16.32 MB,1280x720)

now THIS is how you clean up

 No.135396

>>135395
Man, 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

>>135395
WOOOOOOO DEATH RAVE alexa play Quake - Soundtrack [Full Album]

 No.135399

File:2024-11-23 00-00-31-1.webm (1.9 MB,1920x1080)

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.

>>135396
It'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.

>>135397
Eventually 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 bots
I'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.135402

File:2024_11_23_00-08__K4Z.png (1.42 MB,2456x2042)

>>135299
So for this quality factory, it took an ungodly amount of time for me to set it up and even then I still struggle with blockages at times. I attribute most of the technical difficulties with it to being my first crack at quality. With the foresight I have now, if I had to choose a planet to start with quality I'd probably take Vulcanus next time instead. Scrap is already a bitch to deal with normally, but adding quality to that just introduces an entirely new layer of complexity and contingency preparation for how to make the operation work smoothly. The only saving grace is that Fulgora offers you infinite power if you build enough accumulators so you're free to utilize as many bots as you want. And you'll definitely want to be using bots for this planet. My spaghetti still remains for the initial design, but most everything higher quality related now is done via bots.

 No.135405

File:C-1732339335763.png (16.01 MB,3840x2097)

>>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

>>135410
Yeah, 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.




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